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+/*************************************************************************/
+/* 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