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https://github.com/Relintai/gdpose.git
synced 2025-04-23 18:13:22 +02:00
Work done during stream 16 and 17
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6
.gitattributes
vendored
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.gitattributes
vendored
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*.gd eol=lf
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*.tscn eol=lf
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*.cfg eol=lf
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*.godot eol=lf
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*.tres eol=lf
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*.import eol=lf
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5
.gitignore
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.gitignore
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.import/
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*.dblite
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*.TMP
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logs
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Thumbs.db
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10
README.md
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README.md
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# gdpose
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# gdpose
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Plugin to make skeletons poseable in the editor
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Plugin to make skeletons poseable in the editor
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Note: this is still a work in progress
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For more info see my streams on Youtube:
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- [Stream #16](https://youtu.be/LtJCLWorenc)
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- [Stream #17](https://youtu.be/zFVmMPe9Skc)
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# License
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This project is provided under an MIT license.
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See LICENSE for further details.
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32
addons/gdpose/SkeletonPopup.gd
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addons/gdpose/SkeletonPopup.gd
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tool
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extends MenuButton
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var skeleton : Skeleton = null
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func edit(new_skeleton : Skeleton):
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skeleton = new_skeleton
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# update our menu
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var popup = get_popup()
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if popup:
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popup.clear()
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if skeleton:
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for idx in range(0, skeleton.get_bone_count()):
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var parent = skeleton.get_bone_parent(idx)
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if parent != -1:
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var name = skeleton.get_bone_name(idx)
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popup.add_item(name, idx)
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func select_bone(id):
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print("select bone " + str(id))
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var gizmo : BoneSpatialGizmo = skeleton.gizmo
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if gizmo:
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gizmo.set_selected_bone(id)
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skeleton.update_gizmo()
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func _ready():
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var popup = get_popup()
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if popup:
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popup.connect("id_pressed", self, "select_bone")
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addons/gdpose/SkeletonPopup.tscn
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addons/gdpose/SkeletonPopup.tscn
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://addons/gdpose/SkeletonPopup.gd" type="Script" id=1]
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[node name="SkeletonPopup" type="MenuButton"]
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text = "GDPose"
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items = [ "Test1", null, 0, false, false, 0, 0, null, "", false, "Test2", null, 0, false, false, 1, 0, null, "", false ]
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script = ExtResource( 1 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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179
addons/gdpose/bonegizmo.gd
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179
addons/gdpose/bonegizmo.gd
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tool
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extends EditorSpatialGizmo
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class_name BoneSpatialGizmo
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var offset = 0.1
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var handle_dist = 0.1 # Distance of gizmo to bone origin
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var selected_bone = -1 # Bone we are animating
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var is_posing = false
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var start_pose = Transform()
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var start_point = Vector2()
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var handle_idx = Array() # Handles we've added
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const handle_rot_x = -2
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const handle_rot_y = -3
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const handle_rot_z = -4
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func set_selected_bone(idx):
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var skeleton : Skeleton = get_spatial_node()
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if !skeleton:
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return
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if idx >= 0 and idx < skeleton.get_bone_count():
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selected_bone = idx
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else:
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selected_bone = -1
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func get_handle_name(index):
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var skeleton : Skeleton = get_spatial_node()
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if !skeleton:
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return "No skeleton"
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var idx = handle_idx[index]
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if idx == handle_rot_x:
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return "Rotate X"
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elif idx == handle_rot_y:
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return "Rotate Y"
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elif idx == handle_rot_z:
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return "Rotate Z"
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else:
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return "huh???"
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func get_handle_value(index):
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var skeleton : Skeleton = get_spatial_node()
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if !skeleton:
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return "No skeleton"
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var idx = handle_idx[index]
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if selected_bone >= 0:
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return skeleton.get_bone_pose(selected_bone)
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else:
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return "No selected bone"
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func set_handle(index, camera, point):
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var idx = handle_idx[index]
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var skeleton : Skeleton = get_spatial_node()
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if !skeleton:
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return "No skeleton"
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if !is_posing:
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start_point = point
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start_pose = skeleton.get_bone_pose(selected_bone)
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is_posing = true
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print("start posing " + str(start_pose))
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return
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var moved = point - start_point
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var distance = moved.x + moved.y
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# calculate our new transform (in local space)
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var new_pose : Transform = start_pose
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if idx == handle_rot_x:
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# rotate around X
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new_pose = new_pose.rotated(start_pose.basis.x.normalized(), distance * 0.01)
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elif idx == handle_rot_y:
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# rotate around Y
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new_pose = new_pose.rotated(start_pose.basis.y.normalized(), distance * 0.01)
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elif idx == handle_rot_z:
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# rotate around Z
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new_pose = new_pose.rotated(start_pose.basis.z.normalized(), distance * 0.01)
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skeleton.set_bone_pose(selected_bone, new_pose)
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skeleton.update_gizmo()
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func commit_handle(index, restore, cancel = false):
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# var idx = handle_idx[index]
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print("Commit")
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is_posing = false
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var skeleton : Skeleton = get_spatial_node()
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if !skeleton:
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return
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if selected_bone == -1:
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return
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if (cancel):
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skeleton.set_bone_pose(selected_bone, restore)
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func redraw():
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clear()
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var skeleton : Skeleton = get_spatial_node()
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if !skeleton:
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return
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var lines_material = get_plugin().get_material("skeleton", self)
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var selected_material = get_plugin().get_material("selected", self)
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var handles_material = get_plugin().get_material("handles", self)
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var handles = PoolVector3Array()
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handle_idx.clear()
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# loop through our bones
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for idx in range(0, skeleton.get_bone_count()):
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var parent = skeleton.get_bone_parent(idx)
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if parent != -1:
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var lines = PoolVector3Array()
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var parent_transform = skeleton.get_bone_global_pose(parent)
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var bone_transform = skeleton.get_bone_global_pose(idx)
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var parent_pos = parent_transform.origin
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var bone_pos = bone_transform.origin
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var delta = bone_pos - parent_pos
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var length = delta.length()
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var p1 = parent_pos + (delta * offset) + parent_transform.basis.x * length * offset
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var p2 = parent_pos + (delta * offset) + parent_transform.basis.z * length * offset
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var p3 = parent_pos + (delta * offset) - parent_transform.basis.x * length * offset
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var p4 = parent_pos + (delta * offset) - parent_transform.basis.z * length * offset
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lines.push_back(parent_pos)
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lines.push_back(p1)
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lines.push_back(p1)
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lines.push_back(bone_pos)
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lines.push_back(parent_pos)
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lines.push_back(p2)
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lines.push_back(p2)
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lines.push_back(bone_pos)
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lines.push_back(parent_pos)
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lines.push_back(p3)
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lines.push_back(p3)
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lines.push_back(bone_pos)
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lines.push_back(parent_pos)
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lines.push_back(p4)
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lines.push_back(p4)
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lines.push_back(bone_pos)
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lines.push_back(p1)
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lines.push_back(p2)
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lines.push_back(p2)
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lines.push_back(p3)
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lines.push_back(p3)
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lines.push_back(p4)
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lines.push_back(p4)
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lines.push_back(p1)
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if parent == selected_bone:
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add_lines(lines, selected_material, false)
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else:
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add_lines(lines, lines_material, false)
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if idx == selected_bone:
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handles.push_back(bone_pos + bone_transform.basis.x * handle_dist)
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handle_idx.push_back(handle_rot_x)
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handles.push_back(bone_pos + bone_transform.basis.y * handle_dist)
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handle_idx.push_back(handle_rot_y)
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handles.push_back(bone_pos + bone_transform.basis.z * handle_dist)
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handle_idx.push_back(handle_rot_z)
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if handles.size() > 0:
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add_handles(handles, handles_material)
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22
addons/gdpose/bonegizmoplugin.gd
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22
addons/gdpose/bonegizmoplugin.gd
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tool
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extends EditorSpatialGizmoPlugin
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const BoneGizmo = preload("res://addons/gdpose/bonegizmo.gd")
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func get_name():
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return "BoneGizmo"
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func get_priority():
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return 100
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func create_gizmo(spatial):
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if spatial is Skeleton:
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return BoneGizmo.new()
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else:
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return null
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func _init():
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create_material("skeleton", Color(0.6, 0.6, 0.0))
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create_material("selected", Color(1.0, 1.0, 0.0))
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create_handle_material("handles")
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7
addons/gdpose/plugin.cfg
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addons/gdpose/plugin.cfg
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[plugin]
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name="gdpose"
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description="Pose editor"
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author="Bastiaan Olij"
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version="1"
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script="plugin.gd"
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39
addons/gdpose/plugin.gd
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addons/gdpose/plugin.gd
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tool
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extends EditorPlugin
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const BoneGizmoPlugin = preload("res://addons/gdpose/bonegizmoplugin.gd")
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const SkeletonPopup = preload("res://addons/gdpose/SkeletonPopup.tscn")
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var skeleton_popup_instance
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var bone_gizmo = BoneGizmoPlugin.new()
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func get_plugin_name():
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return "GD Pose Plugin"
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func _enter_tree():
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# Initialization of the plugin goes here.
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add_spatial_gizmo_plugin(bone_gizmo)
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# add our menu
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skeleton_popup_instance = SkeletonPopup.instance()
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add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, skeleton_popup_instance)
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skeleton_popup_instance.visible = false
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func _exit_tree():
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remove_spatial_gizmo_plugin(bone_gizmo)
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if skeleton_popup_instance:
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remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, skeleton_popup_instance)
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skeleton_popup_instance.queue_free()
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skeleton_popup_instance = null
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func make_visible(visible):
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if skeleton_popup_instance:
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skeleton_popup_instance.visible = visible
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func handles(object):
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return object is Skeleton
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func edit(object):
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var skeleton : Skeleton = object
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if skeleton_popup_instance:
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skeleton_popup_instance.edit(skeleton)
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Loading…
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