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- /**************************************************************************/
- /* skeleton_profile.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_PROFILE_H
- #define SKELETON_PROFILE_H
- #include "texture.h"
- class SkeletonProfile : public Resource {
- GDCLASS(SkeletonProfile, Resource);
- public:
- enum TailDirection {
- TAIL_DIRECTION_AVERAGE_CHILDREN,
- TAIL_DIRECTION_SPECIFIC_CHILD,
- TAIL_DIRECTION_END
- };
- protected:
- // Note: SkeletonProfileHumanoid which extends SkeletonProfile exists to unify standard bone names.
- // That is what is_read_only is for, so don't make it public.
- bool is_read_only = false;
- struct SkeletonProfileGroup {
- StringName group_name;
- Ref<Texture2D> texture;
- };
- struct SkeletonProfileBone {
- StringName bone_name;
- StringName bone_parent;
- TailDirection tail_direction = TAIL_DIRECTION_AVERAGE_CHILDREN;
- StringName bone_tail;
- Transform3D reference_pose;
- Vector2 handle_offset;
- StringName group;
- bool required = false;
- };
- StringName root_bone;
- StringName scale_base_bone;
- Vector<SkeletonProfileGroup> groups;
- Vector<SkeletonProfileBone> bones;
- bool _get(const StringName &p_path, Variant &r_ret) const;
- bool _set(const StringName &p_path, const Variant &p_value);
- void _validate_property(PropertyInfo &p_property) const;
- void _get_property_list(List<PropertyInfo> *p_list) const;
- static void _bind_methods();
- public:
- StringName get_root_bone();
- void set_root_bone(const StringName &p_bone_name);
- StringName get_scale_base_bone();
- void set_scale_base_bone(const StringName &p_bone_name);
- int get_group_size();
- void set_group_size(int p_size);
- StringName get_group_name(int p_group_idx) const;
- void set_group_name(int p_group_idx, const StringName &p_group_name);
- Ref<Texture2D> get_texture(int p_group_idx) const;
- void set_texture(int p_group_idx, const Ref<Texture2D> &p_texture);
- int get_bone_size();
- void set_bone_size(int p_size);
- int find_bone(const StringName &p_bone_name) const;
- PackedStringArray get_bone_names();
- StringName get_bone_name(int p_bone_idx) const;
- void set_bone_name(int p_bone_idx, const StringName &p_bone_name);
- StringName get_bone_parent(int p_bone_idx) const;
- void set_bone_parent(int p_bone_idx, const StringName &p_bone_parent);
- TailDirection get_tail_direction(int p_bone_idx) const;
- void set_tail_direction(int p_bone_idx, TailDirection p_tail_direction);
- StringName get_bone_tail(int p_bone_idx) const;
- void set_bone_tail(int p_bone_idx, const StringName &p_bone_tail);
- Transform3D get_reference_pose(int p_bone_idx) const;
- void set_reference_pose(int p_bone_idx, const Transform3D &p_reference_pose);
- Vector2 get_handle_offset(int p_bone_idx) const;
- void set_handle_offset(int p_bone_idx, const Vector2 &p_handle_offset);
- StringName get_group(int p_bone_idx) const;
- void set_group(int p_bone_idx, const StringName &p_group);
- bool is_required(int p_bone_idx) const;
- void set_required(int p_bone_idx, bool p_required);
- bool has_bone(const StringName &p_bone_name);
- SkeletonProfile();
- ~SkeletonProfile();
- };
- class SkeletonProfileHumanoid : public SkeletonProfile {
- GDCLASS(SkeletonProfileHumanoid, SkeletonProfile);
- public:
- SkeletonProfileHumanoid();
- ~SkeletonProfileHumanoid();
- };
- VARIANT_ENUM_CAST(SkeletonProfile::TailDirection);
- #endif // SKELETON_PROFILE_H
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