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 | |
38 | void 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 | |
55 | void 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 | |
71 | bool SkeletonIK3DEditorPlugin::handles(Object *p_object) const { |
72 | return p_object->is_class("SkeletonIK3D" ); |
73 | } |
74 | |
75 | void SkeletonIK3DEditorPlugin::make_visible(bool p_visible) { |
76 | if (p_visible) { |
77 | play_btn->show(); |
78 | } else { |
79 | play_btn->hide(); |
80 | } |
81 | } |
82 | |
83 | void SkeletonIK3DEditorPlugin::_bind_methods() { |
84 | } |
85 | |
86 | SkeletonIK3DEditorPlugin::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 | |
97 | SkeletonIK3DEditorPlugin::~SkeletonIK3DEditorPlugin() {} |
98 | |