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mirror of https://github.com/godotengine/godot.git synced 2025-11-09 12:50:35 +00:00

Implemented SkeletonEditorGizmo

Co-authored-by: Lyuma <xn.lyuma@gmail.com>
This commit is contained in:
Silc Renew
2021-02-04 17:20:26 +09:00
parent ce0268a0c1
commit f2e9867e9f
36 changed files with 1334 additions and 418 deletions

View File

@@ -33,7 +33,12 @@
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "editor/editor_properties.h"
#include "node_3d_editor_plugin.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/immediate_mesh.h"
class EditorInspectorPluginSkeleton;
class Joint;
@@ -41,8 +46,6 @@ class PhysicalBone3D;
class Skeleton3DEditorPlugin;
class Button;
class CheckBox;
class EditorPropertyTransform3D;
class EditorPropertyVector3;
class BoneTransformEditor : public VBoxContainer {
GDCLASS(BoneTransformEditor, VBoxContainer);
@@ -81,6 +84,8 @@ class BoneTransformEditor : public VBoxContainer {
void _value_changed_transform(const String p_property_name, const Transform3D p_transform, const StringName p_edited_property_name, const bool p_boolean);
// Changes the transform to the given transform and updates the UI accordingly.
void _change_transform(Transform3D p_new_transform);
// Update it is truely keyable then.
void _update_key_button(const bool p_keyable);
// Creates a Transform using the EditorPropertyVector3 properties.
Transform3D compute_transform_from_vector3s() const;
@@ -92,7 +97,7 @@ protected:
public:
BoneTransformEditor(Skeleton3D *p_skeleton);
// Which transform target to modify
// Which transform target to modify.
void set_target(const String &p_prop);
void set_label(const String &p_label) { label = p_label; }
@@ -100,20 +105,21 @@ public:
void _update_custom_pose_properties();
void _update_transform_properties(Transform3D p_transform);
// Can/cannot modify the spinner values for the Transform
void set_read_only(const bool p_read_only);
// Transform can be keyed, whether or not to show the button
// 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
// When rest mode, pose and custom_pose editor are diasbled.
void set_properties_read_only(const bool p_readonly);
void set_transform_read_only(const bool p_readonly);
// 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
// Key Transform Button pressed.
void _key_button_pressed();
// Bone Enabled Checkbox toggled
void _checkbox_toggled(const bool p_toggled);
// Bone Enabled Checkbox toggled.
void _checkbox_pressed();
};
class Skeleton3DEditor : public VBoxContainer {
@@ -121,13 +127,20 @@ class Skeleton3DEditor : public VBoxContainer {
friend class Skeleton3DEditorPlugin;
enum Menu {
MENU_OPTION_CREATE_PHYSICAL_SKELETON
enum SkeletonOption {
SKELETON_OPTION_INIT_POSE,
SKELETON_OPTION_INSERT_KEYS,
SKELETON_OPTION_INSERT_KEYS_EXISTED,
SKELETON_OPTION_CREATE_PHYSICAL_SKELETON
};
enum RestOption {
REST_OPTION_POSE_TO_REST
};
struct BoneInfo {
PhysicalBone3D *physical_bone = nullptr;
Transform3D relative_rest; // Relative to skeleton node
Transform3D relative_rest; // Relative to skeleton node.
};
EditorNode *editor;
@@ -140,13 +153,24 @@ class Skeleton3DEditor : public VBoxContainer {
BoneTransformEditor *pose_editor = nullptr;
BoneTransformEditor *custom_pose_editor = nullptr;
MenuButton *options = nullptr;
VSeparator *separator;
MenuButton *skeleton_options = nullptr;
MenuButton *rest_options = nullptr;
Button *edit_mode_button;
bool edit_mode = false;
EditorFileDialog *file_dialog = nullptr;
UndoRedo *undo_redo = nullptr;
bool keyable;
void _on_click_option(int p_option);
static Skeleton3DEditor *singleton;
void _on_click_skeleton_option(int p_skeleton_option);
void _on_click_rest_option(int p_rest_option);
void _file_selected(const String &p_file);
TreeItem *_find(TreeItem *p_node, const NodePath &p_path);
void edit_mode_toggled(const bool pressed);
EditorFileDialog *file_export_lib = nullptr;
@@ -155,6 +179,10 @@ class Skeleton3DEditor : public VBoxContainer {
void create_editors();
void init_pose();
void insert_keys(bool p_all_bones);
void pose_to_rest();
void create_physical_skeleton();
PhysicalBone3D *create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos);
@@ -162,20 +190,56 @@ class Skeleton3DEditor : public VBoxContainer {
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);
void set_keyable(const bool p_keyable);
void set_rest_options_enabled(const bool p_rest_options_enabled);
// Handle.
MeshInstance3D *handles_mesh_instance;
Ref<ImmediateMesh> handles_mesh;
Ref<ShaderMaterial> handle_material;
Ref<Shader> handle_shader;
Transform3D bone_original;
void _update_pose_enabled(int p_bone = -1);
void _update_show_rest_only();
void _update_gizmo_transform();
void _update_gizmo_visible();
void _hide_handles();
void _draw_gizmo();
void _draw_handles();
void _joint_tree_selection_changed();
void _joint_tree_rmb_select(const Vector2 &p_pos);
void _update_properties();
void _subgizmo_selection_change();
int selected_bone = -1;
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
static Skeleton3DEditor *get_singleton() { return singleton; }
void select_bone(int p_idx);
int get_selected_bone() const;
void move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx);
Skeleton3D *get_skeleton() const { return skeleton; };
void _joint_tree_selection_changed();
void _joint_tree_rmb_select(const Vector2 &p_pos);
bool is_edit_mode() const { return edit_mode; }
void _update_properties();
void update_bone_original();
Transform3D get_bone_original() { return bone_original; };
Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, EditorNode *p_editor, Skeleton3D *skeleton);
~Skeleton3DEditor();
@@ -186,6 +250,7 @@ class EditorInspectorPluginSkeleton : public EditorInspectorPlugin {
friend class Skeleton3DEditorPlugin;
Skeleton3DEditor *skel_editor;
EditorNode *editor;
public:
@@ -196,12 +261,40 @@ public:
class Skeleton3DEditorPlugin : public EditorPlugin {
GDCLASS(Skeleton3DEditorPlugin, EditorPlugin);
EditorInspectorPluginSkeleton *skeleton_plugin;
EditorNode *editor;
public:
Skeleton3DEditorPlugin(EditorNode *p_node);
virtual EditorPlugin::AfterGUIInput forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) override;
bool has_main_screen() const override { return false; }
virtual bool handles(Object *p_object) const override;
virtual String get_name() const override { return "Skeleton3D"; }
Skeleton3DEditorPlugin(EditorNode *p_node);
};
class Skeleton3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(Skeleton3DGizmoPlugin, EditorNode3DGizmoPlugin);
Ref<StandardMaterial3D> unselected_mat;
Ref<ShaderMaterial> selected_mat;
Ref<Shader> selected_sh;
public:
bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
int get_priority() const override;
int subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const override;
Transform3D get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) override;
void commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel) override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
Skeleton3DGizmoPlugin();
};
#endif // SKELETON_3D_EDITOR_PLUGIN_H