1/**************************************************************************/
2/* skeleton_ik_3d_editor_plugin.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#include "skeleton_ik_3d_editor_plugin.h"
32
33#include "editor/editor_node.h"
34#include "editor/editor_string_names.h"
35#include "scene/3d/skeleton_ik_3d.h"
36#include "scene/gui/button.h"
37
38void SkeletonIK3DEditorPlugin::_play() {
39 if (!skeleton_ik) {
40 return;
41 }
42
43 if (!skeleton_ik->get_parent_skeleton()) {
44 return;
45 }
46
47 if (play_btn->is_pressed()) {
48 skeleton_ik->start();
49 } else {
50 skeleton_ik->stop();
51 skeleton_ik->get_parent_skeleton()->clear_bones_global_pose_override();
52 }
53}
54
55void SkeletonIK3DEditorPlugin::edit(Object *p_object) {
56 if (p_object != skeleton_ik) {
57 if (skeleton_ik) {
58 play_btn->set_pressed(false);
59 _play();
60 }
61 }
62
63 SkeletonIK3D *s = Object::cast_to<SkeletonIK3D>(p_object);
64 if (!s) {
65 return;
66 }
67
68 skeleton_ik = s;
69}
70
71bool SkeletonIK3DEditorPlugin::handles(Object *p_object) const {
72 return p_object->is_class("SkeletonIK3D");
73}
74
75void SkeletonIK3DEditorPlugin::make_visible(bool p_visible) {
76 if (p_visible) {
77 play_btn->show();
78 } else {
79 play_btn->hide();
80 }
81}
82
83void SkeletonIK3DEditorPlugin::_bind_methods() {
84}
85
86SkeletonIK3DEditorPlugin::SkeletonIK3DEditorPlugin() {
87 play_btn = memnew(Button);
88 play_btn->set_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Play"), EditorStringName(EditorIcons)));
89 play_btn->set_text(TTR("Play IK"));
90 play_btn->set_toggle_mode(true);
91 play_btn->hide();
92 play_btn->connect("pressed", callable_mp(this, &SkeletonIK3DEditorPlugin::_play));
93 add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, play_btn);
94 skeleton_ik = nullptr;
95}
96
97SkeletonIK3DEditorPlugin::~SkeletonIK3DEditorPlugin() {}
98