pandemonium_engine/modules/skeleton_editor/skeleton_editor_plugin.h

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#ifndef MODULE_SKELETON_EDITOR_PLUGIN_H
#define MODULE_SKELETON_EDITOR_PLUGIN_H
/*************************************************************************/
/* skeleton_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "core/os/input_event.h"
#include "editor/editor_inspector.h"
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "editor/spatial_editor_gizmos.h"
#include "scene/3d/camera.h"
#include "scene/3d/mesh_instance.h"
#include "scene/3d/skeleton.h"
class ModuleEditorInspectorPluginSkeleton;
class Joint;
class PhysicalBone;
class ModuleSkeletonEditorPlugin;
class Button;
class CheckBox;
class EditorSpinSlider;
class EditorInspectorSection;
class GridContainer;
class Tree;
class Label;
class PopupMenu;
class CheckBox;
class VSeparator;
class EditorPropertyTransform;
class EditorPropertyVector3;
class ModuleBoneTransformEditor : public VBoxContainer {
GDCLASS(ModuleBoneTransformEditor, VBoxContainer);
EditorInspectorSection *section;
EditorPropertyVector3 *translation_property;
EditorPropertyVector3 *rotation_property;
EditorPropertyVector3 *scale_property;
EditorInspectorSection *transform_section;
EditorPropertyTransform *transform_property;
Rect2 background_rects[5];
Skeleton *skeleton;
String property;
UndoRedo *undo_redo;
Button *key_button;
CheckBox *enabled_checkbox;
bool keyable;
bool toggle_enabled;
bool updating;
String label;
void create_editors();
// Called when one of the EditorSpinSliders are changed.
void _value_changed(const double p_value);
// Called when the one of the EditorPropertyVector3 are updated.
void _value_changed_vector3(const String &p_path, const Variant &p_value, const String &p_name = "", bool changing = false);
// Called when the transform_property is updated.
void _value_changed_transform(const String &p_path, const Variant &p_value, const String &p_name = "", bool changing = false);
// Changes the transform to the given transform and updates the UI accordingly.
void _change_transform(Transform p_new_transform);
// Creates a Transform using the EditorPropertyVector3 properties.
Transform compute_transform_from_vector3s() const;
void update_enabled_checkbox();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
ModuleBoneTransformEditor(Skeleton *p_skeleton);
// Which transform target to modify
void set_target(const String &p_prop);
void set_label(const String &p_label) { label = p_label; }
void _update_properties();
void _update_custom_pose_properties();
void _update_transform_properties(Transform p_transform);
// Transform can be keyed, whether or not to show the button
void set_keyable(const bool p_keyable);
// Bone can be toggled enabled or disabled, whether or not to show the checkbox
void set_toggle_enabled(const bool p_enabled);
// Key Transform Button pressed
void _key_button_pressed();
// Bone Enabled Checkbox toggled
void _checkbox_toggled(const bool p_toggled);
};
class ModuleSkeletonEditor : public VBoxContainer {
GDCLASS(ModuleSkeletonEditor, VBoxContainer);
friend class ModuleSkeletonEditorPlugin;
enum Menu {
MENU_OPTION_INIT_POSE,
MENU_OPTION_INSERT_KEYS,
MENU_OPTION_INSERT_KEYS_EXISTED,
MENU_OPTION_POSE_TO_REST,
MENU_OPTION_CREATE_PHYSICAL_SKELETON,
MENU_OPTION_ADD_BONE,
MENU_OPTION_REMOVE_BONE,
MENU_OPTION_RENAME_BONE
};
enum ToolMode {
TOOL_MODE_BONE_SELECT,
TOOL_MODE_BONE_MOVE,
TOOL_MODE_BONE_ROTATE,
TOOL_MODE_BONE_SCALE,
TOOL_MODE_BONE_NONE,
TOOL_MODE_BONE_MAX
};
enum MenuToolOption {
MENU_TOOL_BONE_SELECT,
MENU_TOOL_BONE_MOVE,
MENU_TOOL_BONE_ROTATE,
MENU_TOOL_BONE_SCALE,
MENU_TOOL_BONE_NONE,
MENU_TOOL_BONE_MAX
};
struct BoneInfo {
PhysicalBone *physical_bone;
Transform relative_rest; // Relative to skeleton node
BoneInfo() :
physical_bone(NULL) {}
};
EditorNode *editor;
ModuleEditorInspectorPluginSkeleton *editor_plugin;
Skeleton *skeleton;
Tree *joint_tree;
ModuleBoneTransformEditor *rest_editor;
ModuleBoneTransformEditor *pose_editor;
ModuleBoneTransformEditor *custom_pose_editor;
VSeparator *separators[2];
MenuButton *options;
ToolButton *tool_button[TOOL_MODE_BONE_MAX];
ToolButton *rest_mode_button;
ToolMode tool_mode = TOOL_MODE_BONE_NONE;
bool rest_mode = false;
EditorFileDialog *file_dialog;
UndoRedo *undo_redo;
bool keyable;
void _on_click_option(int p_option);
void _file_selected(const String &p_file);
void _menu_tool_item_pressed(int p_option);
void rest_mode_toggled(const bool pressed);
EditorFileDialog *file_export_lib;
void update_joint_tree();
void update_editors();
void create_editors();
void init_pose();
void insert_keys(bool p_all_bones);
void pose_to_rest();
void create_physical_skeleton();
PhysicalBone *create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos);
Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
Ref<ShaderMaterial> handle_material;
Ref<Shader> handle_shader;
MeshInstance *pointsm;
Ref<ArrayMesh> am;
void _hide_handles();
void _draw_handles();
SpatialEditorViewport::EditData _edit;
void _compute_edit(int p_index, const Point2 &p_point);
bool _gizmo_select(int p_index, const Vector2 &p_screenpos, bool p_highlight_only = false);
Transform original_local;
Transform original_global;
Transform original_to_local;
void _update_spatial_transform_gizmo();
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
virtual EditorPlugin::AfterGUIInput forward_spatial_gui_input(Camera *p_camera, const Ref<InputEvent> &p_event);
void move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx);
// Transform can be keyed, whether or not to show the button
void set_keyable(const bool p_keyable);
Skeleton *get_skeleton() const { return skeleton; };
void set_rest_mode_toggled(const bool pressed);
void _joint_tree_selection_changed();
void _joint_tree_rmb_select(const Vector2 &p_pos);
void _update_properties();
ModuleSkeletonEditor(ModuleEditorInspectorPluginSkeleton *e_plugin, EditorNode *p_editor, Skeleton *skeleton);
~ModuleSkeletonEditor();
void add_bone();
void remove_bone();
void rename_bone();
void _add_bone_callback();
void _remove_bone_callback();
void _rename_bone_callback();
void create_bone_tool_popups();
static void _bind_tool_popup_methods();
ConfirmationDialog *_bone_add_dialog;
LineEdit *_bone_add_line_edit;
ConfirmationDialog *_bone_rename_dialog;
LineEdit *_bone_rename_line_edit;
ConfirmationDialog *_bone_remove_dialog;
};
class ModuleEditorInspectorPluginSkeleton : public EditorInspectorPlugin {
GDCLASS(ModuleEditorInspectorPluginSkeleton, EditorInspectorPlugin);
friend class ModuleSkeletonEditorPlugin;
ModuleSkeletonEditor *skel_editor;
EditorNode *editor;
UndoRedo *undo_redo;
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void set_rest_mode_toggled(const bool p_pressed);
protected:
static void _bind_methods();
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public:
virtual EditorPlugin::AfterGUIInput forward_spatial_gui_input(Camera *p_camera, const Ref<InputEvent> &p_event) { return skel_editor->forward_spatial_gui_input(p_camera, p_event); }
virtual bool can_handle(Object *p_object);
virtual void parse_begin(Object *p_object);
UndoRedo *get_undo_redo() { return undo_redo; }
};
class ModuleSkeletonEditorPlugin : public EditorPlugin {
GDCLASS(ModuleSkeletonEditorPlugin, EditorPlugin);
ModuleEditorInspectorPluginSkeleton *skeleton_plugin;
EditorNode *editor;
public:
virtual EditorPlugin::AfterGUIInput forward_spatial_gui_input(Camera *p_camera, const Ref<InputEvent> &p_event) {
if (SpatialEditor::get_singleton()->get_tool_mode() != SpatialEditor::TOOL_MODE_EXTERNAL) {
return EditorPlugin::AFTER_GUI_INPUT_PASS;
}
return skeleton_plugin->forward_spatial_gui_input(p_camera, p_event);
}
bool has_main_screen() const { return false; }
virtual bool handles(Object *p_object) const;
virtual String get_name() const { return "Skeleton"; }
ModuleSkeletonEditorPlugin(EditorNode *p_node);
};
#endif // SKELETON_EDITOR_PLUGIN_H