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implement bone renamer in importer
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176
editor/plugins/bone_map_editor_plugin.h
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176
editor/plugins/bone_map_editor_plugin.h
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/*************************************************************************/
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/* bone_map_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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 BONE_MAP_EDITOR_H
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#define BONE_MAP_EDITOR_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "editor/editor_properties.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/gui/color_rect.h"
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#include "scene/gui/dialogs.h"
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#include "scene/resources/bone_map.h"
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#include "scene/resources/texture.h"
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class BoneMapperButton : public TextureButton {
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GDCLASS(BoneMapperButton, TextureButton);
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public:
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enum BoneMapState {
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BONE_MAP_STATE_UNSET,
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BONE_MAP_STATE_SET,
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BONE_MAP_STATE_ERROR
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};
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private:
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StringName profile_bone_name;
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bool selected = false;
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TextureRect *circle;
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void fetch_textures();
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protected:
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void _notification(int p_what);
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public:
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StringName get_profile_bone_name() const;
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void set_state(BoneMapState p_state);
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BoneMapperButton(const StringName p_profile_bone_name, bool p_selected);
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~BoneMapperButton();
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};
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class BoneMapperItem : public VBoxContainer {
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GDCLASS(BoneMapperItem, VBoxContainer);
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int button_id = -1;
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StringName profile_bone_name;
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PackedStringArray skeleton_bone_names;
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Ref<BoneMap> bone_map;
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EditorPropertyTextEnum *skeleton_bone_selector;
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void _update_property();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing);
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virtual void create_editor();
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public:
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void assign_button_id(int p_button_id);
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BoneMapperItem(Ref<BoneMap> &p_bone_map, PackedStringArray p_skeleton_bone_names, const StringName &p_profile_bone_name = StringName());
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~BoneMapperItem();
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};
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class BoneMapper : public VBoxContainer {
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GDCLASS(BoneMapper, VBoxContainer);
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Skeleton3D *skeleton;
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Ref<BoneMap> bone_map;
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Vector<BoneMapperItem *> bone_mapper_items;
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VBoxContainer *mapper_item_vbox;
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HSeparator *separator;
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int current_group_idx = 0;
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int current_bone_idx = -1;
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AspectRatioContainer *bone_mapper_field;
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EditorPropertyEnum *profile_group_selector;
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ColorRect *profile_bg;
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TextureRect *profile_texture;
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Vector<BoneMapperButton *> bone_mapper_buttons;
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void create_editor();
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void recreate_editor();
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void clear_items();
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void recreate_items();
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void update_group_idx();
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void _update_state();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing);
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public:
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void set_current_group_idx(int p_group_idx);
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int get_current_group_idx() const;
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void set_current_bone_idx(int p_bone_idx);
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int get_current_bone_idx() const;
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BoneMapper(Skeleton3D *p_skeleton, Ref<BoneMap> &p_bone_map);
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~BoneMapper();
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};
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class BoneMapEditor : public VBoxContainer {
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GDCLASS(BoneMapEditor, VBoxContainer);
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Skeleton3D *skeleton;
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Ref<BoneMap> bone_map;
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BoneMapper *bone_mapper;
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void fetch_objects();
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void clear_editors();
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void create_editors();
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protected:
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void _notification(int p_what);
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public:
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BoneMapEditor(Ref<BoneMap> &p_bone_map);
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~BoneMapEditor();
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};
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class EditorInspectorPluginBoneMap : public EditorInspectorPlugin {
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GDCLASS(EditorInspectorPluginBoneMap, EditorInspectorPlugin);
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BoneMapEditor *editor;
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public:
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virtual bool can_handle(Object *p_object) override;
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virtual void parse_begin(Object *p_object) override;
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};
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class BoneMapEditorPlugin : public EditorPlugin {
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GDCLASS(BoneMapEditorPlugin, EditorPlugin);
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public:
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virtual String get_name() const override { return "BoneMap"; }
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BoneMapEditorPlugin();
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};
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#endif // BONE_MAP_EDITOR_H
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