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			141 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  skeleton_profile.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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| 
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| #ifndef SKELETON_PROFILE_H
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| #define SKELETON_PROFILE_H
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| 
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| #include "texture.h"
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| 
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| class SkeletonProfile : public Resource {
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| 	GDCLASS(SkeletonProfile, Resource);
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| 
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| public:
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| 	enum TailDirection {
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| 		TAIL_DIRECTION_AVERAGE_CHILDREN,
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| 		TAIL_DIRECTION_SPECIFIC_CHILD,
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| 		TAIL_DIRECTION_END
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| 	};
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| 
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| protected:
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| 	// 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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| 
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| 	struct SkeletonProfileGroup {
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| 		StringName group_name;
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| 		Ref<Texture2D> texture;
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| 	};
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| 
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| 	struct SkeletonProfileBone {
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| 		StringName bone_name;
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| 		StringName bone_parent;
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| 		TailDirection tail_direction = TAIL_DIRECTION_AVERAGE_CHILDREN;
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| 		StringName bone_tail;
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| 		Transform3D reference_pose;
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| 		Vector2 handle_offset;
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| 		StringName group;
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| 		bool required = false;
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| 	};
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| 
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| 	StringName root_bone;
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| 	StringName scale_base_bone;
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| 
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| 	Vector<SkeletonProfileGroup> groups;
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| 	Vector<SkeletonProfileBone> bones;
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| 
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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 _validate_property(PropertyInfo &p_property) const;
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| 	void _get_property_list(List<PropertyInfo> *p_list) const;
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| 	static void _bind_methods();
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| 
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| public:
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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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| 
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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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| 
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| 	int get_group_size();
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| 	void set_group_size(int p_size);
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| 
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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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| 
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| 	Ref<Texture2D> get_texture(int p_group_idx) const;
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| 	void set_texture(int p_group_idx, const Ref<Texture2D> &p_texture);
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| 
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| 	int get_bone_size();
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| 	void set_bone_size(int p_size);
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| 
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| 	int find_bone(const StringName &p_bone_name) const;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	bool is_required(int p_bone_idx) const;
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| 	void set_required(int p_bone_idx, bool p_required);
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| 
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| 	bool has_bone(const StringName &p_bone_name);
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| 
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| 	SkeletonProfile();
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| 	~SkeletonProfile();
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| };
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| 
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| class SkeletonProfileHumanoid : public SkeletonProfile {
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| 	GDCLASS(SkeletonProfileHumanoid, SkeletonProfile);
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| 
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| public:
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| 	SkeletonProfileHumanoid();
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| 	~SkeletonProfileHumanoid();
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| };
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| 
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| VARIANT_ENUM_CAST(SkeletonProfile::TailDirection);
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| 
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| #endif // SKELETON_PROFILE_H
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