godot/scene/3d/skeleton.h

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/*************************************************************************/
/* skeleton.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef SKELETON_H
#define SKELETON_H
#include "core/rid.h"
#include "scene/3d/spatial.h"
#include "scene/resources/skin.h"
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#ifndef _3D_DISABLED
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typedef int BoneId;
class PhysicalBone;
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#endif // _3D_DISABLED
class Skeleton;
class SkinReference : public Reference {
GDCLASS(SkinReference, Reference)
friend class Skeleton;
Skeleton *skeleton_node;
RID skeleton;
Ref<Skin> skin;
uint32_t bind_count = 0;
void _skin_changed();
protected:
static void _bind_methods();
public:
RID get_skeleton() const;
Ref<Skin> get_skin() const;
~SkinReference();
};
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class Skeleton : public Spatial {
GDCLASS(Skeleton, Spatial);
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private:
friend class SkinReference;
Set<SkinReference *> skin_bindings;
void _skin_changed();
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struct Bone {
String name;
bool enabled;
int parent;
int sort_index; //used for re-sorting process order
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bool disable_rest;
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Transform rest;
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Transform pose;
Transform pose_global;
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bool custom_pose_enable;
Transform custom_pose;
float global_pose_override_amount;
bool global_pose_override_reset;
Transform global_pose_override;
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#ifndef _3D_DISABLED
PhysicalBone *physical_bone;
PhysicalBone *cache_parent_physical_bone;
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#endif // _3D_DISABLED
List<ObjectID> nodes_bound;
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Bone() {
parent = -1;
enabled = true;
disable_rest = false;
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custom_pose_enable = false;
global_pose_override_amount = 0;
global_pose_override_reset = false;
#ifndef _3D_DISABLED
physical_bone = NULL;
cache_parent_physical_bone = NULL;
#endif // _3D_DISABLED
}
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};
bool animate_physical_bones;
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Vector<Bone> bones;
Vector<int> process_order;
bool process_order_dirty;
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void _make_dirty();
bool dirty;
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// bind helpers
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Array _get_bound_child_nodes_to_bone(int p_bone) const {
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Array bound;
List<Node *> children;
get_bound_child_nodes_to_bone(p_bone, &children);
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for (int i = 0; i < children.size(); i++) {
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bound.push_back(children[i]);
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}
return bound;
}
void _update_process_order();
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protected:
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
static void _bind_methods();
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public:
enum {
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NOTIFICATION_UPDATE_SKELETON = 50
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};
// skeleton creation api
void add_bone(const String &p_name);
int find_bone(const String &p_name) const;
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String get_bone_name(int p_bone) const;
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bool is_bone_parent_of(int p_bone_id, int p_parent_bone_id) const;
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void set_bone_parent(int p_bone, int p_parent);
int get_bone_parent(int p_bone) const;
void unparent_bone_and_rest(int p_bone);
void set_bone_disable_rest(int p_bone, bool p_disable);
bool is_bone_rest_disabled(int p_bone) const;
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int get_bone_count() const;
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void set_bone_rest(int p_bone, const Transform &p_rest);
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Transform get_bone_rest(int p_bone) const;
Transform get_bone_global_pose(int p_bone) const;
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void set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent = false);
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void set_bone_enabled(int p_bone, bool p_enabled);
bool is_bone_enabled(int p_bone) const;
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void bind_child_node_to_bone(int p_bone, Node *p_node);
void unbind_child_node_from_bone(int p_bone, Node *p_node);
void get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const;
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void clear_bones();
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// posing api
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void set_bone_pose(int p_bone, const Transform &p_pose);
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Transform get_bone_pose(int p_bone) const;
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void set_bone_custom_pose(int p_bone, const Transform &p_custom_pose);
Transform get_bone_custom_pose(int p_bone) const;
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void localize_rests(); // used for loaders and tools
int get_process_order(int p_idx);
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Ref<SkinReference> register_skin(const Ref<Skin> &p_skin);
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#ifndef _3D_DISABLED
// Physical bone API
void set_animate_physical_bones(bool p_animate);
bool get_animate_physical_bones() const;
void bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone);
void unbind_physical_bone_from_bone(int p_bone);
PhysicalBone *get_physical_bone(int p_bone);
PhysicalBone *get_physical_bone_parent(int p_bone);
private:
/// This is a slow API os it's cached
PhysicalBone *_get_physical_bone_parent(int p_bone);
void _rebuild_physical_bones_cache();
public:
void physical_bones_stop_simulation();
void physical_bones_start_simulation_on(const Array &p_bones);
void physical_bones_add_collision_exception(RID p_exception);
void physical_bones_remove_collision_exception(RID p_exception);
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#endif // _3D_DISABLED
public:
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Skeleton();
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~Skeleton();
};
#endif