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2dc823273e
* 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).
97 lines
3.8 KiB
C++
97 lines
3.8 KiB
C++
/*************************************************************************/
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/* bone_attachment_3d.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 BONE_ATTACHMENT_H
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#define BONE_ATTACHMENT_H
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#include "scene/3d/skeleton_3d.h"
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class BoneAttachment3D : public Node3D {
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GDCLASS(BoneAttachment3D, Node3D);
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bool bound = false;
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String bone_name;
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int bone_idx = -1;
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bool override_pose = false;
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int override_mode = 0;
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bool _override_dirty = false;
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enum OVERRIDE_MODES {
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MODE_GLOBAL_POSE,
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MODE_LOCAL_POSE,
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};
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bool use_external_skeleton = false;
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NodePath external_skeleton_node;
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ObjectID external_skeleton_node_cache;
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void _check_bind();
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void _check_unbind();
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void _transform_changed();
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void _update_external_skeleton_cache();
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Skeleton3D *_get_skeleton3d();
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protected:
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virtual void _validate_property(PropertyInfo &property) const override;
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, 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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virtual TypedArray<String> get_configuration_warnings() const override;
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void set_bone_name(const String &p_name);
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String get_bone_name() const;
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void set_bone_idx(const int &p_idx);
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int get_bone_idx() const;
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void set_override_pose(bool p_override);
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bool get_override_pose() const;
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void set_override_mode(int p_mode);
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int get_override_mode() const;
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void set_use_external_skeleton(bool p_external_skeleton);
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bool get_use_external_skeleton() const;
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void set_external_skeleton(NodePath p_skeleton);
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NodePath get_external_skeleton() const;
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virtual void on_bone_pose_update(int p_bone_index);
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BoneAttachment3D();
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};
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#endif // BONE_ATTACHMENT_H
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