/*************************************************************************/ /* skeleton_2d.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_2D_H #define SKELETON_2D_H #include "scene/2d/node_2d.h" #include "scene/resources/skeleton_modification_2d.h" class Skeleton2D; class Bone2D : public Node2D { GDCLASS(Bone2D, Node2D); friend class Skeleton2D; #ifdef TOOLS_ENABLED friend class AnimatedValuesBackup; #endif Bone2D *parent_bone = nullptr; Skeleton2D *skeleton = nullptr; Transform2D rest; bool autocalculate_length_and_angle = true; real_t length = 16; real_t bone_angle = 0; int skeleton_index = -1; void calculate_length_and_rotation(); #ifdef TOOLS_ENABLED RID editor_gizmo_rid; bool _editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p_outline_shape, Bone2D *p_other_bone); bool _editor_show_bone_gizmo = true; #endif // TOOLS ENABLED protected: void _notification(int p_what); static void _bind_methods(); bool _set(const StringName &p_path, const Variant &p_value); bool _get(const StringName &p_path, Variant &r_ret) const; void _get_property_list(List<PropertyInfo> *p_list) const; public: Transform2D cache_transform; bool copy_transform_to_cache = true; void set_rest(const Transform2D &p_rest); Transform2D get_rest() const; void apply_rest(); Transform2D get_skeleton_rest() const; TypedArray<String> get_configuration_warnings() const override; void set_default_length(real_t p_length); real_t get_default_length() const; void set_autocalculate_length_and_angle(bool p_autocalculate); bool get_autocalculate_length_and_angle() const; void set_length(real_t p_length); real_t get_length() const; void set_bone_angle(real_t p_angle); real_t get_bone_angle() const; int get_index_in_skeleton() const; #ifdef TOOLS_ENABLED void _editor_set_show_bone_gizmo(bool p_show_gizmo); bool _editor_get_show_bone_gizmo() const; #endif // TOOLS_ENABLED Bone2D(); ~Bone2D(); }; class SkeletonModificationStack2D; class Skeleton2D : public Node2D { GDCLASS(Skeleton2D, Node2D); friend class Bone2D; #ifdef TOOLS_ENABLED friend class AnimatedValuesBackup; #endif struct Bone { bool operator<(const Bone &p_bone) const { return p_bone.bone->is_greater_than(bone); } Bone2D *bone = nullptr; int parent_index = 0; Transform2D accum_transform; Transform2D rest_inverse; //Transform2D local_pose_cache; Transform2D local_pose_override; real_t local_pose_override_amount = 0; bool local_pose_override_persistent = false; }; Vector<Bone> bones; bool bone_setup_dirty = true; void _make_bone_setup_dirty(); void _update_bone_setup(); bool transform_dirty = true; void _make_transform_dirty(); void _update_transform(); RID skeleton; Ref<SkeletonModificationStack2D> modification_stack; protected: void _notification(int p_what); static void _bind_methods(); bool _set(const StringName &p_path, const Variant &p_value); bool _get(const StringName &p_path, Variant &r_ret) const; void _get_property_list(List<PropertyInfo> *p_list) const; public: int get_bone_count() const; Bone2D *get_bone(int p_idx); RID get_skeleton() const; void set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, real_t p_amount, bool p_persistent = true); Transform2D get_bone_local_pose_override(int p_bone_idx); Ref<SkeletonModificationStack2D> get_modification_stack() const; void set_modification_stack(Ref<SkeletonModificationStack2D> p_stack); void execute_modifications(real_t p_delta, int p_execution_mode); Skeleton2D(); ~Skeleton2D(); }; #endif // SKELETON_2D_H