/*************************************************************************/ /* skeleton_ik_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 "skeleton_ik_editor_plugin.h" #include "scene/3d/skeleton.h" #include "scene/animation/skeleton_ik.h" #include "core/class_db.h" #include "core/os/memory.h" #include "editor/editor_node.h" #include "scene/gui/button.h" #include "scene/gui/control.h" void SkeletonIKEditorPlugin::_play() { if (!skeleton_ik) { return; } if (!skeleton_ik->get_parent_skeleton()) { return; } if (play_btn->is_pressed()) { skeleton_ik->start(); } else { skeleton_ik->stop(); skeleton_ik->get_parent_skeleton()->clear_bones_global_pose_override(); } } void SkeletonIKEditorPlugin::edit(Object *p_object) { if (p_object != skeleton_ik) { if (skeleton_ik) { play_btn->set_pressed(false); _play(); } } SkeletonIK *s = Object::cast_to(p_object); if (!s) { return; } skeleton_ik = s; } bool SkeletonIKEditorPlugin::handles(Object *p_object) const { return p_object->is_class("SkeletonIK"); } void SkeletonIKEditorPlugin::make_visible(bool p_visible) { if (p_visible) { play_btn->show(); } else { play_btn->hide(); } } void SkeletonIKEditorPlugin::_bind_methods() { ClassDB::bind_method("_play", &SkeletonIKEditorPlugin::_play); } SkeletonIKEditorPlugin::SkeletonIKEditorPlugin(EditorNode *p_node) { editor = p_node; play_btn = memnew(Button); play_btn->set_icon(editor->get_gui_base()->get_icon("Play", "EditorIcons")); play_btn->set_text(TTR("Play IK")); play_btn->set_toggle_mode(true); play_btn->hide(); play_btn->connect("pressed", this, "_play"); add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, play_btn); skeleton_ik = nullptr; } SkeletonIKEditorPlugin::~SkeletonIKEditorPlugin() {}