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9a34f39d32
Helps better reutilization of skeletons from Maya exported files.
95 lines
3.5 KiB
C++
95 lines
3.5 KiB
C++
/*************************************************************************/
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/* skin.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 SKIN_H
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#define SKIN_H
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#include "core/resource.h"
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class Skin : public Resource {
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GDCLASS(Skin, Resource)
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struct Bind {
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int bone = -1;
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StringName name;
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Transform pose;
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};
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Vector<Bind> binds;
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Bind *binds_ptr;
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int bind_count;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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void set_bind_count(int p_size);
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inline int get_bind_count() const { return bind_count; }
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void add_bind(int p_bone, const Transform &p_pose);
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void add_named_bind(const String &p_name, const Transform &p_pose);
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void set_bind_bone(int p_index, int p_bone);
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void set_bind_pose(int p_index, const Transform &p_pose);
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void set_bind_name(int p_index, const StringName &p_name);
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inline int get_bind_bone(int p_index) const {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_INDEX_V(p_index, bind_count, -1);
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#endif
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return binds_ptr[p_index].bone;
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}
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inline StringName get_bind_name(int p_index) const {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_INDEX_V(p_index, bind_count, StringName());
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#endif
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return binds_ptr[p_index].name;
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}
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inline Transform get_bind_pose(int p_index) const {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_INDEX_V(p_index, bind_count, Transform());
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#endif
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return binds_ptr[p_index].pose;
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}
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void clear_binds();
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Skin();
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};
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#endif // SKIN_H
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