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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
168 lines
5.6 KiB
C++
168 lines
5.6 KiB
C++
/**************************************************************************/
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/* skeleton_2d.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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_2D_H
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#define SKELETON_2D_H
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#include "scene/2d/node_2d.h"
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#include "scene/resources/skeleton_modification_2d.h"
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class Skeleton2D;
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class Bone2D : public Node2D {
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GDCLASS(Bone2D, Node2D);
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friend class Skeleton2D;
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#ifdef TOOLS_ENABLED
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friend class AnimatedValuesBackup;
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#endif
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Bone2D *parent_bone = nullptr;
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Skeleton2D *skeleton = nullptr;
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Transform2D rest;
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bool autocalculate_length_and_angle = true;
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real_t length = 16;
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real_t bone_angle = 0;
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int skeleton_index = -1;
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void calculate_length_and_rotation();
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#ifdef TOOLS_ENABLED
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RID editor_gizmo_rid;
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bool _editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p_outline_shape, Bone2D *p_other_bone);
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bool _editor_show_bone_gizmo = true;
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#endif // TOOLS ENABLED
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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bool _set(const StringName &p_path, const Variant &p_value);
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bool _get(const StringName &p_path, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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Transform2D cache_transform;
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bool copy_transform_to_cache = true;
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void set_rest(const Transform2D &p_rest);
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Transform2D get_rest() const;
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void apply_rest();
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Transform2D get_skeleton_rest() const;
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PackedStringArray get_configuration_warnings() const override;
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void set_default_length(real_t p_length);
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real_t get_default_length() const;
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void set_autocalculate_length_and_angle(bool p_autocalculate);
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bool get_autocalculate_length_and_angle() const;
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void set_length(real_t p_length);
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real_t get_length() const;
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void set_bone_angle(real_t p_angle);
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real_t get_bone_angle() const;
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int get_index_in_skeleton() const;
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#ifdef TOOLS_ENABLED
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void _editor_set_show_bone_gizmo(bool p_show_gizmo);
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bool _editor_get_show_bone_gizmo() const;
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#endif // TOOLS_ENABLED
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Bone2D();
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~Bone2D();
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};
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class SkeletonModificationStack2D;
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class Skeleton2D : public Node2D {
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GDCLASS(Skeleton2D, Node2D);
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friend class Bone2D;
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#ifdef TOOLS_ENABLED
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friend class AnimatedValuesBackup;
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#endif
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struct Bone {
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bool operator<(const Bone &p_bone) const {
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return p_bone.bone->is_greater_than(bone);
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}
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Bone2D *bone = nullptr;
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int parent_index = 0;
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Transform2D accum_transform;
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Transform2D rest_inverse;
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//Transform2D local_pose_cache;
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Transform2D local_pose_override;
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real_t local_pose_override_amount = 0;
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bool local_pose_override_persistent = false;
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};
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Vector<Bone> bones;
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bool bone_setup_dirty = true;
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void _make_bone_setup_dirty();
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void _update_bone_setup();
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bool transform_dirty = true;
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void _make_transform_dirty();
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void _update_transform();
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RID skeleton;
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Ref<SkeletonModificationStack2D> modification_stack;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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bool _set(const StringName &p_path, const Variant &p_value);
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bool _get(const StringName &p_path, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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int get_bone_count() const;
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Bone2D *get_bone(int p_idx);
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RID get_skeleton() const;
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void set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, real_t p_amount, bool p_persistent = true);
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Transform2D get_bone_local_pose_override(int p_bone_idx);
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Ref<SkeletonModificationStack2D> get_modification_stack() const;
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void set_modification_stack(Ref<SkeletonModificationStack2D> p_stack);
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void execute_modifications(real_t p_delta, int p_execution_mode);
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Skeleton2D();
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~Skeleton2D();
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};
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#endif // SKELETON_2D_H
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