Also added gdpose and godot-plugin-refresher addons.

This commit is contained in:
Relintai 2021-02-07 16:37:39 +01:00
parent 32648325e0
commit 847640d35b
16 changed files with 602 additions and 1 deletions

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!module_manager/**
!Godoxel
!Godoxel/**
!godot-plugin-refresher
!godot-plugin-refresher/**
!gdpose
!gdpose/**
!addon_versions

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Godotxel 6e3b61c2887e51c767d0c2417e0b293a35f904ac from https://github.com/aaronfranke/GraphicsEditor
gdpose ba80c648b04d5dc416f69d1d3bac280a2e02b3a0 from https://github.com/BastiaanOlij/gdpose
godot-plugin-refresher e2b12f448b9fc112fd0f4acdc6de8df6180b464e from https://github.com/godot-extended-libraries/godot-plugin-refresher

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MIT License
Copyright (c) 2020 Bastiaan Olij
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# gdpose
Plugin to make skeletons poseable in the editor
Note: this is still a work in progress
For more info see my streams on Youtube:
- [Stream #16](https://youtu.be/LtJCLWorenc)
- [Stream #17](https://youtu.be/zFVmMPe9Skc)
# TODOs
Minimum work needed to make this more feasible:
- Add undo feature
- Improve bone selection menu
- Add option to add keyframe for selected bone
Nice to figure out:
- Make it possible to select bones by clicking on them
- Make a better widget for rotations
- Add code to determine correct direction of rotation
# License
This project is provided under an MIT license.
See LICENSE for further details.

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tool
extends MenuButton
var skeleton : Skeleton = null
func edit(new_skeleton : Skeleton):
skeleton = new_skeleton
# update our menu
var popup = get_popup()
if popup:
popup.clear()
if skeleton:
for idx in range(0, skeleton.get_bone_count()):
var parent = skeleton.get_bone_parent(idx)
if parent != -1:
var name = skeleton.get_bone_name(idx)
popup.add_item(name, idx)
func select_bone(id):
print("select bone " + str(id))
var gizmo : BoneSpatialGizmo = skeleton.gizmo
if gizmo:
gizmo.set_selected_bone(id)
skeleton.update_gizmo()
func _ready():
var popup = get_popup()
if popup:
popup.connect("id_pressed", self, "select_bone")

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/gdpose/SkeletonPopup.gd" type="Script" id=1]
[node name="SkeletonPopup" type="MenuButton"]
text = "GDPose"
items = [ "Test1", null, 0, false, false, 0, 0, null, "", false, "Test2", null, 0, false, false, 1, 0, null, "", false ]
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}

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tool
extends EditorSpatialGizmo
class_name BoneSpatialGizmo
var offset = 0.1
var handle_dist = 0.1 # Distance of gizmo to bone origin
var selected_bone = -1 # Bone we are animating
var is_posing = false
var start_pose = Transform()
var start_point = Vector2()
var handle_idx = Array() # Handles we've added
const handle_rot_x = -2
const handle_rot_y = -3
const handle_rot_z = -4
func set_selected_bone(idx):
var skeleton : Skeleton = get_spatial_node()
if !skeleton:
return
if idx >= 0 and idx < skeleton.get_bone_count():
selected_bone = idx
else:
selected_bone = -1
func get_handle_name(index):
var skeleton : Skeleton = get_spatial_node()
if !skeleton:
return "No skeleton"
var idx = handle_idx[index]
if idx == handle_rot_x:
return "Rotate X"
elif idx == handle_rot_y:
return "Rotate Y"
elif idx == handle_rot_z:
return "Rotate Z"
else:
return "huh???"
func get_handle_value(index):
var skeleton : Skeleton = get_spatial_node()
if !skeleton:
return "No skeleton"
var idx = handle_idx[index]
if selected_bone >= 0:
return skeleton.get_bone_pose(selected_bone)
else:
return "No selected bone"
func set_handle(index, camera, point):
var idx = handle_idx[index]
var skeleton : Skeleton = get_spatial_node()
if !skeleton:
return "No skeleton"
if !is_posing:
start_point = point
start_pose = skeleton.get_bone_pose(selected_bone)
is_posing = true
print("start posing " + str(start_pose))
return
var moved = point - start_point
var distance = moved.x + moved.y
# calculate our new transform (in local space)
var new_pose : Transform = start_pose
if idx == handle_rot_x:
# rotate around X
new_pose = new_pose.rotated(start_pose.basis.x.normalized(), distance * 0.01)
elif idx == handle_rot_y:
# rotate around Y
new_pose = new_pose.rotated(start_pose.basis.y.normalized(), distance * 0.01)
elif idx == handle_rot_z:
# rotate around Z
new_pose = new_pose.rotated(start_pose.basis.z.normalized(), distance * 0.01)
skeleton.set_bone_pose(selected_bone, new_pose)
skeleton.update_gizmo()
func commit_handle(index, restore, cancel = false):
# var idx = handle_idx[index]
print("Commit")
is_posing = false
var skeleton : Skeleton = get_spatial_node()
if !skeleton:
return
if selected_bone == -1:
return
if (cancel):
skeleton.set_bone_pose(selected_bone, restore)
func redraw():
clear()
var skeleton : Skeleton = get_spatial_node()
if !skeleton:
return
var lines_material = get_plugin().get_material("skeleton", self)
var selected_material = get_plugin().get_material("selected", self)
var handles_material = get_plugin().get_material("handles", self)
var handles = PoolVector3Array()
handle_idx.clear()
# loop through our bones
for idx in range(0, skeleton.get_bone_count()):
var parent = skeleton.get_bone_parent(idx)
if parent != -1:
var lines = PoolVector3Array()
var parent_transform = skeleton.get_bone_global_pose(parent)
var bone_transform = skeleton.get_bone_global_pose(idx)
var parent_pos = parent_transform.origin
var bone_pos = bone_transform.origin
var delta = bone_pos - parent_pos
var length = delta.length()
var p1 = parent_pos + (delta * offset) + parent_transform.basis.x * length * offset
var p2 = parent_pos + (delta * offset) + parent_transform.basis.z * length * offset
var p3 = parent_pos + (delta * offset) - parent_transform.basis.x * length * offset
var p4 = parent_pos + (delta * offset) - parent_transform.basis.z * length * offset
lines.push_back(parent_pos)
lines.push_back(p1)
lines.push_back(p1)
lines.push_back(bone_pos)
lines.push_back(parent_pos)
lines.push_back(p2)
lines.push_back(p2)
lines.push_back(bone_pos)
lines.push_back(parent_pos)
lines.push_back(p3)
lines.push_back(p3)
lines.push_back(bone_pos)
lines.push_back(parent_pos)
lines.push_back(p4)
lines.push_back(p4)
lines.push_back(bone_pos)
lines.push_back(p1)
lines.push_back(p2)
lines.push_back(p2)
lines.push_back(p3)
lines.push_back(p3)
lines.push_back(p4)
lines.push_back(p4)
lines.push_back(p1)
if parent == selected_bone:
add_lines(lines, selected_material, false)
else:
add_lines(lines, lines_material, false)
if idx == selected_bone:
handles.push_back(bone_pos + bone_transform.basis.x * handle_dist)
handle_idx.push_back(handle_rot_x)
handles.push_back(bone_pos + bone_transform.basis.y * handle_dist)
handle_idx.push_back(handle_rot_y)
handles.push_back(bone_pos + bone_transform.basis.z * handle_dist)
handle_idx.push_back(handle_rot_z)
if handles.size() > 0:
add_handles(handles, handles_material)

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tool
extends EditorSpatialGizmoPlugin
const BoneGizmo = preload("res://addons/gdpose/bonegizmo.gd")
func get_name():
return "BoneGizmo"
func get_priority():
return 100
func create_gizmo(spatial):
if spatial is Skeleton:
return BoneGizmo.new()
else:
return null
func _init():
create_material("skeleton", Color(0.6, 0.6, 0.0))
create_material("selected", Color(1.0, 1.0, 0.0))
create_handle_material("handles")

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[plugin]
name="gdpose"
description="Pose editor"
author="Bastiaan Olij"
version="1"
script="plugin.gd"

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tool
extends EditorPlugin
const BoneGizmoPlugin = preload("res://addons/gdpose/bonegizmoplugin.gd")
const SkeletonPopup = preload("res://addons/gdpose/SkeletonPopup.tscn")
var skeleton_popup_instance
var bone_gizmo = BoneGizmoPlugin.new()
func get_plugin_name():
return "GD Pose Plugin"
func _enter_tree():
# Initialization of the plugin goes here.
add_spatial_gizmo_plugin(bone_gizmo)
# add our menu
skeleton_popup_instance = SkeletonPopup.instance()
add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, skeleton_popup_instance)
skeleton_popup_instance.visible = false
func _exit_tree():
remove_spatial_gizmo_plugin(bone_gizmo)
if skeleton_popup_instance:
remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, skeleton_popup_instance)
skeleton_popup_instance.queue_free()
skeleton_popup_instance = null
func make_visible(visible):
if skeleton_popup_instance:
skeleton_popup_instance.visible = visible
func handles(object):
return object is Skeleton
func edit(object):
var skeleton : Skeleton = object
if skeleton_popup_instance:
skeleton_popup_instance.edit(skeleton)

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MIT License
Copyright (c) 2018 Will Nations
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# godot-plugin-refresher
This plugin simplifies plugin development for those wanting to make tools for the Godot Editor.
It adds a dropdown and refresh button to the toolbar. *Other* plugins' directory names will show up in the dropdown, and clicking the refresh button will simply toggle the plugin off and then back on.
This makes it much easier to iterate on a single plugin since rather than having to...
1. Click Project Settings.
2. Go to Plugins tab (first time).
3. Find the desired plugin.
4. Click the dropdown.
5. Select the opposite option.
6. Click the dropdown again.
7. Click the original option.
8. Close the Project Settings.
You instead just...
1. Click the dropdown (first time).
2. Select your WIP plugin (first time).
3. Click the refresh button.
Please consider starring the repo if you like the project and let me know if you have any feedback for bugs / feature improvements in the Issues. If you'd like to support my work, please [send tips to my Kofi](https://ko-fi.com/willnationsdev). Cheers!

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[plugin]
name="Godot Plugin Refresher"
description="A toolbar addition to facilitate toggling off/on a selected plugin."
author="willnationsdev"
version="1.0"
script="plugin_refresher_plugin.gd"

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tool
extends HBoxContainer
signal request_refresh_plugin(p_name)
signal confirm_refresh_plugin(p_name)
onready var options = $OptionButton
func _ready():
$RefreshButton.icon = get_icon('Reload', 'EditorIcons')
func update_items(p_plugins):
if not options:
return
options.clear()
var plugin_dirs = p_plugins.keys()
for idx in plugin_dirs.size():
var plugin_dirname = plugin_dirs[idx]
var plugin_name = p_plugins[plugin_dirname]
options.add_item(plugin_name, idx)
options.set_item_metadata(idx, plugin_dirname)
func select_plugin(p_name):
if not options:
return
if p_name == null or p_name.empty():
return
for idx in options.get_item_count():
var plugin = options.get_item_metadata(idx)
if plugin == p_name:
options.selected = options.get_item_id(idx)
break
func _on_RefreshButton_pressed():
if options.selected == -1:
return # nothing selected
var plugin = options.get_item_metadata(options.selected)
if not plugin or plugin.empty():
return
emit_signal("request_refresh_plugin", plugin)
func show_warning(p_name):
$ConfirmationDialog.dialog_text = """
Plugin `%s` is currently disabled.\n
Do you want to enable it now?
""" % [p_name]
$ConfirmationDialog.popup_centered()
func _on_ConfirmationDialog_confirmed():
var plugin = options.get_item_metadata(options.selected)
emit_signal('confirm_refresh_plugin', plugin)

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/godot-plugin-refresher/plugin_refresher.gd" type="Script" id=1]
[node name="HBoxContainer" type="HBoxContainer"]
margin_right = 40.0
margin_bottom = 40.0
script = ExtResource( 1 )
[node name="VSeparator" type="VSeparator" parent="."]
margin_right = 4.0
margin_bottom = 40.0
[node name="OptionButton" type="OptionButton" parent="."]
margin_left = 8.0
margin_right = 158.0
margin_bottom = 40.0
rect_min_size = Vector2( 150, 0 )
[node name="RefreshButton" type="ToolButton" parent="."]
margin_left = 162.0
margin_right = 174.0
margin_bottom = 40.0
[node name="ConfirmationDialog" type="ConfirmationDialog" parent="."]
margin_right = 278.0
margin_bottom = 110.0
rect_min_size = Vector2( 300, 70 )
window_title = "Plugin Refresher"
dialog_autowrap = true
[connection signal="pressed" from="RefreshButton" to="." method="_on_RefreshButton_pressed"]
[connection signal="confirmed" from="ConfirmationDialog" to="." method="_on_ConfirmationDialog_confirmed"]

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tool
extends EditorPlugin
const ADDONS_PATH = "res://addons/"
const PLUGIN_CONFIG_DIR = 'plugins/plugin_refresher'
const PLUGIN_CONFIG = 'settings.cfg'
const SETTINGS = 'settings'
const SETTING_RECENT = 'recently_used'
var plugin_config = ConfigFile.new()
var refresher
func _enter_tree():
refresher = preload("plugin_refresher.tscn").instance()
add_control_to_container(CONTAINER_TOOLBAR, refresher)
# Watch whether any plugin is changed, added or removed on the filesystem
var efs = get_editor_interface().get_resource_filesystem()
efs.connect("filesystem_changed", self, "_on_filesystem_changed")
refresher.connect("request_refresh_plugin", self, "_on_request_refresh_plugin")
refresher.connect("confirm_refresh_plugin", self, "_on_confirm_refresh_plugin")
_reload_plugins_list()
_load_settings()
func _exit_tree():
remove_control_from_container(CONTAINER_TOOLBAR, refresher)
refresher.free()
func _reload_plugins_list():
var refresher_dir = get_plugin_path().get_file()
var plugins = {}
var origins = {}
var dir = Directory.new()
dir.open(ADDONS_PATH)
dir.list_dir_begin(true, true)
var file = dir.get_next()
while file:
var addon_dir = ADDONS_PATH.plus_file(file)
if dir.dir_exists(addon_dir) and file != refresher_dir:
var display_name = file
var plugin_config_path = addon_dir.plus_file("plugin.cfg")
if not dir.file_exists(plugin_config_path):
continue # not a plugin
var plugin_cfg = ConfigFile.new()
plugin_cfg.load(plugin_config_path)
display_name = plugin_cfg.get_value("plugin", "name", file)
if not display_name in origins:
origins[display_name] = [file]
else:
origins[display_name].append(file)
plugins[file] = display_name
file = dir.get_next()
# Specify the exact plugin name in parenthesis in case of naming collisions.
for display_name in origins:
var plugin_names = origins[display_name]
if plugin_names.size() > 1:
for n in plugin_names:
plugins[n] = "%s (%s)" % [display_name, n]
refresher.update_items(plugins)
func _load_settings():
var path = get_config_path()
var fs = Directory.new()
if not fs.file_exists(path):
# Create new if running for the first time
var config = ConfigFile.new()
fs.make_dir_recursive(path.get_base_dir())
config.save(path)
else:
plugin_config.load(path)
func _save_settings():
plugin_config.save(get_config_path())
func get_config_path():
var dir = get_editor_interface().get_editor_settings().get_project_settings_dir()
var home = dir.plus_file(PLUGIN_CONFIG_DIR)
var path = home.plus_file(PLUGIN_CONFIG)
return path
func _on_filesystem_changed():
if refresher:
_reload_plugins_list()
refresher.select_plugin(get_recent_plugin())
func get_recent_plugin():
if not plugin_config.has_section_key(SETTINGS, SETTING_RECENT):
return null # not saved yet
var recent = plugin_config.get_value(SETTINGS, SETTING_RECENT)
return recent
func _on_request_refresh_plugin(p_name):
assert(not p_name.empty())
var disabled = not get_editor_interface().is_plugin_enabled(p_name)
if disabled:
refresher.show_warning(p_name)
else:
refresh_plugin(p_name)
func _on_confirm_refresh_plugin(p_name):
refresh_plugin(p_name)
func get_plugin_path():
return get_script().resource_path.get_base_dir()
func refresh_plugin(p_name):
print("Refreshing plugin: ", p_name)
var enabled = get_editor_interface().is_plugin_enabled(p_name)
if enabled: # can only disable an active plugin
get_editor_interface().set_plugin_enabled(p_name, false)
get_editor_interface().set_plugin_enabled(p_name, true)
plugin_config.set_value(SETTINGS, SETTING_RECENT, p_name)
_save_settings()