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118eed485e
All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
153 lines
4.6 KiB
C++
153 lines
4.6 KiB
C++
/*************************************************************************/
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/* skeleton.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 SKELETON_H
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#define SKELETON_H
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#include "scene/3d/spatial.h"
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#include "rid.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Skeleton : public Spatial {
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GDCLASS( Skeleton, Spatial );
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struct Bone {
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String name;
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bool enabled;
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int parent;
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bool disable_rest;
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Transform rest;
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Transform rest_global_inverse;
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Transform pose;
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Transform pose_global;
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bool custom_pose_enable;
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Transform custom_pose;
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List<uint32_t> nodes_bound;
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Bone() { parent=-1; enabled=true; custom_pose_enable=false; disable_rest=false; }
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};
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bool rest_global_inverse_dirty;
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Vector<Bone> bones;
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RID skeleton;
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void _make_dirty();
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bool dirty;
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//bind helpers
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Array _get_bound_child_nodes_to_bone(int p_bone) const {
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Array bound;
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List<Node*> childs;
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get_bound_child_nodes_to_bone(p_bone,&childs);
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for (int i=0;i<childs.size();i++) {
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bound.push_back( childs[i] );
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}
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return bound;
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}
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protected:
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bool _get(const StringName& p_name,Variant &r_ret) const;
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bool _set(const StringName& p_name, const Variant& p_value);
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void _get_property_list( List<PropertyInfo>* p_list ) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_UPDATE_SKELETON=50
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};
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RID get_skeleton() const;
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// skeleton creation api
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void add_bone(const String&p_name);
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int find_bone(String p_name) const;
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String get_bone_name(int p_bone) const;
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void set_bone_parent(int p_bone, int p_parent);
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int get_bone_parent(int p_bone) const;
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void unparent_bone_and_rest(int p_idx);
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void set_bone_disable_rest(int p_bone, bool p_disable);
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bool is_bone_rest_disabled(int p_bone) const;
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int get_bone_count() const;
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void set_bone_rest(int p_bone, const Transform& p_rest);
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Transform get_bone_rest(int p_bone) const;
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Transform get_bone_transform(int p_bone) const;
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Transform get_bone_global_pose(int p_bone) const;
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void set_bone_global_pose(int p_bone,const Transform& p_pose);
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void set_bone_enabled(int p_bone, bool p_enabled);
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bool is_bone_enabled(int p_bone) const;
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void bind_child_node_to_bone(int p_bone,Node *p_node);
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void unbind_child_node_from_bone(int p_bone,Node *p_node);
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void get_bound_child_nodes_to_bone(int p_bone,List<Node*> *p_bound) const;
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void clear_bones();
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// posing api
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void set_bone_pose(int p_bone, const Transform& p_pose);
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Transform get_bone_pose(int p_bone) const;
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void set_bone_custom_pose(int p_bone, const Transform& p_custom_pose);
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Transform get_bone_custom_pose(int p_bone) const;
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void localize_rests(); // used for loaders and tools
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Skeleton();
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~Skeleton();
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};
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#endif
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