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Diffstat (limited to 'scene/resources/skeleton_profile.h')
-rw-r--r-- | scene/resources/skeleton_profile.h | 131 |
1 files changed, 131 insertions, 0 deletions
diff --git a/scene/resources/skeleton_profile.h b/scene/resources/skeleton_profile.h new file mode 100644 index 0000000000..d305311538 --- /dev/null +++ b/scene/resources/skeleton_profile.h @@ -0,0 +1,131 @@ +/*************************************************************************/ +/* skeleton_profile.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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. */ +/*************************************************************************/ + +#ifndef SKELETON_PROFILE_H +#define SKELETON_PROFILE_H + +#include "texture.h" + +class SkeletonProfile : public Resource { + GDCLASS(SkeletonProfile, Resource); + +public: + enum TailDirection { + TAIL_DIRECTION_AVERAGE_CHILDREN, + TAIL_DIRECTION_SPECIFIC_CHILD, + TAIL_DIRECTION_END + }; + +protected: + // Note: SkeletonProfileHumanoid which extends SkeletonProfile exists to unify standard bone names. + // That is what is_read_only is for, so don't make it public. + bool is_read_only = false; + + struct SkeletonProfileGroup { + StringName group_name; + Ref<Texture2D> texture; + }; + + struct SkeletonProfileBone { + StringName bone_name; + StringName bone_parent; + TailDirection tail_direction = TAIL_DIRECTION_AVERAGE_CHILDREN; + StringName bone_tail; + Transform3D reference_pose; + Vector2 handle_offset; + StringName group; + bool require = false; + }; + + Vector<SkeletonProfileGroup> groups; + Vector<SkeletonProfileBone> bones; + + bool _get(const StringName &p_path, Variant &r_ret) const; + bool _set(const StringName &p_path, const Variant &p_value); + virtual void _validate_property(PropertyInfo &property) const override; + void _get_property_list(List<PropertyInfo> *p_list) const; + static void _bind_methods(); + +public: + int get_group_size(); + void set_group_size(int p_size); + + StringName get_group_name(int p_group_idx) const; + void set_group_name(int p_group_idx, const StringName p_group_name); + + Ref<Texture2D> get_texture(int p_group_idx) const; + void set_texture(int p_group_idx, const Ref<Texture2D> &p_texture); + + int get_bone_size(); + void set_bone_size(int p_size); + + int find_bone(const StringName p_bone_name) const; + + StringName get_bone_name(int p_bone_idx) const; + void set_bone_name(int p_bone_idx, const StringName p_bone_name); + + StringName get_bone_parent(int p_bone_idx) const; + void set_bone_parent(int p_bone_idx, const StringName p_bone_parent); + + TailDirection get_tail_direction(int p_bone_idx) const; + void set_tail_direction(int p_bone_idx, const TailDirection p_tail_direction); + + StringName get_bone_tail(int p_bone_idx) const; + void set_bone_tail(int p_bone_idx, const StringName p_bone_tail); + + Transform3D get_reference_pose(int p_bone_idx) const; + void set_reference_pose(int p_bone_idx, const Transform3D p_reference_pose); + + Vector2 get_handle_offset(int p_bone_idx) const; + void set_handle_offset(int p_bone_idx, const Vector2 p_handle_offset); + + StringName get_group(int p_bone_idx) const; + void set_group(int p_bone_idx, const StringName p_group); + + bool is_require(int p_bone_idx) const; + void set_require(int p_bone_idx, const bool p_require); + + bool has_bone(StringName p_bone_name); + + SkeletonProfile(); + ~SkeletonProfile(); +}; + +class SkeletonProfileHumanoid : public SkeletonProfile { + GDCLASS(SkeletonProfileHumanoid, SkeletonProfile); + +public: + SkeletonProfileHumanoid(); + ~SkeletonProfileHumanoid(); +}; + +VARIANT_ENUM_CAST(SkeletonProfile::TailDirection); + +#endif // SKELETON_PROFILE_H |