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Diffstat (limited to 'scene/3d/skeleton.h')
-rw-r--r-- | scene/3d/skeleton.h | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/scene/3d/skeleton.h b/scene/3d/skeleton.h new file mode 100644 index 0000000000..c95734fbf1 --- /dev/null +++ b/scene/3d/skeleton.h @@ -0,0 +1,144 @@ +/*************************************************************************/ +/* skeleton.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* 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 */ +/* 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 "scene/3d/spatial.h" +#include "rid.h" + +/** + @author Juan Linietsky <reduzio@gmail.com> +*/ +class Skeleton : public Spatial { + + OBJ_TYPE( Skeleton, Spatial ); + + struct Bone { + + String name; + + bool enabled; + int parent; + + 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; } + }; + + 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; + } + + virtual RES _get_gizmo_geometry() const; + +protected: + + bool _get(const StringName& p_name,Variant &r_ret) const; + bool _set(const StringName& p_name, 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; + + 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; + + 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 |