godot/scene/3d/bone_attachment.h

61 lines
2.8 KiB
C++

/*************************************************************************/
/* bone_attachment.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 BONE_ATTACHMENT_H
#define BONE_ATTACHMENT_H
#include "scene/3d/skeleton.h"
class BoneAttachment : public Spatial {
OBJ_TYPE(BoneAttachment, Spatial);
bool bound;
String bone_name;
void _check_bind();
void _check_unbind();
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:
void set_bone_name(const String &p_name);
String get_bone_name() const;
BoneAttachment();
};
#endif // BONE_ATTACHMENT_H