/*************************************************************************/ /* 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 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 groups; Vector 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 *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 get_texture(int p_group_idx) const; void set_texture(int p_group_idx, const Ref &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