godot/scene/3d/skeleton_modifier_3d.cpp

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/**************************************************************************/
/* skeleton_modifier_3d.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "skeleton_modifier_3d.h"
void SkeletonModifier3D::_validate_property(PropertyInfo &p_property) const {
//
}
PackedStringArray SkeletonModifier3D::get_configuration_warnings() const {
PackedStringArray warnings = Node3D::get_configuration_warnings();
if (skeleton_id.is_null()) {
warnings.push_back(RTR("Skeleton3D node not set! SkeletonModifier3D must be child of Skeleton3D or set a path to an external skeleton."));
}
return warnings;
}
/* Skeleton3D */
Skeleton3D *SkeletonModifier3D::get_skeleton() const {
return Object::cast_to<Skeleton3D>(ObjectDB::get_instance(skeleton_id));
}
void SkeletonModifier3D::_update_skeleton_path() {
skeleton_id = ObjectID();
// Make sure parent is a Skeleton3D.
Skeleton3D *sk = Object::cast_to<Skeleton3D>(get_parent());
if (sk) {
skeleton_id = sk->get_instance_id();
}
}
void SkeletonModifier3D::_update_skeleton() {
if (!is_inside_tree()) {
return;
}
Skeleton3D *old_sk = get_skeleton();
_update_skeleton_path();
Skeleton3D *new_sk = get_skeleton();
if (old_sk != new_sk) {
_skeleton_changed(old_sk, new_sk);
}
update_configuration_warnings();
}
void SkeletonModifier3D::_skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) {
//
}
/* Process */
void SkeletonModifier3D::set_active(bool p_active) {
if (active == p_active) {
return;
}
active = p_active;
_set_active(active);
}
bool SkeletonModifier3D::is_active() const {
return active;
}
void SkeletonModifier3D::_set_active(bool p_active) {
//
}
void SkeletonModifier3D::set_influence(real_t p_influence) {
influence = p_influence;
}
real_t SkeletonModifier3D::get_influence() const {
return influence;
}
void SkeletonModifier3D::process_modification() {
if (!active) {
return;
}
_process_modification();
emit_signal(SNAME("modification_processed"));
}
void SkeletonModifier3D::_process_modification() {
GDVIRTUAL_CALL(_process_modification);
}
void SkeletonModifier3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE:
case NOTIFICATION_PARENTED: {
_update_skeleton();
} break;
}
}
void SkeletonModifier3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_skeleton"), &SkeletonModifier3D::get_skeleton);
ClassDB::bind_method(D_METHOD("set_active", "active"), &SkeletonModifier3D::set_active);
ClassDB::bind_method(D_METHOD("is_active"), &SkeletonModifier3D::is_active);
ClassDB::bind_method(D_METHOD("set_influence", "influence"), &SkeletonModifier3D::set_influence);
ClassDB::bind_method(D_METHOD("get_influence"), &SkeletonModifier3D::get_influence);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "active"), "set_active", "is_active");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "influence", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_influence", "get_influence");
ADD_SIGNAL(MethodInfo("modification_processed"));
GDVIRTUAL_BIND(_process_modification);
}
SkeletonModifier3D::SkeletonModifier3D() {
}