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Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
This commit is contained in:
195
editor/plugins/skeleton_3d_editor_plugin.cpp
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195
editor/plugins/skeleton_3d_editor_plugin.cpp
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/*************************************************************************/
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/* skeleton_3d_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "skeleton_3d_editor_plugin.h"
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#include "node_3d_editor_plugin.h"
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#include "scene/3d/collision_shape_3d.h"
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#include "scene/3d/physics_body_3d.h"
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#include "scene/3d/physics_joint_3d.h"
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#include "scene/resources/capsule_shape_3d.h"
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#include "scene/resources/sphere_shape_3d.h"
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void Skeleton3DEditor::_on_click_option(int p_option) {
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if (!skeleton) {
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return;
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}
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switch (p_option) {
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case MENU_OPTION_CREATE_PHYSICAL_SKELETON: {
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create_physical_skeleton();
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} break;
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}
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}
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void Skeleton3DEditor::create_physical_skeleton() {
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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Node *owner = skeleton == get_tree()->get_edited_scene_root() ? skeleton : skeleton->get_owner();
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const int bc = skeleton->get_bone_count();
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if (!bc) {
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return;
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}
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Vector<BoneInfo> bones_infos;
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bones_infos.resize(bc);
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for (int bone_id = 0; bc > bone_id; ++bone_id) {
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const int parent = skeleton->get_bone_parent(bone_id);
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if (parent < 0) {
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bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
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} else {
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const int parent_parent = skeleton->get_bone_parent(parent);
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bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
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/// create physical bone on parent
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if (!bones_infos[parent].physical_bone) {
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bones_infos.write[parent].physical_bone = create_physical_bone(parent, bone_id, bones_infos);
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ur->create_action(TTR("Create physical bones"));
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ur->add_do_method(skeleton, "add_child", bones_infos[parent].physical_bone);
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ur->add_do_reference(bones_infos[parent].physical_bone);
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ur->add_undo_method(skeleton, "remove_child", bones_infos[parent].physical_bone);
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ur->commit_action();
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bones_infos[parent].physical_bone->set_bone_name(skeleton->get_bone_name(parent));
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bones_infos[parent].physical_bone->set_owner(owner);
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bones_infos[parent].physical_bone->get_child(0)->set_owner(owner); // set shape owner
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/// Create joint between parent of parent
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if (-1 != parent_parent) {
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bones_infos[parent].physical_bone->set_joint_type(PhysicalBone3D::JOINT_TYPE_PIN);
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}
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}
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}
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}
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}
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PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
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const Transform child_rest = skeleton->get_bone_rest(bone_child_id);
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const real_t half_height(child_rest.origin.length() * 0.5);
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const real_t radius(half_height * 0.2);
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CapsuleShape3D *bone_shape_capsule = memnew(CapsuleShape3D);
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bone_shape_capsule->set_height((half_height - radius) * 2);
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bone_shape_capsule->set_radius(radius);
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CollisionShape3D *bone_shape = memnew(CollisionShape3D);
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bone_shape->set_shape(bone_shape_capsule);
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Transform body_transform;
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body_transform.set_look_at(Vector3(0, 0, 0), child_rest.origin, Vector3(0, 1, 0));
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body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
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Transform joint_transform;
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joint_transform.origin = Vector3(0, 0, half_height);
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PhysicalBone3D *physical_bone = memnew(PhysicalBone3D);
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physical_bone->add_child(bone_shape);
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physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id));
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physical_bone->set_body_offset(body_transform);
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physical_bone->set_joint_offset(joint_transform);
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return physical_bone;
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}
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void Skeleton3DEditor::edit(Skeleton3D *p_node) {
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skeleton = p_node;
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}
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void Skeleton3DEditor::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed));
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}
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}
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void Skeleton3DEditor::_node_removed(Node *p_node) {
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if (p_node == skeleton) {
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skeleton = NULL;
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options->hide();
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}
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}
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void Skeleton3DEditor::_bind_methods() {
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}
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Skeleton3DEditor::Skeleton3DEditor() {
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skeleton = NULL;
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options = memnew(MenuButton);
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Node3DEditor::get_singleton()->add_control_to_menu_panel(options);
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options->set_text(TTR("Skeleton3D"));
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options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Skeleton3D", "EditorIcons"));
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options->get_popup()->add_item(TTR("Create physical skeleton"), MENU_OPTION_CREATE_PHYSICAL_SKELETON);
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options->get_popup()->connect("id_pressed", callable_mp(this, &Skeleton3DEditor::_on_click_option));
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options->hide();
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}
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Skeleton3DEditor::~Skeleton3DEditor() {}
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void Skeleton3DEditorPlugin::edit(Object *p_object) {
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skeleton_editor->edit(Object::cast_to<Skeleton3D>(p_object));
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}
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bool Skeleton3DEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("Skeleton3D");
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}
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void Skeleton3DEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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skeleton_editor->options->show();
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} else {
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skeleton_editor->options->hide();
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skeleton_editor->edit(NULL);
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}
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}
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Skeleton3DEditorPlugin::Skeleton3DEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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skeleton_editor = memnew(Skeleton3DEditor);
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editor->get_viewport()->add_child(skeleton_editor);
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}
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Skeleton3DEditorPlugin::~Skeleton3DEditorPlugin() {}
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