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-rw-r--r--scene/resources/bone_map.cpp172
-rw-r--r--scene/resources/bone_map.h69
-rw-r--r--scene/resources/skeleton_profile.cpp514
-rw-r--r--scene/resources/skeleton_profile.h100
4 files changed, 855 insertions, 0 deletions
diff --git a/scene/resources/bone_map.cpp b/scene/resources/bone_map.cpp
new file mode 100644
index 0000000000..ce030934fa
--- /dev/null
+++ b/scene/resources/bone_map.cpp
@@ -0,0 +1,172 @@
+/*************************************************************************/
+/* bone_map.cpp */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#include "bone_map.h"
+
+bool BoneMap::_set(const StringName &p_path, const Variant &p_value) {
+ String path = p_path;
+ if (path.begins_with("bone_map/")) {
+ String which = path.get_slicec('/', 1);
+ set_skeleton_bone_name(which, p_value);
+ return true;
+ }
+ return true;
+}
+
+bool BoneMap::_get(const StringName &p_path, Variant &r_ret) const {
+ String path = p_path;
+ if (path.begins_with("bone_map/")) {
+ String which = path.get_slicec('/', 1);
+ r_ret = get_skeleton_bone_name(which);
+ return true;
+ }
+ return true;
+}
+
+Ref<SkeletonProfile> BoneMap::get_profile() const {
+ return profile;
+}
+
+void BoneMap::set_profile(const Ref<SkeletonProfile> &p_profile) {
+ bool is_changed = profile != p_profile;
+ if (is_changed) {
+ if (!profile.is_null() && profile->is_connected("profile_updated", callable_mp(this, &BoneMap::_update_profile))) {
+ profile->disconnect("profile_updated", callable_mp(this, &BoneMap::_update_profile));
+ }
+ profile = p_profile;
+ if (!profile.is_null()) {
+ profile->connect("profile_updated", callable_mp(this, &BoneMap::_update_profile));
+ }
+ _update_profile();
+ }
+ notify_property_list_changed();
+}
+
+StringName BoneMap::get_skeleton_bone_name(StringName p_profile_bone_name) const {
+ ERR_FAIL_COND_V(!bone_map.has(p_profile_bone_name), StringName());
+ return bone_map.get(p_profile_bone_name);
+}
+
+void BoneMap::set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name) {
+ ERR_FAIL_COND(!bone_map.has(p_profile_bone_name));
+ bone_map.insert(p_profile_bone_name, p_skeleton_bone_name);
+ emit_signal("bone_map_updated");
+}
+
+StringName BoneMap::find_profile_bone_name(StringName p_skeleton_bone_name) const {
+ StringName profile_bone_name = StringName();
+ HashMap<StringName, StringName>::ConstIterator E = bone_map.begin();
+ while (E) {
+ if (E->value == p_skeleton_bone_name) {
+ profile_bone_name = E->key;
+ break;
+ }
+ ++E;
+ }
+ return profile_bone_name;
+}
+
+int BoneMap::get_skeleton_bone_name_count(const StringName p_skeleton_bone_name) const {
+ int count = 0;
+ HashMap<StringName, StringName>::ConstIterator E = bone_map.begin();
+ while (E) {
+ if (E->value == p_skeleton_bone_name) {
+ ++count;
+ }
+ ++E;
+ }
+ return count;
+}
+
+void BoneMap::_update_profile() {
+ _validate_bone_map();
+ emit_signal("profile_updated");
+}
+
+void BoneMap::_validate_bone_map() {
+ Ref<SkeletonProfile> current_profile = get_profile();
+ if (current_profile.is_valid()) {
+ // Insert missing profile bones into bone map.
+ int len = current_profile->get_bone_size();
+ StringName profile_bone_name;
+ for (int i = 0; i < len; i++) {
+ profile_bone_name = current_profile->get_bone_name(i);
+ if (!bone_map.has(profile_bone_name)) {
+ bone_map.insert(profile_bone_name, StringName());
+ }
+ }
+ // Remove bones that do not exist in the profile from the map.
+ Vector<StringName> delete_bones;
+ StringName k;
+ HashMap<StringName, StringName>::ConstIterator E = bone_map.begin();
+ while (E) {
+ k = E->key;
+ if (!current_profile->has_bone(k)) {
+ delete_bones.push_back(k);
+ }
+ ++E;
+ }
+ len = delete_bones.size();
+ for (int i = 0; i < len; i++) {
+ bone_map.erase(delete_bones[i]);
+ }
+ } else {
+ bone_map.clear();
+ }
+ emit_signal("retarget_option_updated");
+}
+
+void BoneMap::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_profile"), &BoneMap::get_profile);
+ ClassDB::bind_method(D_METHOD("set_profile", "profile"), &BoneMap::set_profile);
+
+ ClassDB::bind_method(D_METHOD("get_skeleton_bone_name", "profile_bone_name"), &BoneMap::get_skeleton_bone_name);
+ ClassDB::bind_method(D_METHOD("set_skeleton_bone_name", "profile_bone_name", "skeleton_bone_name"), &BoneMap::set_skeleton_bone_name);
+
+ ClassDB::bind_method(D_METHOD("find_profile_bone_name", "skeleton_bone_name"), &BoneMap::find_profile_bone_name);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "profile", PROPERTY_HINT_RESOURCE_TYPE, "SkeletonProfile"), "set_profile", "get_profile");
+
+ ADD_SIGNAL(MethodInfo("bone_map_updated"));
+ ADD_SIGNAL(MethodInfo("profile_updated"));
+}
+
+void BoneMap::_validate_property(PropertyInfo &property) const {
+ //
+}
+
+BoneMap::BoneMap() {
+ _validate_bone_map();
+}
+
+BoneMap::~BoneMap() {
+}
+
+//////////////////////////////////////
diff --git a/scene/resources/bone_map.h b/scene/resources/bone_map.h
new file mode 100644
index 0000000000..4b7928015d
--- /dev/null
+++ b/scene/resources/bone_map.h
@@ -0,0 +1,69 @@
+/*************************************************************************/
+/* bone_map.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 BONE_MAP_H
+#define BONE_MAP_H
+
+#include "skeleton_profile.h"
+
+class BoneMap : public Resource {
+ GDCLASS(BoneMap, Resource);
+
+ Ref<SkeletonProfile> profile;
+ HashMap<StringName, StringName> bone_map;
+
+ void _update_profile();
+ void _validate_bone_map();
+
+protected:
+ 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;
+ static void _bind_methods();
+
+public:
+ int get_profile_type() const;
+ void set_profile_type(const int p_profile_type);
+
+ Ref<SkeletonProfile> get_profile() const;
+ void set_profile(const Ref<SkeletonProfile> &p_profile);
+
+ int get_skeleton_bone_name_count(const StringName p_skeleton_bone_name) const;
+
+ StringName get_skeleton_bone_name(StringName p_profile_bone_name) const;
+ void set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name);
+
+ StringName find_profile_bone_name(StringName p_skeleton_bone_name) const;
+
+ BoneMap();
+ ~BoneMap();
+};
+
+#endif // BONE_MAP_H
diff --git a/scene/resources/skeleton_profile.cpp b/scene/resources/skeleton_profile.cpp
new file mode 100644
index 0000000000..05d48f9545
--- /dev/null
+++ b/scene/resources/skeleton_profile.cpp
@@ -0,0 +1,514 @@
+/*************************************************************************/
+/* skeleton_profile.cpp */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#include "skeleton_profile.h"
+
+bool SkeletonProfile::_set(const StringName &p_path, const Variant &p_value) {
+ ERR_FAIL_COND_V(is_read_only, false);
+ String path = p_path;
+
+ if (path.begins_with("group/")) {
+ int which = path.get_slicec('/', 1).to_int();
+ String what = path.get_slicec('/', 2);
+ ERR_FAIL_INDEX_V(which, groups.size(), false);
+
+ if (what == "group_name") {
+ set_group_name(which, p_value);
+ } else if (what == "texture") {
+ set_texture(which, p_value);
+ }
+ return true;
+ }
+
+ if (path.begins_with("bone/")) {
+ int which = path.get_slicec('/', 1).to_int();
+ String what = path.get_slicec('/', 2);
+ ERR_FAIL_INDEX_V(which, bones.size(), false);
+
+ if (what == "bone_name") {
+ set_bone_name(which, p_value);
+ } else if (what == "handle_offset") {
+ set_handle_offset(which, p_value);
+ } else if (what == "group") {
+ set_group(which, p_value);
+ }
+ return true;
+ }
+ return true;
+}
+
+bool SkeletonProfile::_get(const StringName &p_path, Variant &r_ret) const {
+ String path = p_path;
+
+ if (path.begins_with("group/")) {
+ int which = path.get_slicec('/', 1).to_int();
+ String what = path.get_slicec('/', 2);
+ ERR_FAIL_INDEX_V(which, groups.size(), false);
+
+ if (what == "group_name") {
+ r_ret = get_group_name(which);
+ } else if (what == "texture") {
+ r_ret = get_texture(which);
+ }
+ return true;
+ }
+
+ if (path.begins_with("bone/")) {
+ int which = path.get_slicec('/', 1).to_int();
+ String what = path.get_slicec('/', 2);
+ ERR_FAIL_INDEX_V(which, bones.size(), false);
+
+ if (what == "bone_name") {
+ r_ret = get_bone_name(which);
+ } else if (what == "handle_offset") {
+ r_ret = get_handle_offset(which);
+ } else if (what == "group") {
+ r_ret = get_group(which);
+ }
+ return true;
+ }
+ return true;
+}
+
+void SkeletonProfile::_validate_property(PropertyInfo &property) const {
+ if (is_read_only) {
+ if (property.name == ("group_size") || property.name == ("bone_size")) {
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
+ return;
+ }
+ }
+}
+
+void SkeletonProfile::_get_property_list(List<PropertyInfo> *p_list) const {
+ if (is_read_only) {
+ return;
+ }
+ String group_names = "";
+ for (int i = 0; i < groups.size(); i++) {
+ String path = "group/" + itos(i) + "/";
+ p_list->push_back(PropertyInfo(Variant::STRING_NAME, path + "group_name"));
+ p_list->push_back(PropertyInfo(Variant::OBJECT, path + "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"));
+ if (i > 0) {
+ group_names = group_names + ",";
+ }
+ group_names = group_names + groups[i].group_name;
+ }
+ for (int i = 0; i < bones.size(); i++) {
+ String path = "bone/" + itos(i) + "/";
+ p_list->push_back(PropertyInfo(Variant::STRING_NAME, path + "bone_name"));
+ p_list->push_back(PropertyInfo(Variant::VECTOR2, path + "handle_offset"));
+ p_list->push_back(PropertyInfo(Variant::STRING_NAME, path + "group", PROPERTY_HINT_ENUM, group_names));
+ }
+}
+
+int SkeletonProfile::get_group_size() {
+ return groups.size();
+}
+
+void SkeletonProfile::set_group_size(int p_size) {
+ if (is_read_only) {
+ return;
+ }
+ ERR_FAIL_COND(p_size < 0);
+ groups.resize(p_size);
+ emit_signal("profile_updated");
+ notify_property_list_changed();
+}
+
+StringName SkeletonProfile::get_group_name(int p_group_idx) const {
+ ERR_FAIL_INDEX_V(p_group_idx, groups.size(), StringName());
+ return groups[p_group_idx].group_name;
+}
+
+void SkeletonProfile::set_group_name(int p_group_idx, const StringName p_group_name) {
+ if (is_read_only) {
+ return;
+ }
+ ERR_FAIL_INDEX(p_group_idx, groups.size());
+ groups.write[p_group_idx].group_name = p_group_name;
+ emit_signal("profile_updated");
+}
+
+Ref<Texture2D> SkeletonProfile::get_texture(int p_group_idx) const {
+ ERR_FAIL_INDEX_V(p_group_idx, groups.size(), Ref<Texture2D>());
+ return groups[p_group_idx].texture;
+}
+
+void SkeletonProfile::set_texture(int p_group_idx, const Ref<Texture2D> &p_texture) {
+ if (is_read_only) {
+ return;
+ }
+ ERR_FAIL_INDEX(p_group_idx, groups.size());
+ groups.write[p_group_idx].texture = p_texture;
+ emit_signal("profile_updated");
+}
+
+int SkeletonProfile::get_bone_size() {
+ return bones.size();
+}
+
+void SkeletonProfile::set_bone_size(int p_size) {
+ if (is_read_only) {
+ return;
+ }
+ ERR_FAIL_COND(p_size < 0);
+ bones.resize(p_size);
+ emit_signal("profile_updated");
+ notify_property_list_changed();
+}
+
+StringName SkeletonProfile::get_bone_name(int p_bone_idx) const {
+ ERR_FAIL_INDEX_V(p_bone_idx, bones.size(), StringName());
+ return bones[p_bone_idx].bone_name;
+}
+
+void SkeletonProfile::set_bone_name(int p_bone_idx, const StringName p_bone_name) {
+ if (is_read_only) {
+ return;
+ }
+ ERR_FAIL_INDEX(p_bone_idx, bones.size());
+ bones.write[p_bone_idx].bone_name = p_bone_name;
+ emit_signal("profile_updated");
+}
+
+Vector2 SkeletonProfile::get_handle_offset(int p_bone_idx) const {
+ ERR_FAIL_INDEX_V(p_bone_idx, bones.size(), Vector2());
+ return bones[p_bone_idx].handle_offset;
+}
+
+void SkeletonProfile::set_handle_offset(int p_bone_idx, const Vector2 p_handle_offset) {
+ if (is_read_only) {
+ return;
+ }
+ ERR_FAIL_INDEX(p_bone_idx, bones.size());
+ bones.write[p_bone_idx].handle_offset = p_handle_offset;
+ emit_signal("profile_updated");
+}
+
+StringName SkeletonProfile::get_group(int p_bone_idx) const {
+ ERR_FAIL_INDEX_V(p_bone_idx, bones.size(), StringName());
+ return bones[p_bone_idx].group;
+}
+
+void SkeletonProfile::set_group(int p_bone_idx, const StringName p_group) {
+ if (is_read_only) {
+ return;
+ }
+ ERR_FAIL_INDEX(p_bone_idx, bones.size());
+ bones.write[p_bone_idx].group = p_group;
+ emit_signal("profile_updated");
+}
+
+bool SkeletonProfile::has_bone(StringName p_bone_name) {
+ bool is_found = false;
+ for (int i = 0; i < bones.size(); i++) {
+ if (bones[i].bone_name == p_bone_name) {
+ is_found = true;
+ break;
+ }
+ }
+ return is_found;
+}
+
+void SkeletonProfile::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_group_size", "size"), &SkeletonProfile::set_group_size);
+ ClassDB::bind_method(D_METHOD("get_group_size"), &SkeletonProfile::get_group_size);
+
+ ClassDB::bind_method(D_METHOD("get_group_name", "group_idx"), &SkeletonProfile::get_group_name);
+ ClassDB::bind_method(D_METHOD("set_group_name", "group_idx", "group_name"), &SkeletonProfile::set_group_name);
+
+ ClassDB::bind_method(D_METHOD("get_texture", "group_idx"), &SkeletonProfile::get_texture);
+ ClassDB::bind_method(D_METHOD("set_texture", "group_idx", "texture"), &SkeletonProfile::set_texture);
+
+ ClassDB::bind_method(D_METHOD("set_bone_size", "size"), &SkeletonProfile::set_bone_size);
+ ClassDB::bind_method(D_METHOD("get_bone_size"), &SkeletonProfile::get_bone_size);
+
+ ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &SkeletonProfile::get_bone_name);
+ ClassDB::bind_method(D_METHOD("set_bone_name", "bone_idx", "bone_name"), &SkeletonProfile::set_bone_name);
+
+ ClassDB::bind_method(D_METHOD("get_handle_offset", "bone_idx"), &SkeletonProfile::get_handle_offset);
+ ClassDB::bind_method(D_METHOD("set_handle_offset", "bone_idx", "handle_offset"), &SkeletonProfile::set_handle_offset);
+
+ ClassDB::bind_method(D_METHOD("get_group", "bone_idx"), &SkeletonProfile::get_group);
+ ClassDB::bind_method(D_METHOD("set_group", "bone_idx", "group"), &SkeletonProfile::set_group);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "group_size", PROPERTY_HINT_RANGE, "0,100,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_ARRAY, "Groups,group/"), "set_group_size", "get_group_size");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "bone_size", PROPERTY_HINT_RANGE, "0,100,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_ARRAY, "Bones,bone/"), "set_bone_size", "get_bone_size");
+
+ ADD_SIGNAL(MethodInfo("profile_updated"));
+}
+
+SkeletonProfile::SkeletonProfile() {
+}
+
+SkeletonProfile::~SkeletonProfile() {
+}
+
+SkeletonProfileHumanoid::SkeletonProfileHumanoid() {
+ is_read_only = true;
+
+ groups.resize(4);
+
+ groups.write[0].group_name = "Body";
+ groups.write[1].group_name = "Face";
+ groups.write[2].group_name = "LeftHand";
+ groups.write[3].group_name = "RightHand";
+
+ bones.resize(56);
+
+ bones.write[0].bone_name = "Root";
+ bones.write[0].handle_offset = Vector2(0.5, 0.91);
+ bones.write[0].group = "Body";
+
+ bones.write[1].bone_name = "Hips";
+ bones.write[1].handle_offset = Vector2(0.5, 0.5);
+ bones.write[1].group = "Body";
+
+ bones.write[2].bone_name = "Spine";
+ bones.write[2].handle_offset = Vector2(0.5, 0.43);
+ bones.write[2].group = "Body";
+
+ bones.write[3].bone_name = "Chest";
+ bones.write[3].handle_offset = Vector2(0.5, 0.36);
+ bones.write[3].group = "Body";
+
+ bones.write[4].bone_name = "UpperChest";
+ bones.write[4].handle_offset = Vector2(0.5, 0.29);
+ bones.write[4].group = "Body";
+
+ bones.write[5].bone_name = "Neck";
+ bones.write[5].handle_offset = Vector2(0.5, 0.23);
+ bones.write[5].group = "Body";
+
+ bones.write[6].bone_name = "Head";
+ bones.write[6].handle_offset = Vector2(0.5, 0.18);
+ bones.write[6].group = "Body";
+
+ bones.write[7].bone_name = "LeftEye";
+ bones.write[7].handle_offset = Vector2(0.6, 0.46);
+ bones.write[7].group = "Face";
+
+ bones.write[8].bone_name = "RightEye";
+ bones.write[8].handle_offset = Vector2(0.37, 0.46);
+ bones.write[8].group = "Face";
+
+ bones.write[9].bone_name = "Jaw";
+ bones.write[9].handle_offset = Vector2(0.46, 0.75);
+ bones.write[9].group = "Face";
+
+ bones.write[10].bone_name = "LeftShoulder";
+ bones.write[10].handle_offset = Vector2(0.55, 0.235);
+ bones.write[10].group = "Body";
+
+ bones.write[11].bone_name = "LeftUpperArm";
+ bones.write[11].handle_offset = Vector2(0.6, 0.24);
+ bones.write[11].group = "Body";
+
+ bones.write[12].bone_name = "LeftLowerArm";
+ bones.write[12].handle_offset = Vector2(0.7, 0.24);
+ bones.write[12].group = "Body";
+
+ bones.write[13].bone_name = "LeftHand";
+ bones.write[13].handle_offset = Vector2(0.82, 0.235);
+ bones.write[13].group = "Body";
+
+ bones.write[14].bone_name = "LeftThumbProximal";
+ bones.write[14].handle_offset = Vector2(0.4, 0.8);
+ bones.write[14].group = "LeftHand";
+
+ bones.write[15].bone_name = "LeftThumbIntermediate";
+ bones.write[15].handle_offset = Vector2(0.3, 0.69);
+ bones.write[15].group = "LeftHand";
+
+ bones.write[16].bone_name = "LeftThumbDistal";
+ bones.write[16].handle_offset = Vector2(0.23, 0.555);
+ bones.write[16].group = "LeftHand";
+
+ bones.write[17].bone_name = "LeftIndexProximal";
+ bones.write[17].handle_offset = Vector2(0.413, 0.52);
+ bones.write[17].group = "LeftHand";
+
+ bones.write[18].bone_name = "LeftIndexIntermediate";
+ bones.write[18].handle_offset = Vector2(0.403, 0.36);
+ bones.write[18].group = "LeftHand";
+
+ bones.write[19].bone_name = "LeftIndexDistal";
+ bones.write[19].handle_offset = Vector2(0.403, 0.255);
+ bones.write[19].group = "LeftHand";
+
+ bones.write[20].bone_name = "LeftMiddleProximal";
+ bones.write[20].handle_offset = Vector2(0.5, 0.51);
+ bones.write[20].group = "LeftHand";
+
+ bones.write[21].bone_name = "LeftMiddleIntermediate";
+ bones.write[21].handle_offset = Vector2(0.5, 0.345);
+ bones.write[21].group = "LeftHand";
+
+ bones.write[22].bone_name = "LeftMiddleDistal";
+ bones.write[22].handle_offset = Vector2(0.5, 0.22);
+ bones.write[22].group = "LeftHand";
+
+ bones.write[23].bone_name = "LeftRingProximal";
+ bones.write[23].handle_offset = Vector2(0.586, 0.52);
+ bones.write[23].group = "LeftHand";
+
+ bones.write[24].bone_name = "LeftRingIntermediate";
+ bones.write[24].handle_offset = Vector2(0.59, 0.36);
+ bones.write[24].group = "LeftHand";
+
+ bones.write[25].bone_name = "LeftRingDistal";
+ bones.write[25].handle_offset = Vector2(0.591, 0.25);
+ bones.write[25].group = "LeftHand";
+
+ bones.write[26].bone_name = "LeftLittleProximal";
+ bones.write[26].handle_offset = Vector2(0.663, 0.543);
+ bones.write[26].group = "LeftHand";
+
+ bones.write[27].bone_name = "LeftLittleIntermediate";
+ bones.write[27].handle_offset = Vector2(0.672, 0.415);
+ bones.write[27].group = "LeftHand";
+
+ bones.write[28].bone_name = "LeftLittleDistal";
+ bones.write[28].handle_offset = Vector2(0.672, 0.32);
+ bones.write[28].group = "LeftHand";
+
+ bones.write[29].bone_name = "RightShoulder";
+ bones.write[29].handle_offset = Vector2(0.45, 0.235);
+ bones.write[29].group = "Body";
+
+ bones.write[30].bone_name = "RightUpperArm";
+ bones.write[30].handle_offset = Vector2(0.4, 0.24);
+ bones.write[30].group = "Body";
+
+ bones.write[31].bone_name = "RightLowerArm";
+ bones.write[31].handle_offset = Vector2(0.3, 0.24);
+ bones.write[31].group = "Body";
+
+ bones.write[32].bone_name = "RightHand";
+ bones.write[32].handle_offset = Vector2(0.18, 0.235);
+ bones.write[32].group = "Body";
+
+ bones.write[33].bone_name = "RightThumbProximal";
+ bones.write[33].handle_offset = Vector2(0.6, 0.8);
+ bones.write[33].group = "RightHand";
+
+ bones.write[34].bone_name = "RightThumbIntermediate";
+ bones.write[34].handle_offset = Vector2(0.7, 0.69);
+ bones.write[34].group = "RightHand";
+
+ bones.write[35].bone_name = "RightThumbDistal";
+ bones.write[35].handle_offset = Vector2(0.77, 0.555);
+ bones.write[35].group = "RightHand";
+
+ bones.write[36].bone_name = "RightIndexProximal";
+ bones.write[36].handle_offset = Vector2(0.587, 0.52);
+ bones.write[36].group = "RightHand";
+
+ bones.write[37].bone_name = "RightIndexIntermediate";
+ bones.write[37].handle_offset = Vector2(0.597, 0.36);
+ bones.write[37].group = "RightHand";
+
+ bones.write[38].bone_name = "RightIndexDistal";
+ bones.write[38].handle_offset = Vector2(0.597, 0.255);
+ bones.write[38].group = "RightHand";
+
+ bones.write[39].bone_name = "RightMiddleProximal";
+ bones.write[39].handle_offset = Vector2(0.5, 0.51);
+ bones.write[39].group = "RightHand";
+
+ bones.write[40].bone_name = "RightMiddleIntermediate";
+ bones.write[40].handle_offset = Vector2(0.5, 0.345);
+ bones.write[40].group = "RightHand";
+
+ bones.write[41].bone_name = "RightMiddleDistal";
+ bones.write[41].handle_offset = Vector2(0.5, 0.22);
+ bones.write[41].group = "RightHand";
+
+ bones.write[42].bone_name = "RightRingProximal";
+ bones.write[42].handle_offset = Vector2(0.414, 0.52);
+ bones.write[42].group = "RightHand";
+
+ bones.write[43].bone_name = "RightRingIntermediate";
+ bones.write[43].handle_offset = Vector2(0.41, 0.36);
+ bones.write[43].group = "RightHand";
+
+ bones.write[44].bone_name = "RightRingDistal";
+ bones.write[44].handle_offset = Vector2(0.409, 0.25);
+ bones.write[44].group = "RightHand";
+
+ bones.write[45].bone_name = "RightLittleProximal";
+ bones.write[45].handle_offset = Vector2(0.337, 0.543);
+ bones.write[45].group = "RightHand";
+
+ bones.write[46].bone_name = "RightLittleIntermediate";
+ bones.write[46].handle_offset = Vector2(0.328, 0.415);
+ bones.write[46].group = "RightHand";
+
+ bones.write[47].bone_name = "RightLittleDistal";
+ bones.write[47].handle_offset = Vector2(0.328, 0.32);
+ bones.write[47].group = "RightHand";
+
+ bones.write[48].bone_name = "LeftUpperLeg";
+ bones.write[48].handle_offset = Vector2(0.549, 0.49);
+ bones.write[48].group = "Body";
+
+ bones.write[49].bone_name = "LeftLowerLeg";
+ bones.write[49].handle_offset = Vector2(0.548, 0.683);
+ bones.write[49].group = "Body";
+
+ bones.write[50].bone_name = "LeftFoot";
+ bones.write[50].handle_offset = Vector2(0.545, 0.9);
+ bones.write[50].group = "Body";
+
+ bones.write[51].bone_name = "LeftToes";
+ bones.write[51].handle_offset = Vector2(0.545, 0.95);
+ bones.write[51].group = "Body";
+
+ bones.write[52].bone_name = "RightUpperLeg";
+ bones.write[52].handle_offset = Vector2(0.451, 0.49);
+ bones.write[52].group = "Body";
+
+ bones.write[53].bone_name = "RightLowerLeg";
+ bones.write[53].handle_offset = Vector2(0.452, 0.683);
+ bones.write[53].group = "Body";
+
+ bones.write[54].bone_name = "RightFoot";
+ bones.write[54].handle_offset = Vector2(0.455, 0.9);
+ bones.write[54].group = "Body";
+
+ bones.write[55].bone_name = "RightToes";
+ bones.write[55].handle_offset = Vector2(0.455, 0.95);
+ bones.write[55].group = "Body";
+}
+
+SkeletonProfileHumanoid::~SkeletonProfileHumanoid() {
+}
+
+//////////////////////////////////////
diff --git a/scene/resources/skeleton_profile.h b/scene/resources/skeleton_profile.h
new file mode 100644
index 0000000000..920aaa2b8d
--- /dev/null
+++ b/scene/resources/skeleton_profile.h
@@ -0,0 +1,100 @@
+/*************************************************************************/
+/* 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);
+
+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;
+ Vector2 handle_offset;
+ StringName group;
+ };
+
+ 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);
+
+ StringName get_bone_name(int p_bone_idx) const;
+ void set_bone_name(int p_bone_idx, const StringName p_bone_name);
+
+ 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 has_bone(StringName p_bone_name);
+
+ SkeletonProfile();
+ ~SkeletonProfile();
+};
+
+class SkeletonProfileHumanoid : public SkeletonProfile {
+ GDCLASS(SkeletonProfileHumanoid, SkeletonProfile);
+
+public:
+ SkeletonProfileHumanoid();
+ ~SkeletonProfileHumanoid();
+};
+
+#endif // SKELETON_PROFILE_H