godot/scene/resources/skeleton_profile.h

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/**************************************************************************/
/* skeleton_profile.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 SKELETON_PROFILE_H
#define SKELETON_PROFILE_H
#include "texture.h"
class SkeletonProfile : public Resource {
GDCLASS(SkeletonProfile, Resource);
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public:
enum TailDirection {
TAIL_DIRECTION_AVERAGE_CHILDREN,
TAIL_DIRECTION_SPECIFIC_CHILD,
TAIL_DIRECTION_END
};
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protected:
// Note: SkeletonProfileHumanoid which extends SkeletonProfile exists to unify standard bone names.
// That is what is_read_only is for, so don't make it public.
bool is_read_only = false;
struct SkeletonProfileGroup {
StringName group_name;
Ref<Texture2D> texture;
};
struct SkeletonProfileBone {
StringName bone_name;
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StringName bone_parent;
TailDirection tail_direction = TAIL_DIRECTION_AVERAGE_CHILDREN;
StringName bone_tail;
Transform3D reference_pose;
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Vector2 handle_offset;
StringName group;
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bool require = false;
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};
StringName root_bone;
StringName scale_base_bone;
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Vector<SkeletonProfileGroup> groups;
Vector<SkeletonProfileBone> bones;
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
void _validate_property(PropertyInfo &p_property) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
StringName get_root_bone();
void set_root_bone(const StringName &p_bone_name);
StringName get_scale_base_bone();
void set_scale_base_bone(const StringName &p_bone_name);
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int get_group_size();
void set_group_size(int p_size);
StringName get_group_name(int p_group_idx) const;
void set_group_name(int p_group_idx, const StringName &p_group_name);
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Ref<Texture2D> get_texture(int p_group_idx) const;
void set_texture(int p_group_idx, const Ref<Texture2D> &p_texture);
int get_bone_size();
void set_bone_size(int p_size);
int find_bone(const StringName &p_bone_name) const;
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StringName get_bone_name(int p_bone_idx) const;
void set_bone_name(int p_bone_idx, const StringName &p_bone_name);
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StringName get_bone_parent(int p_bone_idx) const;
void set_bone_parent(int p_bone_idx, const StringName &p_bone_parent);
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TailDirection get_tail_direction(int p_bone_idx) const;
void set_tail_direction(int p_bone_idx, const TailDirection p_tail_direction);
StringName get_bone_tail(int p_bone_idx) const;
void set_bone_tail(int p_bone_idx, const StringName &p_bone_tail);
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Transform3D get_reference_pose(int p_bone_idx) const;
void set_reference_pose(int p_bone_idx, const Transform3D p_reference_pose);
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Vector2 get_handle_offset(int p_bone_idx) const;
void set_handle_offset(int p_bone_idx, const Vector2 p_handle_offset);
StringName get_group(int p_bone_idx) const;
void set_group(int p_bone_idx, const StringName &p_group);
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bool is_require(int p_bone_idx) const;
void set_require(int p_bone_idx, const bool p_require);
bool has_bone(const StringName &p_bone_name);
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SkeletonProfile();
~SkeletonProfile();
};
class SkeletonProfileHumanoid : public SkeletonProfile {
GDCLASS(SkeletonProfileHumanoid, SkeletonProfile);
public:
SkeletonProfileHumanoid();
~SkeletonProfileHumanoid();
};
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VARIANT_ENUM_CAST(SkeletonProfile::TailDirection);
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#endif // SKELETON_PROFILE_H