godot/scene/resources/skin.h

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#ifndef SKIN_H
#define SKIN_H
#include "core/resource.h"
class Skin : public Resource {
GDCLASS(Skin, Resource)
struct Bind {
int bone;
Transform pose;
};
Vector<Bind> binds;
Bind *binds_ptr;
int bind_count;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
void set_bind_count(int p_size);
inline int get_bind_count() const { return bind_count; }
void add_bind(int p_bone, const Transform &p_pose);
void set_bind_bone(int p_index, int p_bone);
void set_bind_pose(int p_index, const Transform &p_pose);
inline int get_bind_bone(int p_index) const {
#ifdef DEBUG_ENABLED
ERR_FAIL_INDEX_V(p_index, bind_count, -1);
#endif
return binds_ptr[p_index].bone;
}
inline Transform get_bind_pose(int p_index) const {
#ifdef DEBUG_ENABLED
ERR_FAIL_INDEX_V(p_index, bind_count, Transform());
#endif
return binds_ptr[p_index].pose;
}
void clear_binds();
Skin();
};
#endif // SKIN_H