/**************************************************************************/ /* skeleton_modification_3d_stackholder.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* 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. */ /**************************************************************************/ #include "scene/resources/skeleton_modification_3d_stackholder.h" #include "scene/3d/skeleton_3d.h" #include "scene/resources/skeleton_modification_3d.h" bool SkeletonModification3DStackHolder::_set(const StringName &p_path, const Variant &p_value) { String path = p_path; if (path == "held_modification_stack") { set_held_modification_stack(p_value); } return true; } bool SkeletonModification3DStackHolder::_get(const StringName &p_path, Variant &r_ret) const { String path = p_path; if (path == "held_modification_stack") { r_ret = get_held_modification_stack(); } return true; } void SkeletonModification3DStackHolder::_get_property_list(List *p_list) const { p_list->push_back(PropertyInfo(Variant::OBJECT, "held_modification_stack", PROPERTY_HINT_RESOURCE_TYPE, "SkeletonModificationStack3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE)); } void SkeletonModification3DStackHolder::_execute(real_t p_delta) { ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr, "Modification is not setup and therefore cannot execute!"); if (held_modification_stack.is_valid()) { held_modification_stack->execute(p_delta, execution_mode); } } void SkeletonModification3DStackHolder::_setup_modification(SkeletonModificationStack3D *p_stack) { stack = p_stack; if (stack != nullptr) { is_setup = true; if (held_modification_stack.is_valid()) { held_modification_stack->set_skeleton(stack->get_skeleton()); held_modification_stack->setup(); } } } void SkeletonModification3DStackHolder::set_held_modification_stack(Ref p_held_stack) { held_modification_stack = p_held_stack; if (is_setup && held_modification_stack.is_valid()) { held_modification_stack->set_skeleton(stack->get_skeleton()); held_modification_stack->setup(); } } Ref SkeletonModification3DStackHolder::get_held_modification_stack() const { return held_modification_stack; } void SkeletonModification3DStackHolder::_bind_methods() { ClassDB::bind_method(D_METHOD("set_held_modification_stack", "held_modification_stack"), &SkeletonModification3DStackHolder::set_held_modification_stack); ClassDB::bind_method(D_METHOD("get_held_modification_stack"), &SkeletonModification3DStackHolder::get_held_modification_stack); } SkeletonModification3DStackHolder::SkeletonModification3DStackHolder() { stack = nullptr; is_setup = false; enabled = true; } SkeletonModification3DStackHolder::~SkeletonModification3DStackHolder() { }