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- /*************************************************************************/
- /* skeleton.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2017 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 SKELETON_H
- #define SKELETON_H
- #include "rid.h"
- #include "scene/3d/spatial.h"
- /**
- @author Juan Linietsky <reduzio@gmail.com>
- */
- class Skeleton : public Spatial {
- GDCLASS(Skeleton, Spatial);
- struct Bone {
- String name;
- bool enabled;
- int parent;
- bool disable_rest;
- Transform rest;
- Transform rest_global_inverse;
- Transform pose;
- Transform pose_global;
- bool custom_pose_enable;
- Transform custom_pose;
- List<uint32_t> nodes_bound;
- Bone() {
- parent = -1;
- enabled = true;
- custom_pose_enable = false;
- disable_rest = false;
- }
- };
- bool rest_global_inverse_dirty;
- Vector<Bone> bones;
- RID skeleton;
- void _make_dirty();
- bool dirty;
- //bind helpers
- Array _get_bound_child_nodes_to_bone(int p_bone) const {
- Array bound;
- List<Node *> childs;
- get_bound_child_nodes_to_bone(p_bone, &childs);
- for (int i = 0; i < childs.size(); i++) {
- bound.push_back(childs[i]);
- }
- return bound;
- }
- protected:
- 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:
- enum {
- NOTIFICATION_UPDATE_SKELETON = 50
- };
- RID get_skeleton() const;
- // skeleton creation api
- void add_bone(const String &p_name);
- int find_bone(String p_name) const;
- String get_bone_name(int p_bone) const;
- void set_bone_parent(int p_bone, int p_parent);
- int get_bone_parent(int p_bone) const;
- void unparent_bone_and_rest(int p_bone);
- void set_bone_disable_rest(int p_bone, bool p_disable);
- bool is_bone_rest_disabled(int p_bone) const;
- int get_bone_count() const;
- void set_bone_rest(int p_bone, const Transform &p_rest);
- Transform get_bone_rest(int p_bone) const;
- Transform get_bone_transform(int p_bone) const;
- Transform get_bone_global_pose(int p_bone) const;
- void set_bone_global_pose(int p_bone, const Transform &p_pose);
- void set_bone_enabled(int p_bone, bool p_enabled);
- bool is_bone_enabled(int p_bone) const;
- void bind_child_node_to_bone(int p_bone, Node *p_node);
- void unbind_child_node_from_bone(int p_bone, Node *p_node);
- void get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const;
- void clear_bones();
- // posing api
- void set_bone_pose(int p_bone, const Transform &p_pose);
- Transform get_bone_pose(int p_bone) const;
- void set_bone_custom_pose(int p_bone, const Transform &p_custom_pose);
- Transform get_bone_custom_pose(int p_bone) const;
- void localize_rests(); // used for loaders and tools
- Skeleton();
- ~Skeleton();
- };
- #endif
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