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path: root/scene/3d/bone_attachment_3d.cpp
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/*************************************************************************/
/*  bone_attachment_3d.cpp                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 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_attachment_3d.h"

void BoneAttachment3D::_validate_property(PropertyInfo &property) const {

	if (property.name == "bone_name") {
		Skeleton3D *parent = Object::cast_to<Skeleton3D>(get_parent());

		if (parent) {

			String names;
			for (int i = 0; i < parent->get_bone_count(); i++) {
				if (i > 0)
					names += ",";
				names += parent->get_bone_name(i);
			}

			property.hint = PROPERTY_HINT_ENUM;
			property.hint_string = names;
		} else {

			property.hint = PROPERTY_HINT_NONE;
			property.hint_string = "";
		}
	}
}

void BoneAttachment3D::_check_bind() {

	Skeleton3D *sk = Object::cast_to<Skeleton3D>(get_parent());
	if (sk) {

		int idx = sk->find_bone(bone_name);
		if (idx != -1) {
			sk->bind_child_node_to_bone(idx, this);
			set_transform(sk->get_bone_global_pose(idx));
			bound = true;
		}
	}
}

void BoneAttachment3D::_check_unbind() {

	if (bound) {

		Skeleton3D *sk = Object::cast_to<Skeleton3D>(get_parent());
		if (sk) {

			int idx = sk->find_bone(bone_name);
			if (idx != -1) {
				sk->unbind_child_node_from_bone(idx, this);
			}
		}
		bound = false;
	}
}

void BoneAttachment3D::set_bone_name(const String &p_name) {

	if (is_inside_tree())
		_check_unbind();

	bone_name = p_name;

	if (is_inside_tree())
		_check_bind();
}

String BoneAttachment3D::get_bone_name() const {

	return bone_name;
}

void BoneAttachment3D::_notification(int p_what) {

	switch (p_what) {

		case NOTIFICATION_ENTER_TREE: {

			_check_bind();
		} break;
		case NOTIFICATION_EXIT_TREE: {

			_check_unbind();
		} break;
	}
}

BoneAttachment3D::BoneAttachment3D() {
	bound = false;
}

void BoneAttachment3D::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_bone_name", "bone_name"), &BoneAttachment3D::set_bone_name);
	ClassDB::bind_method(D_METHOD("get_bone_name"), &BoneAttachment3D::get_bone_name);

	ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bone_name"), "set_bone_name", "get_bone_name");
}