godot/scene/3d/bone_attachment_3d.h
reduz 2dc823273e Remove REST transform influence in skeleton bones
* Animations and Skeletons are now pose-only.
* Rest transform is kept as reference (when it exists) and for IK
* Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
2021-10-13 14:51:29 -03:00

97 lines
3.8 KiB
C++

/*************************************************************************/
/* bone_attachment_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 BONE_ATTACHMENT_H
#define BONE_ATTACHMENT_H
#include "scene/3d/skeleton_3d.h"
class BoneAttachment3D : public Node3D {
GDCLASS(BoneAttachment3D, Node3D);
bool bound = false;
String bone_name;
int bone_idx = -1;
bool override_pose = false;
int override_mode = 0;
bool _override_dirty = false;
enum OVERRIDE_MODES {
MODE_GLOBAL_POSE,
MODE_LOCAL_POSE,
};
bool use_external_skeleton = false;
NodePath external_skeleton_node;
ObjectID external_skeleton_node_cache;
void _check_bind();
void _check_unbind();
void _transform_changed();
void _update_external_skeleton_cache();
Skeleton3D *_get_skeleton3d();
protected:
virtual void _validate_property(PropertyInfo &property) const override;
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
public:
virtual TypedArray<String> get_configuration_warnings() const override;
void set_bone_name(const String &p_name);
String get_bone_name() const;
void set_bone_idx(const int &p_idx);
int get_bone_idx() const;
void set_override_pose(bool p_override);
bool get_override_pose() const;
void set_override_mode(int p_mode);
int get_override_mode() const;
void set_use_external_skeleton(bool p_external_skeleton);
bool get_use_external_skeleton() const;
void set_external_skeleton(NodePath p_skeleton);
NodePath get_external_skeleton() const;
virtual void on_bone_pose_update(int p_bone_index);
BoneAttachment3D();
};
#endif // BONE_ATTACHMENT_H