/*************************************************************************/ /* skeleton.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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_H #define SKELETON_H #include "rid.h" #include "scene/3d/spatial.h" /** @author Juan Linietsky */ class Skeleton : public Spatial { OBJ_TYPE(Skeleton, Spatial); struct Bone { String name; bool enabled; int parent; bool disable_rest; Transform rest; Transform rest_global_inverse; Transform pose; Transform pose_global; bool custom_pose_enable; Transform custom_pose; List nodes_bound; Bone() { parent = -1; enabled = true; custom_pose_enable = false; disable_rest = false; } }; bool rest_global_inverse_dirty; Vector bones; RID skeleton; void _make_dirty(); bool dirty; //bind helpers Array _get_bound_child_nodes_to_bone(int p_bone) const { Array bound; List childs; get_bound_child_nodes_to_bone(p_bone, &childs); for (int i = 0; i < childs.size(); i++) { bound.push_back(childs[i]); } return bound; } virtual RES _get_gizmo_geometry() const; protected: bool _get(const StringName &p_name, Variant &r_ret) const; bool _set(const StringName &p_name, const Variant &p_value); void _get_property_list(List *p_list) const; void _notification(int p_what); static void _bind_methods(); public: enum { NOTIFICATION_UPDATE_SKELETON = 50 }; RID get_skeleton() const; // skeleton creation api void add_bone(const String &p_name); int find_bone(String p_name) const; String get_bone_name(int p_bone) const; 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_idx); void set_bone_disable_rest(int p_bone, bool p_disable); bool is_bone_rest_disabled(int p_bone) const; int get_bone_count() const; void set_bone_rest(int p_bone, const Transform &p_rest); Transform get_bone_rest(int p_bone) const; Transform get_bone_transform(int p_bone) const; Transform get_bone_global_pose(int p_bone) const; void set_bone_global_pose(int p_bone, const Transform &p_pose); void set_bone_enabled(int p_bone, bool p_enabled); bool is_bone_enabled(int p_bone) const; 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 *p_bound) const; void clear_bones(); // posing api void set_bone_pose(int p_bone, const Transform &p_pose); Transform get_bone_pose(int p_bone) const; void set_bone_custom_pose(int p_bone, const Transform &p_custom_pose); Transform get_bone_custom_pose(int p_bone) const; void localize_rests(); // used for loaders and tools Skeleton(); ~Skeleton(); }; #endif