123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990 |
- /**************************************************************************/
- /* skeleton_modification_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_MODIFICATION_2D_H
- #define SKELETON_MODIFICATION_2D_H
- #include "scene/2d/skeleton_2d.h"
- #include "scene/resources/skeleton_modification_stack_2d.h"
- ///////////////////////////////////////
- // SkeletonModification2D
- ///////////////////////////////////////
- class SkeletonModificationStack2D;
- class Bone2D;
- class SkeletonModification2D : public Resource {
- GDCLASS(SkeletonModification2D, Resource);
- friend class Skeleton2D;
- friend class Bone2D;
- protected:
- static void _bind_methods();
- SkeletonModificationStack2D *stack = nullptr;
- int execution_mode = 0; // 0 = process
- bool enabled = true;
- bool is_setup = false;
- bool _print_execution_error(bool p_condition, String p_message);
- GDVIRTUAL1(_execute, double)
- GDVIRTUAL1(_setup_modification, Ref<SkeletonModificationStack2D>)
- GDVIRTUAL0(_draw_editor_gizmo)
- public:
- virtual void _execute(float _delta);
- virtual void _setup_modification(SkeletonModificationStack2D *p_stack);
- virtual void _draw_editor_gizmo();
- bool editor_draw_gizmo = false;
- void set_editor_draw_gizmo(bool p_draw_gizmo);
- bool get_editor_draw_gizmo() const;
- void set_enabled(bool p_enabled);
- bool get_enabled();
- Ref<SkeletonModificationStack2D> get_modification_stack();
- void set_is_setup(bool p_setup);
- bool get_is_setup() const;
- void set_execution_mode(int p_mode);
- int get_execution_mode() const;
- float clamp_angle(float p_angle, float p_min_bound, float p_max_bound, bool p_invert_clamp = false);
- void editor_draw_angle_constraints(Bone2D *p_operation_bone, float p_min_bound, float p_max_bound, bool p_constraint_enabled, bool p_constraint_in_localspace, bool p_constraint_inverted);
- SkeletonModification2D();
- };
- #endif // SKELETON_MODIFICATION_2D_H
|