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-rw-r--r--scene/3d/bone_attachment_3d.cpp127
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diff --git a/scene/3d/bone_attachment_3d.cpp b/scene/3d/bone_attachment_3d.cpp
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+++ b/scene/3d/bone_attachment_3d.cpp
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+/*************************************************************************/
+/* bone_attachment_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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. */
+/*************************************************************************/
+
+#include "bone_attachment_3d.h"
+
+void BoneAttachment3D::_validate_property(PropertyInfo &property) const {
+
+ if (property.name == "bone_name") {
+ Skeleton3D *parent = Object::cast_to<Skeleton3D>(get_parent());
+
+ if (parent) {
+
+ String names;
+ for (int i = 0; i < parent->get_bone_count(); i++) {
+ if (i > 0)
+ names += ",";
+ names += parent->get_bone_name(i);
+ }
+
+ property.hint = PROPERTY_HINT_ENUM;
+ property.hint_string = names;
+ } else {
+
+ property.hint = PROPERTY_HINT_NONE;
+ property.hint_string = "";
+ }
+ }
+}
+
+void BoneAttachment3D::_check_bind() {
+
+ Skeleton3D *sk = Object::cast_to<Skeleton3D>(get_parent());
+ if (sk) {
+
+ int idx = sk->find_bone(bone_name);
+ if (idx != -1) {
+ sk->bind_child_node_to_bone(idx, this);
+ set_transform(sk->get_bone_global_pose(idx));
+ bound = true;
+ }
+ }
+}
+
+void BoneAttachment3D::_check_unbind() {
+
+ if (bound) {
+
+ Skeleton3D *sk = Object::cast_to<Skeleton3D>(get_parent());
+ if (sk) {
+
+ int idx = sk->find_bone(bone_name);
+ if (idx != -1) {
+ sk->unbind_child_node_from_bone(idx, this);
+ }
+ }
+ bound = false;
+ }
+}
+
+void BoneAttachment3D::set_bone_name(const String &p_name) {
+
+ if (is_inside_tree())
+ _check_unbind();
+
+ bone_name = p_name;
+
+ if (is_inside_tree())
+ _check_bind();
+}
+
+String BoneAttachment3D::get_bone_name() const {
+
+ return bone_name;
+}
+
+void BoneAttachment3D::_notification(int p_what) {
+
+ switch (p_what) {
+
+ case NOTIFICATION_ENTER_TREE: {
+
+ _check_bind();
+ } break;
+ case NOTIFICATION_EXIT_TREE: {
+
+ _check_unbind();
+ } break;
+ }
+}
+
+BoneAttachment3D::BoneAttachment3D() {
+ bound = false;
+}
+
+void BoneAttachment3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_bone_name", "bone_name"), &BoneAttachment3D::set_bone_name);
+ ClassDB::bind_method(D_METHOD("get_bone_name"), &BoneAttachment3D::get_bone_name);
+
+ ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bone_name"), "set_bone_name", "get_bone_name");
+}