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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  skeleton_profile.h                                                    */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* 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   */ | 
					
						
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							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | 
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							|  |  |  | #ifndef SKELETON_PROFILE_H
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							|  |  |  | #define SKELETON_PROFILE_H
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							|  |  |  | #include "texture.h"
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							|  |  |  | class SkeletonProfile : public Resource { | 
					
						
							|  |  |  | 	GDCLASS(SkeletonProfile, Resource); | 
					
						
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										 |  |  | public: | 
					
						
							|  |  |  | 	enum TailDirection { | 
					
						
							|  |  |  | 		TAIL_DIRECTION_AVERAGE_CHILDREN, | 
					
						
							|  |  |  | 		TAIL_DIRECTION_SPECIFIC_CHILD, | 
					
						
							|  |  |  | 		TAIL_DIRECTION_END | 
					
						
							|  |  |  | 	}; | 
					
						
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										 |  |  | protected: | 
					
						
							|  |  |  | 	// Note: SkeletonProfileHumanoid which extends SkeletonProfile exists to unify standard bone names.
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							|  |  |  | 	// That is what is_read_only is for, so don't make it public.
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							|  |  |  | 	bool is_read_only = false; | 
					
						
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							|  |  |  | 	struct SkeletonProfileGroup { | 
					
						
							|  |  |  | 		StringName group_name; | 
					
						
							|  |  |  | 		Ref<Texture2D> texture; | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | 	struct SkeletonProfileBone { | 
					
						
							|  |  |  | 		StringName bone_name; | 
					
						
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										 |  |  | 		StringName bone_parent; | 
					
						
							|  |  |  | 		TailDirection tail_direction = TAIL_DIRECTION_AVERAGE_CHILDREN; | 
					
						
							|  |  |  | 		StringName bone_tail; | 
					
						
							|  |  |  | 		Transform3D reference_pose; | 
					
						
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										 |  |  | 		Vector2 handle_offset; | 
					
						
							|  |  |  | 		StringName group; | 
					
						
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										 |  |  | 		bool required = false; | 
					
						
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										 |  |  | 	}; | 
					
						
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										 |  |  | 	StringName root_bone; | 
					
						
							|  |  |  | 	StringName scale_base_bone; | 
					
						
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										 |  |  | 	Vector<SkeletonProfileGroup> groups; | 
					
						
							|  |  |  | 	Vector<SkeletonProfileBone> bones; | 
					
						
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							|  |  |  | 	bool _get(const StringName &p_path, Variant &r_ret) const; | 
					
						
							|  |  |  | 	bool _set(const StringName &p_path, const Variant &p_value); | 
					
						
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										 |  |  | 	void _validate_property(PropertyInfo &p_property) const; | 
					
						
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										 |  |  | 	void _get_property_list(List<PropertyInfo> *p_list) const; | 
					
						
							|  |  |  | 	static void _bind_methods(); | 
					
						
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										 |  |  | 	StringName get_root_bone(); | 
					
						
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										 |  |  | 	void set_root_bone(const StringName &p_bone_name); | 
					
						
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							|  |  |  | 	StringName get_scale_base_bone(); | 
					
						
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										 |  |  | 	void set_scale_base_bone(const StringName &p_bone_name); | 
					
						
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										 |  |  | 	int get_group_size(); | 
					
						
							|  |  |  | 	void set_group_size(int p_size); | 
					
						
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							|  |  |  | 	StringName get_group_name(int p_group_idx) const; | 
					
						
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										 |  |  | 	void set_group_name(int p_group_idx, const StringName &p_group_name); | 
					
						
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							|  |  |  | 	Ref<Texture2D> get_texture(int p_group_idx) const; | 
					
						
							|  |  |  | 	void set_texture(int p_group_idx, const Ref<Texture2D> &p_texture); | 
					
						
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							|  |  |  | 	int get_bone_size(); | 
					
						
							|  |  |  | 	void set_bone_size(int p_size); | 
					
						
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										 |  |  | 	int find_bone(const StringName &p_bone_name) const; | 
					
						
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										 |  |  | 	PackedStringArray get_bone_names(); | 
					
						
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										 |  |  | 	StringName get_bone_name(int p_bone_idx) const; | 
					
						
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										 |  |  | 	void set_bone_name(int p_bone_idx, const StringName &p_bone_name); | 
					
						
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										 |  |  | 	StringName get_bone_parent(int p_bone_idx) const; | 
					
						
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										 |  |  | 	void set_bone_parent(int p_bone_idx, const StringName &p_bone_parent); | 
					
						
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							|  |  |  | 	TailDirection get_tail_direction(int p_bone_idx) const; | 
					
						
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										 |  |  | 	void set_tail_direction(int p_bone_idx, TailDirection p_tail_direction); | 
					
						
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							|  |  |  | 	StringName get_bone_tail(int p_bone_idx) const; | 
					
						
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										 |  |  | 	void set_bone_tail(int p_bone_idx, const StringName &p_bone_tail); | 
					
						
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							|  |  |  | 	Transform3D get_reference_pose(int p_bone_idx) const; | 
					
						
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										 |  |  | 	void set_reference_pose(int p_bone_idx, const Transform3D &p_reference_pose); | 
					
						
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										 |  |  | 	Vector2 get_handle_offset(int p_bone_idx) const; | 
					
						
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										 |  |  | 	void set_handle_offset(int p_bone_idx, const Vector2 &p_handle_offset); | 
					
						
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							|  |  |  | 	StringName get_group(int p_bone_idx) const; | 
					
						
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										 |  |  | 	void set_group(int p_bone_idx, const StringName &p_group); | 
					
						
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										 |  |  | 	bool is_required(int p_bone_idx) const; | 
					
						
							|  |  |  | 	void set_required(int p_bone_idx, bool p_required); | 
					
						
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										 |  |  | 	bool has_bone(const StringName &p_bone_name); | 
					
						
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							|  |  |  | 	SkeletonProfile(); | 
					
						
							|  |  |  | 	~SkeletonProfile(); | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | class SkeletonProfileHumanoid : public SkeletonProfile { | 
					
						
							|  |  |  | 	GDCLASS(SkeletonProfileHumanoid, SkeletonProfile); | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	SkeletonProfileHumanoid(); | 
					
						
							|  |  |  | 	~SkeletonProfileHumanoid(); | 
					
						
							|  |  |  | }; | 
					
						
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										 |  |  | VARIANT_ENUM_CAST(SkeletonProfile::TailDirection); | 
					
						
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										 |  |  | #endif // SKELETON_PROFILE_H
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