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authorRémi Verschelde <rverschelde@gmail.com>2020-03-27 08:44:44 +0100
committerRémi Verschelde <rverschelde@gmail.com>2020-03-27 16:26:34 +0100
commitd1acbbce7f123c2b5fccdefc6417787dc91b6ced (patch)
tree3143b3548ee2e46c4a56881f1284f962cc2ae878 /editor/plugins/skeleton_3d_editor_plugin.cpp
parentc3a760c5079670854b5f0c197c15218b1606bb2d (diff)
downloadredot-engine-d1acbbce7f123c2b5fccdefc6417787dc91b6ced.tar.gz
Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
Diffstat (limited to 'editor/plugins/skeleton_3d_editor_plugin.cpp')
-rw-r--r--editor/plugins/skeleton_3d_editor_plugin.cpp195
1 files changed, 195 insertions, 0 deletions
diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp
new file mode 100644
index 0000000000..ae289dae4b
--- /dev/null
+++ b/editor/plugins/skeleton_3d_editor_plugin.cpp
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+/*************************************************************************/
+/* skeleton_3d_editor_plugin.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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_3d_editor_plugin.h"
+
+#include "node_3d_editor_plugin.h"
+#include "scene/3d/collision_shape_3d.h"
+#include "scene/3d/physics_body_3d.h"
+#include "scene/3d/physics_joint_3d.h"
+#include "scene/resources/capsule_shape_3d.h"
+#include "scene/resources/sphere_shape_3d.h"
+
+void Skeleton3DEditor::_on_click_option(int p_option) {
+ if (!skeleton) {
+ return;
+ }
+
+ switch (p_option) {
+ case MENU_OPTION_CREATE_PHYSICAL_SKELETON: {
+ create_physical_skeleton();
+ } break;
+ }
+}
+
+void Skeleton3DEditor::create_physical_skeleton() {
+ UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
+ Node *owner = skeleton == get_tree()->get_edited_scene_root() ? skeleton : skeleton->get_owner();
+
+ const int bc = skeleton->get_bone_count();
+
+ if (!bc) {
+ return;
+ }
+
+ Vector<BoneInfo> bones_infos;
+ bones_infos.resize(bc);
+
+ for (int bone_id = 0; bc > bone_id; ++bone_id) {
+
+ const int parent = skeleton->get_bone_parent(bone_id);
+
+ if (parent < 0) {
+
+ bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
+
+ } else {
+
+ const int parent_parent = skeleton->get_bone_parent(parent);
+
+ bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
+
+ /// create physical bone on parent
+ if (!bones_infos[parent].physical_bone) {
+
+ bones_infos.write[parent].physical_bone = create_physical_bone(parent, bone_id, bones_infos);
+
+ ur->create_action(TTR("Create physical bones"));
+ ur->add_do_method(skeleton, "add_child", bones_infos[parent].physical_bone);
+ ur->add_do_reference(bones_infos[parent].physical_bone);
+ ur->add_undo_method(skeleton, "remove_child", bones_infos[parent].physical_bone);
+ ur->commit_action();
+
+ bones_infos[parent].physical_bone->set_bone_name(skeleton->get_bone_name(parent));
+ bones_infos[parent].physical_bone->set_owner(owner);
+ bones_infos[parent].physical_bone->get_child(0)->set_owner(owner); // set shape owner
+
+ /// Create joint between parent of parent
+ if (-1 != parent_parent) {
+
+ bones_infos[parent].physical_bone->set_joint_type(PhysicalBone3D::JOINT_TYPE_PIN);
+ }
+ }
+ }
+ }
+}
+
+PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
+
+ const Transform child_rest = skeleton->get_bone_rest(bone_child_id);
+
+ const real_t half_height(child_rest.origin.length() * 0.5);
+ const real_t radius(half_height * 0.2);
+
+ CapsuleShape3D *bone_shape_capsule = memnew(CapsuleShape3D);
+ bone_shape_capsule->set_height((half_height - radius) * 2);
+ bone_shape_capsule->set_radius(radius);
+
+ CollisionShape3D *bone_shape = memnew(CollisionShape3D);
+ bone_shape->set_shape(bone_shape_capsule);
+
+ Transform body_transform;
+ body_transform.set_look_at(Vector3(0, 0, 0), child_rest.origin, Vector3(0, 1, 0));
+ body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
+
+ Transform joint_transform;
+ joint_transform.origin = Vector3(0, 0, half_height);
+
+ PhysicalBone3D *physical_bone = memnew(PhysicalBone3D);
+ physical_bone->add_child(bone_shape);
+ physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id));
+ physical_bone->set_body_offset(body_transform);
+ physical_bone->set_joint_offset(joint_transform);
+ return physical_bone;
+}
+
+void Skeleton3DEditor::edit(Skeleton3D *p_node) {
+
+ skeleton = p_node;
+}
+
+void Skeleton3DEditor::_notification(int p_what) {
+ if (p_what == NOTIFICATION_ENTER_TREE) {
+ get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed));
+ }
+}
+
+void Skeleton3DEditor::_node_removed(Node *p_node) {
+
+ if (p_node == skeleton) {
+ skeleton = NULL;
+ options->hide();
+ }
+}
+
+void Skeleton3DEditor::_bind_methods() {
+}
+
+Skeleton3DEditor::Skeleton3DEditor() {
+ skeleton = NULL;
+ options = memnew(MenuButton);
+ Node3DEditor::get_singleton()->add_control_to_menu_panel(options);
+
+ options->set_text(TTR("Skeleton3D"));
+ options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Skeleton3D", "EditorIcons"));
+
+ options->get_popup()->add_item(TTR("Create physical skeleton"), MENU_OPTION_CREATE_PHYSICAL_SKELETON);
+
+ options->get_popup()->connect("id_pressed", callable_mp(this, &Skeleton3DEditor::_on_click_option));
+ options->hide();
+}
+
+Skeleton3DEditor::~Skeleton3DEditor() {}
+
+void Skeleton3DEditorPlugin::edit(Object *p_object) {
+ skeleton_editor->edit(Object::cast_to<Skeleton3D>(p_object));
+}
+
+bool Skeleton3DEditorPlugin::handles(Object *p_object) const {
+ return p_object->is_class("Skeleton3D");
+}
+
+void Skeleton3DEditorPlugin::make_visible(bool p_visible) {
+ if (p_visible) {
+ skeleton_editor->options->show();
+ } else {
+
+ skeleton_editor->options->hide();
+ skeleton_editor->edit(NULL);
+ }
+}
+
+Skeleton3DEditorPlugin::Skeleton3DEditorPlugin(EditorNode *p_node) {
+ editor = p_node;
+ skeleton_editor = memnew(Skeleton3DEditor);
+ editor->get_viewport()->add_child(skeleton_editor);
+}
+
+Skeleton3DEditorPlugin::~Skeleton3DEditorPlugin() {}