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- /*************************************************************************/
- /* skeleton_2d.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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_2D_H
- #define SKELETON_2D_H
- #include "scene/2d/node_2d.h"
- class Skeleton2D;
- class Bone2D : public Node2D {
- GDCLASS(Bone2D, Node2D)
- friend class Skeleton2D;
- Bone2D *parent_bone;
- Skeleton2D *skeleton;
- Transform2D rest;
- float default_length;
- int skeleton_index;
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- public:
- void set_rest(const Transform2D &p_rest);
- Transform2D get_rest() const;
- void apply_rest();
- Transform2D get_skeleton_rest() const;
- String get_configuration_warning() const;
- void set_default_length(float p_length);
- float get_default_length() const;
- int get_index_in_skeleton() const;
- Bone2D();
- };
- class Skeleton2D : public Node2D {
- GDCLASS(Skeleton2D, Node2D);
- friend class Bone2D;
- struct Bone {
- bool operator<(const Bone &p_bone) const {
- return p_bone.bone->is_greater_than(bone);
- }
- Bone2D *bone;
- int parent_index;
- Transform2D accum_transform;
- Transform2D rest_inverse;
- };
- Vector<Bone> bones;
- bool bone_setup_dirty;
- void _make_bone_setup_dirty();
- void _update_bone_setup();
- bool transform_dirty;
- void _make_transform_dirty();
- void _update_transform();
- RID skeleton;
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- public:
- int get_bone_count() const;
- Bone2D *get_bone(int p_idx);
- RID get_skeleton() const;
- Skeleton2D();
- ~Skeleton2D();
- };
- #endif // SKELETON_2D_H
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