godot/scene/3d/bone_attachment.cpp

117 lines
4.0 KiB
C++

/**************************************************************************/
/* bone_attachment.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 "bone_attachment.h"
void BoneAttachment::_validate_property(PropertyInfo &property) const {
if (property.name == "bone_name") {
Skeleton *parent = Object::cast_to<Skeleton>(get_parent());
if (parent) {
String names;
for (int i = 0; i < parent->get_bone_count(); i++) {
if (i > 0) {
names += ",";
}
names += parent->get_bone_name(i);
}
property.hint = PROPERTY_HINT_ENUM;
property.hint_string = names;
} else {
property.hint = PROPERTY_HINT_NONE;
property.hint_string = "";
}
}
}
void BoneAttachment::_check_bind() {
Skeleton *sk = Object::cast_to<Skeleton>(get_parent());
if (sk) {
int idx = sk->find_bone(bone_name);
if (idx != -1) {
sk->bind_child_node_to_bone(idx, this);
set_transform(sk->get_bone_global_pose(idx));
bound = true;
}
}
}
void BoneAttachment::_check_unbind() {
if (bound) {
Skeleton *sk = Object::cast_to<Skeleton>(get_parent());
if (sk) {
int idx = sk->find_bone(bone_name);
if (idx != -1) {
sk->unbind_child_node_from_bone(idx, this);
}
}
bound = false;
}
}
void BoneAttachment::set_bone_name(const String &p_name) {
if (is_inside_tree()) {
_check_unbind();
}
bone_name = p_name;
if (is_inside_tree()) {
_check_bind();
}
}
String BoneAttachment::get_bone_name() const {
return bone_name;
}
void BoneAttachment::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
_check_bind();
} break;
case NOTIFICATION_EXIT_TREE: {
_check_unbind();
} break;
}
}
BoneAttachment::BoneAttachment() {
bound = false;
}
void BoneAttachment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bone_name", "bone_name"), &BoneAttachment::set_bone_name);
ClassDB::bind_method(D_METHOD("get_bone_name"), &BoneAttachment::get_bone_name);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "bone_name"), "set_bone_name", "get_bone_name");
}