d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
103 lines
4.0 KiB
C++
103 lines
4.0 KiB
C++
/**************************************************************************/
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/* bone_attachment_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef BONE_ATTACHMENT_3D_H
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#define BONE_ATTACHMENT_3D_H
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#include "scene/3d/skeleton_3d.h"
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#ifdef TOOLS_ENABLED
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#include "scene/resources/bone_map.h"
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#endif // TOOLS_ENABLED
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class BoneAttachment3D : public Node3D {
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GDCLASS(BoneAttachment3D, Node3D);
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bool bound = false;
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String bone_name;
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int bone_idx = -1;
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bool override_pose = false;
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int override_mode = 0;
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bool _override_dirty = false;
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enum OVERRIDE_MODES {
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MODE_GLOBAL_POSE,
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MODE_LOCAL_POSE,
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};
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bool use_external_skeleton = false;
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NodePath external_skeleton_node;
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ObjectID external_skeleton_node_cache;
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void _check_bind();
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void _check_unbind();
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void _transform_changed();
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void _update_external_skeleton_cache();
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Skeleton3D *_get_skeleton3d();
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protected:
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void _validate_property(PropertyInfo &p_property) const;
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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#ifdef TOOLS_ENABLED
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virtual void _notify_skeleton_bones_renamed(Node *p_base_scene, Skeleton3D *p_skeleton, Dictionary p_rename_map);
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#endif // TOOLS_ENABLED
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public:
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virtual PackedStringArray get_configuration_warnings() const override;
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void set_bone_name(const String &p_name);
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String get_bone_name() const;
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void set_bone_idx(const int &p_idx);
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int get_bone_idx() const;
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void set_override_pose(bool p_override);
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bool get_override_pose() const;
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void set_override_mode(int p_mode);
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int get_override_mode() const;
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void set_use_external_skeleton(bool p_external_skeleton);
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bool get_use_external_skeleton() const;
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void set_external_skeleton(NodePath p_skeleton);
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NodePath get_external_skeleton() const;
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virtual void on_bone_pose_update(int p_bone_index);
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BoneAttachment3D();
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};
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#endif // BONE_ATTACHMENT_3D_H
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