godot/scene/resources/skin.h

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2019-09-24 09:51:33 +00:00
/*************************************************************************/
/* skin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
2019-09-24 09:51:33 +00:00
/* */
/* 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 SKIN_H
#define SKIN_H
#include "core/io/resource.h"
class Skin : public Resource {
GDCLASS(Skin, Resource)
struct Bind {
int bone = -1;
StringName name;
Transform3D pose;
};
Vector<Bind> binds;
Bind *binds_ptr = nullptr;
int bind_count = 0;
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;
virtual void reset_state() override;
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 Transform3D &p_pose);
void add_named_bind(const String &p_name, const Transform3D &p_pose);
void set_bind_bone(int p_index, int p_bone);
void set_bind_pose(int p_index, const Transform3D &p_pose);
void set_bind_name(int p_index, const StringName &p_name);
inline int get_bind_bone(int p_index) const {
ERR_FAIL_INDEX_V(p_index, bind_count, -1);
return binds_ptr[p_index].bone;
}
inline StringName get_bind_name(int p_index) const {
ERR_FAIL_INDEX_V(p_index, bind_count, StringName());
return binds_ptr[p_index].name;
}
inline Transform3D get_bind_pose(int p_index) const {
ERR_FAIL_INDEX_V(p_index, bind_count, Transform3D());
return binds_ptr[p_index].pose;
}
void clear_binds();
Skin();
};
#endif // SKIN_H