godot/scene/resources/bone_map.h

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/**************************************************************************/
/* bone_map.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. */
/**************************************************************************/
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#ifndef BONE_MAP_H
#define BONE_MAP_H
#include "skeleton_profile.h"
class BoneMap : public Resource {
GDCLASS(BoneMap, Resource);
Ref<SkeletonProfile> profile;
HashMap<StringName, StringName> bone_map;
void _update_profile();
void _validate_bone_map();
protected:
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;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
public:
Ref<SkeletonProfile> get_profile() const;
void set_profile(const Ref<SkeletonProfile> &p_profile);
int get_skeleton_bone_name_count(const StringName p_skeleton_bone_name) const;
StringName get_skeleton_bone_name(StringName p_profile_bone_name) const;
void set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name);
void _set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name); // Avoid to emit signal for editor.
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StringName find_profile_bone_name(StringName p_skeleton_bone_name) const;
BoneMap();
~BoneMap();
};
#endif // BONE_MAP_H