2018-02-21 20:23:27 +00:00
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#ifndef SKELETON_2D_H
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#define SKELETON_2D_H
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#include "scene/2d/node_2d.h"
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class Skeleton2D;
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class Bone2D : public Node2D {
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GDCLASS(Bone2D, Node2D)
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Bone2D *parent_bone;
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Skeleton2D *skeleton;
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Transform2D rest;
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2018-05-04 19:46:32 +00:00
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float default_length;
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2018-02-21 20:23:27 +00:00
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2018-05-03 20:29:15 +00:00
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friend class Skeleton2D;
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int skeleton_index;
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2018-02-21 20:23:27 +00:00
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_rest(const Transform2D &p_rest);
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Transform2D get_rest() const;
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void apply_rest();
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Transform2D get_skeleton_rest() const;
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String get_configuration_warning() const;
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2018-05-04 19:46:32 +00:00
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void set_default_length(float p_length);
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float get_default_length() const;
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2018-05-03 20:29:15 +00:00
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int get_index_in_skeleton() const;
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2018-02-21 20:23:27 +00:00
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Bone2D();
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};
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class Skeleton2D : public Node2D {
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GDCLASS(Skeleton2D, Node2D);
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friend class Bone2D;
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struct Bone {
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bool operator<(const Bone &p_bone) const {
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2018-02-22 07:18:25 +00:00
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return p_bone.bone->is_greater_than(bone);
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2018-02-21 20:23:27 +00:00
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}
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Bone2D *bone;
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2018-05-03 20:29:15 +00:00
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int parent_index;
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Transform2D accum_transform;
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2018-02-21 20:23:27 +00:00
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Transform2D rest_inverse;
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};
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Vector<Bone> bones;
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bool bone_setup_dirty;
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void _make_bone_setup_dirty();
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void _update_bone_setup();
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bool transform_dirty;
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void _make_transform_dirty();
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void _update_transform();
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RID skeleton;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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int get_bone_count() const;
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Bone2D *get_bone(int p_idx);
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RID get_skeleton() const;
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Skeleton2D();
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~Skeleton2D();
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};
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#endif // SKELETON_2D_H
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