godot/scene/3d/skeleton_modifier_3d.h

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/**************************************************************************/
/* skeleton_modifier_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 SKELETON_MODIFIER_3D_H
#define SKELETON_MODIFIER_3D_H
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/animation/animation_mixer.h"
class SkeletonModifier3D : public Node3D {
GDCLASS(SkeletonModifier3D, Node3D);
void rebind();
protected:
bool active = true;
real_t influence = 1.0;
// Cache them for the performance reason since finding node with NodePath is slow.
ObjectID skeleton_id;
void _update_skeleton();
void _update_skeleton_path();
virtual void _skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new);
void _validate_property(PropertyInfo &p_property) const;
void _notification(int p_what);
static void _bind_methods();
virtual void _set_active(bool p_active);
virtual void _process_modification();
public:
virtual PackedStringArray get_configuration_warnings() const override;
virtual bool has_process() const { return false; } // Return true if modifier needs to modify bone pose without external animation such as physics, jiggle and etc.
void set_active(bool p_active);
bool is_active() const;
void set_influence(real_t p_influence);
real_t get_influence() const;
Skeleton3D *get_skeleton() const;
void process_modification();
SkeletonModifier3D();
};
#endif // SKELETON_MODIFIER_3D_H