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238 | /**************************************************************************/
/* bone_map_editor_plugin.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifndef BONE_MAP_EDITOR_PLUGIN_H
#define BONE_MAP_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_properties.h"
#include "editor/plugins/editor_plugin.h"
#include "modules/modules_enabled.gen.h" // For regex.
#ifdef MODULE_REGEX_ENABLED
#include "modules/regex/regex.h"
#endif
#include "scene/3d/skeleton_3d.h"
#include "scene/gui/box_container.h"
#include "scene/gui/color_rect.h"
#include "scene/gui/dialogs.h"
#include "scene/resources/bone_map.h"
#include "scene/resources/texture.h"
class AspectRatioContainer;
class BoneMapperButton : public TextureButton {
GDCLASS(BoneMapperButton, TextureButton);
public:
enum BoneMapState {
BONE_MAP_STATE_UNSET,
BONE_MAP_STATE_SET,
BONE_MAP_STATE_MISSING,
BONE_MAP_STATE_ERROR
};
private:
StringName profile_bone_name;
bool selected = false;
bool require = false;
TextureRect *circle = nullptr;
void fetch_textures();
protected:
void _notification(int p_what);
public:
StringName get_profile_bone_name() const;
void set_state(BoneMapState p_state);
bool is_require() const;
BoneMapperButton(const StringName &p_profile_bone_name, bool p_require, bool p_selected);
~BoneMapperButton();
};
class BoneMapperItem : public VBoxContainer {
GDCLASS(BoneMapperItem, VBoxContainer);
int button_id = -1;
StringName profile_bone_name;
Ref<BoneMap> bone_map;
EditorPropertyText *skeleton_bone_selector = nullptr;
Button *picker_button = nullptr;
void _update_property();
void _open_picker();
protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _value_changed(const String &p_property, const Variant &p_value, const String &p_name, bool p_changing);
virtual void create_editor();
public:
void assign_button_id(int p_button_id);
BoneMapperItem(Ref<BoneMap> &p_bone_map, const StringName &p_profile_bone_name = StringName());<--- Class 'BoneMapperItem' has a constructor with 1 argument that is not explicit. [+]Class 'BoneMapperItem' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
~BoneMapperItem();
};
class BonePicker : public AcceptDialog {
GDCLASS(BonePicker, AcceptDialog);
Skeleton3D *skeleton = nullptr;
Tree *bones = nullptr;
public:
void popup_bones_tree(const Size2i &p_minsize = Size2i());
bool has_selected_bone();
StringName get_selected_bone();
protected:
void _notification(int p_what);
void _confirm();
private:
void create_editors();
void create_bones_tree(Skeleton3D *p_skeleton);
public:
BonePicker(Skeleton3D *p_skeleton);<--- Class 'BonePicker' has a constructor with 1 argument that is not explicit. [+]Class 'BonePicker' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
~BonePicker();
};
class BoneMapper : public VBoxContainer {
GDCLASS(BoneMapper, VBoxContainer);
Skeleton3D *skeleton = nullptr;
Ref<BoneMap> bone_map;
EditorPropertyResource *profile_selector = nullptr;
Vector<BoneMapperItem *> bone_mapper_items;
Button *clear_mapping_button = nullptr;
VBoxContainer *mapper_item_vbox = nullptr;
int current_group_idx = 0;
int current_bone_idx = -1;
AspectRatioContainer *bone_mapper_field = nullptr;
EditorPropertyEnum *profile_group_selector = nullptr;
ColorRect *profile_bg = nullptr;
TextureRect *profile_texture = nullptr;
Vector<BoneMapperButton *> bone_mapper_buttons;
void create_editor();
void recreate_editor();
void clear_items();
void recreate_items();
void update_group_idx();
void _update_state();
/* Bone picker */
BonePicker *picker = nullptr;
StringName picker_key_name;
void _pick_bone(const StringName &p_bone_name);
void _apply_picker_selection();
void _clear_mapping_current_group();
#ifdef MODULE_REGEX_ENABLED
/* For auto mapping */
enum BoneSegregation {
BONE_SEGREGATION_NONE,
BONE_SEGREGATION_LEFT,
BONE_SEGREGATION_RIGHT
};
bool is_match_with_bone_name(const String &p_bone_name, const String &p_word);
int search_bone_by_name(Skeleton3D *p_skeleton, const Vector<String> &p_picklist, BoneSegregation p_segregation = BONE_SEGREGATION_NONE, int p_parent = -1, int p_child = -1, int p_children_count = -1);
BoneSegregation guess_bone_segregation(const String &p_bone_name);
void auto_mapping_process(Ref<BoneMap> &p_bone_map);
void _run_auto_mapping();
#endif // MODULE_REGEX_ENABLED
protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _value_changed(const String &p_property, const Variant &p_value, const String &p_name, bool p_changing);
virtual void _profile_changed(const String &p_property, const Variant &p_value, const String &p_name, bool p_changing);
public:
void set_current_group_idx(int p_group_idx);
int get_current_group_idx() const;
void set_current_bone_idx(int p_bone_idx);
int get_current_bone_idx() const;
BoneMapper(Skeleton3D *p_skeleton, Ref<BoneMap> &p_bone_map);
~BoneMapper();
};
class BoneMapEditor : public VBoxContainer {
GDCLASS(BoneMapEditor, VBoxContainer);
Skeleton3D *skeleton = nullptr;
Ref<BoneMap> bone_map;
BoneMapper *bone_mapper = nullptr;
void fetch_objects();
void create_editors();
protected:
void _notification(int p_what);
public:
BoneMapEditor(Ref<BoneMap> &p_bone_map);<--- Class 'BoneMapEditor' has a constructor with 1 argument that is not explicit. [+]Class 'BoneMapEditor' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
~BoneMapEditor();
};
class EditorInspectorPluginBoneMap : public EditorInspectorPlugin {
GDCLASS(EditorInspectorPluginBoneMap, EditorInspectorPlugin);
BoneMapEditor *editor = nullptr;
public:
virtual bool can_handle(Object *p_object) override;
virtual void parse_begin(Object *p_object) override;
};
class BoneMapEditorPlugin : public EditorPlugin {
GDCLASS(BoneMapEditorPlugin, EditorPlugin);
public:
virtual String get_plugin_name() const override { return "BoneMap"; }
BoneMapEditorPlugin();
};
#endif // BONE_MAP_EDITOR_PLUGIN_H
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