godot/scene/3d/skeleton.h
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00

153 lines
4.6 KiB
C++

/*************************************************************************/
/* skeleton.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_H
#define SKELETON_H
#include "rid.h"
#include "scene/3d/spatial.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Skeleton : public Spatial {
GDCLASS(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<uint32_t> nodes_bound;
Bone() {
parent = -1;
enabled = true;
custom_pose_enable = false;
disable_rest = false;
}
};
bool rest_global_inverse_dirty;
Vector<Bone> bones;
RID skeleton;
void _make_dirty();
bool dirty;
//bind helpers
Array _get_bound_child_nodes_to_bone(int p_bone) const {
Array bound;
List<Node *> 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;
}
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<PropertyInfo> *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<Node *> *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