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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
85 lines
3.2 KiB
C++
85 lines
3.2 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;
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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 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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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 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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