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- /**************************************************************************/
- /* skeleton_2d.h */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #ifndef SKELETON_2D_H
- #define SKELETON_2D_H
- #include "scene/2d/node_2d.h"
- #include "scene/resources/2d/skeleton/skeleton_modification_2d.h"
- class Skeleton2D;
- class Bone2D : public Node2D {
- GDCLASS(Bone2D, Node2D);
- friend class Skeleton2D;
- #ifdef TOOLS_ENABLED
- friend class AnimatedValuesBackup;
- #endif
- Bone2D *parent_bone = nullptr;
- Skeleton2D *skeleton = nullptr;
- Transform2D rest;
- bool autocalculate_length_and_angle = true;
- real_t length = 16;
- real_t bone_angle = 0;
- int skeleton_index = -1;
- void calculate_length_and_rotation();
- #ifdef TOOLS_ENABLED
- RID editor_gizmo_rid;
- bool _editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p_outline_shape, Bone2D *p_other_bone);
- bool _editor_show_bone_gizmo = true;
- #endif // TOOLS ENABLED
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- bool _set(const StringName &p_path, const Variant &p_value);
- bool _get(const StringName &p_path, Variant &r_ret) const;
- void _get_property_list(List<PropertyInfo> *p_list) const;
- public:
- Transform2D cache_transform;
- bool copy_transform_to_cache = true;
- void set_rest(const Transform2D &p_rest);
- Transform2D get_rest() const;
- void apply_rest();
- Transform2D get_skeleton_rest() const;
- PackedStringArray get_configuration_warnings() const override;
- void set_autocalculate_length_and_angle(bool p_autocalculate);
- bool get_autocalculate_length_and_angle() const;
- void set_length(real_t p_length);
- real_t get_length() const;
- void set_bone_angle(real_t p_angle);
- real_t get_bone_angle() const;
- int get_index_in_skeleton() const;
- #ifdef TOOLS_ENABLED
- void _editor_set_show_bone_gizmo(bool p_show_gizmo);
- bool _editor_get_show_bone_gizmo() const;
- #endif // TOOLS_ENABLED
- Bone2D();
- ~Bone2D();
- };
- class SkeletonModificationStack2D;
- class Skeleton2D : public Node2D {
- GDCLASS(Skeleton2D, Node2D);
- friend class Bone2D;
- #ifdef TOOLS_ENABLED
- friend class AnimatedValuesBackup;
- #endif
- struct Bone {
- bool operator<(const Bone &p_bone) const {
- return p_bone.bone->is_greater_than(bone);
- }
- Bone2D *bone = nullptr;
- int parent_index = 0;
- Transform2D accum_transform;
- Transform2D rest_inverse;
- //Transform2D local_pose_cache;
- Transform2D local_pose_override;
- real_t local_pose_override_amount = 0;
- bool local_pose_override_persistent = false;
- };
- LocalVector<Bone> bones;
- bool bone_setup_dirty = true;
- void _make_bone_setup_dirty();
- void _update_bone_setup();
- bool transform_dirty = true;
- void _make_transform_dirty();
- void _update_transform();
- RID skeleton;
- Ref<SkeletonModificationStack2D> modification_stack;
- ///////////////////////////////////////////////////////
- // INTERPOLATION
- struct InterpolationData {
- Transform2D xform_curr;
- Transform2D xform_prev;
- uint32_t last_update_physics_tick = UINT32_MAX; // Ensure tick 0 is detected as a change.
- } _interpolation_data;
- void _update_process_mode();
- void _ensure_update_interpolation_data();
- protected:
- virtual void _physics_interpolated_changed() override;
- ///////////////////////////////////////////////////////
- void _notification(int p_what);
- static void _bind_methods();
- bool _set(const StringName &p_path, const Variant &p_value);
- bool _get(const StringName &p_path, Variant &r_ret) const;
- void _get_property_list(List<PropertyInfo> *p_list) const;
- public:
- int get_bone_count() const;
- Bone2D *get_bone(int p_idx);
- RID get_skeleton() const;
- void set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, real_t p_amount, bool p_persistent = true);
- Transform2D get_bone_local_pose_override(int p_bone_idx);
- Ref<SkeletonModificationStack2D> get_modification_stack() const;
- void set_modification_stack(Ref<SkeletonModificationStack2D> p_stack);
- void execute_modifications(real_t p_delta, int p_execution_mode);
- Skeleton2D();
- ~Skeleton2D();
- };
- #endif // SKELETON_2D_H
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