godot/scene/2d/skeleton_2d.h

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#ifndef SKELETON_2D_H
#define SKELETON_2D_H
#include "scene/2d/node_2d.h"
class Skeleton2D;
class Bone2D : public Node2D {
GDCLASS(Bone2D, Node2D)
Bone2D *parent_bone;
Skeleton2D *skeleton;
Transform2D rest;
float default_length;
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friend class Skeleton2D;
int skeleton_index;
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_rest(const Transform2D &p_rest);
Transform2D get_rest() const;
void apply_rest();
Transform2D get_skeleton_rest() const;
String get_configuration_warning() const;
void set_default_length(float p_length);
float get_default_length() const;
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int get_index_in_skeleton() const;
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Bone2D();
};
class Skeleton2D : public Node2D {
GDCLASS(Skeleton2D, Node2D);
friend class Bone2D;
struct Bone {
bool operator<(const Bone &p_bone) const {
return p_bone.bone->is_greater_than(bone);
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}
Bone2D *bone;
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int parent_index;
Transform2D accum_transform;
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Transform2D rest_inverse;
};
Vector<Bone> bones;
bool bone_setup_dirty;
void _make_bone_setup_dirty();
void _update_bone_setup();
bool transform_dirty;
void _make_transform_dirty();
void _update_transform();
RID skeleton;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
int get_bone_count() const;
Bone2D *get_bone(int p_idx);
RID get_skeleton() const;
Skeleton2D();
~Skeleton2D();
};
#endif // SKELETON_2D_H