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Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
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96
editor/plugins/skeleton_3d_editor_plugin.h
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96
editor/plugins/skeleton_3d_editor_plugin.h
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/*************************************************************************/
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/* skeleton_3d_editor_plugin.h */
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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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#ifndef SKELETON_3D_EDITOR_PLUGIN_H
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#define SKELETON_3D_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/3d/skeleton_3d.h"
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class PhysicalBone3D;
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class Joint3D;
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class Skeleton3DEditor : public Node {
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GDCLASS(Skeleton3DEditor, Node);
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enum Menu {
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MENU_OPTION_CREATE_PHYSICAL_SKELETON
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};
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struct BoneInfo {
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PhysicalBone3D *physical_bone;
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Transform relative_rest; // Relative to skeleton node
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BoneInfo() :
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physical_bone(NULL) {}
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};
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Skeleton3D *skeleton;
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MenuButton *options;
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void _on_click_option(int p_option);
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friend class Skeleton3DEditorPlugin;
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protected:
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void _notification(int p_what);
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void _node_removed(Node *p_node);
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static void _bind_methods();
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void create_physical_skeleton();
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PhysicalBone3D *create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos);
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public:
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void edit(Skeleton3D *p_node);
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Skeleton3DEditor();
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~Skeleton3DEditor();
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};
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class Skeleton3DEditorPlugin : public EditorPlugin {
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GDCLASS(Skeleton3DEditorPlugin, EditorPlugin);
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EditorNode *editor;
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Skeleton3DEditor *skeleton_editor;
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public:
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virtual String get_name() const { return "Skeleton3D"; }
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virtual bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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Skeleton3DEditorPlugin(EditorNode *p_node);
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~Skeleton3DEditorPlugin();
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};
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#endif // SKELETON_3D_EDITOR_PLUGIN_H
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