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/*************************************************************************/
/* 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
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