mirror of
https://github.com/godotengine/godot.git
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f2e9867e9f
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
301 lines
10 KiB
C++
301 lines
10 KiB
C++
/*************************************************************************/
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/* skeleton_3d_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SKELETON_3D_EDITOR_PLUGIN_H
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#define SKELETON_3D_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "editor/editor_properties.h"
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#include "node_3d_editor_plugin.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/resources/immediate_mesh.h"
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class EditorInspectorPluginSkeleton;
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class Joint;
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class PhysicalBone3D;
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class Skeleton3DEditorPlugin;
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class Button;
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class CheckBox;
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class BoneTransformEditor : public VBoxContainer {
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GDCLASS(BoneTransformEditor, VBoxContainer);
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EditorInspectorSection *section = nullptr;
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EditorPropertyVector3 *translation_property = nullptr;
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EditorPropertyVector3 *rotation_property = nullptr;
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EditorPropertyVector3 *scale_property = nullptr;
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EditorInspectorSection *transform_section = nullptr;
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EditorPropertyTransform3D *transform_property = nullptr;
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Rect2 background_rects[5];
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Skeleton3D *skeleton;
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String property;
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UndoRedo *undo_redo;
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Button *key_button = nullptr;
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CheckBox *enabled_checkbox = nullptr;
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bool keyable = false;
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bool toggle_enabled = false;
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bool updating = false;
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String label;
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void create_editors();
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// Called when one of the EditorSpinSliders are changed.
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void _value_changed(const double p_value);
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// Called when the one of the EditorPropertyVector3 are updated.
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void _value_changed_vector3(const String p_property_name, const Vector3 p_vector, const StringName p_edited_property_name, const bool p_boolean);
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// Called when the transform_property is updated.
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void _value_changed_transform(const String p_property_name, const Transform3D p_transform, const StringName p_edited_property_name, const bool p_boolean);
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// Changes the transform to the given transform and updates the UI accordingly.
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void _change_transform(Transform3D p_new_transform);
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// Update it is truely keyable then.
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void _update_key_button(const bool p_keyable);
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// Creates a Transform using the EditorPropertyVector3 properties.
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Transform3D compute_transform_from_vector3s() const;
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void update_enabled_checkbox();
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protected:
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void _notification(int p_what);
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public:
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BoneTransformEditor(Skeleton3D *p_skeleton);
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// Which transform target to modify.
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void set_target(const String &p_prop);
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void set_label(const String &p_label) { label = p_label; }
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void _update_properties();
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void _update_custom_pose_properties();
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void _update_transform_properties(Transform3D p_transform);
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// Transform can be keyed, whether or not to show the button.
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void set_keyable(const bool p_keyable);
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// When rest mode, pose and custom_pose editor are diasbled.
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void set_properties_read_only(const bool p_readonly);
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void set_transform_read_only(const bool p_readonly);
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// Bone can be toggled enabled or disabled, whether or not to show the checkbox.
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void set_toggle_enabled(const bool p_enabled);
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// Key Transform Button pressed.
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void _key_button_pressed();
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// Bone Enabled Checkbox toggled.
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void _checkbox_pressed();
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};
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class Skeleton3DEditor : public VBoxContainer {
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GDCLASS(Skeleton3DEditor, VBoxContainer);
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friend class Skeleton3DEditorPlugin;
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enum SkeletonOption {
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SKELETON_OPTION_INIT_POSE,
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SKELETON_OPTION_INSERT_KEYS,
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SKELETON_OPTION_INSERT_KEYS_EXISTED,
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SKELETON_OPTION_CREATE_PHYSICAL_SKELETON
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};
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enum RestOption {
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REST_OPTION_POSE_TO_REST
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};
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struct BoneInfo {
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PhysicalBone3D *physical_bone = nullptr;
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Transform3D relative_rest; // Relative to skeleton node.
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};
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EditorNode *editor;
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EditorInspectorPluginSkeleton *editor_plugin;
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Skeleton3D *skeleton;
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Tree *joint_tree = nullptr;
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BoneTransformEditor *rest_editor = nullptr;
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BoneTransformEditor *pose_editor = nullptr;
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BoneTransformEditor *custom_pose_editor = nullptr;
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VSeparator *separator;
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MenuButton *skeleton_options = nullptr;
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MenuButton *rest_options = nullptr;
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Button *edit_mode_button;
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bool edit_mode = false;
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EditorFileDialog *file_dialog = nullptr;
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bool keyable;
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static Skeleton3DEditor *singleton;
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void _on_click_skeleton_option(int p_skeleton_option);
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void _on_click_rest_option(int p_rest_option);
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void _file_selected(const String &p_file);
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TreeItem *_find(TreeItem *p_node, const NodePath &p_path);
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void edit_mode_toggled(const bool pressed);
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EditorFileDialog *file_export_lib = nullptr;
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void update_joint_tree();
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void update_editors();
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void create_editors();
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void init_pose();
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void insert_keys(bool p_all_bones);
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void pose_to_rest();
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void create_physical_skeleton();
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PhysicalBone3D *create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos);
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void set_keyable(const bool p_keyable);
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void set_rest_options_enabled(const bool p_rest_options_enabled);
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// Handle.
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MeshInstance3D *handles_mesh_instance;
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Ref<ImmediateMesh> handles_mesh;
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Ref<ShaderMaterial> handle_material;
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Ref<Shader> handle_shader;
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Transform3D bone_original;
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void _update_pose_enabled(int p_bone = -1);
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void _update_show_rest_only();
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void _update_gizmo_transform();
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void _update_gizmo_visible();
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void _hide_handles();
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void _draw_gizmo();
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void _draw_handles();
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void _joint_tree_selection_changed();
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void _joint_tree_rmb_select(const Vector2 &p_pos);
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void _update_properties();
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void _subgizmo_selection_change();
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int selected_bone = -1;
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protected:
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void _notification(int p_what);
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void _node_removed(Node *p_node);
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static void _bind_methods();
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public:
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static Skeleton3DEditor *get_singleton() { return singleton; }
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void select_bone(int p_idx);
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int get_selected_bone() const;
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void move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx);
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Skeleton3D *get_skeleton() const { return skeleton; };
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bool is_edit_mode() const { return edit_mode; }
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void update_bone_original();
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Transform3D get_bone_original() { return bone_original; };
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Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, EditorNode *p_editor, Skeleton3D *skeleton);
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~Skeleton3DEditor();
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};
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class EditorInspectorPluginSkeleton : public EditorInspectorPlugin {
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GDCLASS(EditorInspectorPluginSkeleton, EditorInspectorPlugin);
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friend class Skeleton3DEditorPlugin;
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Skeleton3DEditor *skel_editor;
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EditorNode *editor;
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public:
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virtual bool can_handle(Object *p_object) override;
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virtual void parse_begin(Object *p_object) override;
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};
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class Skeleton3DEditorPlugin : public EditorPlugin {
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GDCLASS(Skeleton3DEditorPlugin, EditorPlugin);
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EditorInspectorPluginSkeleton *skeleton_plugin;
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EditorNode *editor;
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public:
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virtual EditorPlugin::AfterGUIInput forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) override;
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bool has_main_screen() const override { return false; }
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virtual bool handles(Object *p_object) const override;
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virtual String get_name() const override { return "Skeleton3D"; }
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Skeleton3DEditorPlugin(EditorNode *p_node);
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};
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class Skeleton3DGizmoPlugin : public EditorNode3DGizmoPlugin {
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GDCLASS(Skeleton3DGizmoPlugin, EditorNode3DGizmoPlugin);
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Ref<StandardMaterial3D> unselected_mat;
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Ref<ShaderMaterial> selected_mat;
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Ref<Shader> selected_sh;
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public:
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bool has_gizmo(Node3D *p_spatial) override;
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String get_gizmo_name() const override;
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int get_priority() const override;
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int subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const override;
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Transform3D get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
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void set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) override;
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void commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel) override;
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void redraw(EditorNode3DGizmo *p_gizmo) override;
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Skeleton3DGizmoPlugin();
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};
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#endif // SKELETON_3D_EDITOR_PLUGIN_H
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