| 1 | /**************************************************************************/ |
| 2 | /* skeleton_2d.h */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #ifndef SKELETON_2D_H |
| 32 | #define SKELETON_2D_H |
| 33 | |
| 34 | #include "scene/2d/node_2d.h" |
| 35 | #include "scene/resources/skeleton_modification_2d.h" |
| 36 | |
| 37 | class Skeleton2D; |
| 38 | |
| 39 | class Bone2D : public Node2D { |
| 40 | GDCLASS(Bone2D, Node2D); |
| 41 | |
| 42 | friend class Skeleton2D; |
| 43 | #ifdef TOOLS_ENABLED |
| 44 | friend class AnimatedValuesBackup; |
| 45 | #endif |
| 46 | |
| 47 | Bone2D *parent_bone = nullptr; |
| 48 | Skeleton2D *skeleton = nullptr; |
| 49 | Transform2D rest; |
| 50 | |
| 51 | bool autocalculate_length_and_angle = true; |
| 52 | real_t length = 16; |
| 53 | real_t bone_angle = 0; |
| 54 | |
| 55 | int skeleton_index = -1; |
| 56 | |
| 57 | void calculate_length_and_rotation(); |
| 58 | |
| 59 | #ifdef TOOLS_ENABLED |
| 60 | RID editor_gizmo_rid; |
| 61 | bool _editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p_outline_shape, Bone2D *p_other_bone); |
| 62 | bool _editor_show_bone_gizmo = true; |
| 63 | #endif // TOOLS ENABLED |
| 64 | |
| 65 | protected: |
| 66 | void _notification(int p_what); |
| 67 | static void _bind_methods(); |
| 68 | bool _set(const StringName &p_path, const Variant &p_value); |
| 69 | bool _get(const StringName &p_path, Variant &r_ret) const; |
| 70 | void _get_property_list(List<PropertyInfo> *p_list) const; |
| 71 | |
| 72 | public: |
| 73 | Transform2D cache_transform; |
| 74 | bool copy_transform_to_cache = true; |
| 75 | |
| 76 | void set_rest(const Transform2D &p_rest); |
| 77 | Transform2D get_rest() const; |
| 78 | void apply_rest(); |
| 79 | Transform2D get_skeleton_rest() const; |
| 80 | |
| 81 | PackedStringArray get_configuration_warnings() const override; |
| 82 | |
| 83 | void set_autocalculate_length_and_angle(bool p_autocalculate); |
| 84 | bool get_autocalculate_length_and_angle() const; |
| 85 | void set_length(real_t p_length); |
| 86 | real_t get_length() const; |
| 87 | void set_bone_angle(real_t p_angle); |
| 88 | real_t get_bone_angle() const; |
| 89 | |
| 90 | int get_index_in_skeleton() const; |
| 91 | |
| 92 | #ifdef TOOLS_ENABLED |
| 93 | void _editor_set_show_bone_gizmo(bool p_show_gizmo); |
| 94 | bool _editor_get_show_bone_gizmo() const; |
| 95 | #endif // TOOLS_ENABLED |
| 96 | |
| 97 | Bone2D(); |
| 98 | ~Bone2D(); |
| 99 | }; |
| 100 | |
| 101 | class SkeletonModificationStack2D; |
| 102 | |
| 103 | class Skeleton2D : public Node2D { |
| 104 | GDCLASS(Skeleton2D, Node2D); |
| 105 | |
| 106 | friend class Bone2D; |
| 107 | #ifdef TOOLS_ENABLED |
| 108 | friend class AnimatedValuesBackup; |
| 109 | #endif |
| 110 | |
| 111 | struct Bone { |
| 112 | bool operator<(const Bone &p_bone) const { |
| 113 | return p_bone.bone->is_greater_than(bone); |
| 114 | } |
| 115 | Bone2D *bone = nullptr; |
| 116 | int parent_index = 0; |
| 117 | Transform2D accum_transform; |
| 118 | Transform2D rest_inverse; |
| 119 | |
| 120 | //Transform2D local_pose_cache; |
| 121 | Transform2D local_pose_override; |
| 122 | real_t local_pose_override_amount = 0; |
| 123 | bool local_pose_override_persistent = false; |
| 124 | }; |
| 125 | |
| 126 | Vector<Bone> bones; |
| 127 | |
| 128 | bool bone_setup_dirty = true; |
| 129 | void _make_bone_setup_dirty(); |
| 130 | void _update_bone_setup(); |
| 131 | |
| 132 | bool transform_dirty = true; |
| 133 | void _make_transform_dirty(); |
| 134 | void _update_transform(); |
| 135 | |
| 136 | RID skeleton; |
| 137 | |
| 138 | Ref<SkeletonModificationStack2D> modification_stack; |
| 139 | |
| 140 | protected: |
| 141 | void _notification(int p_what); |
| 142 | static void _bind_methods(); |
| 143 | bool _set(const StringName &p_path, const Variant &p_value); |
| 144 | bool _get(const StringName &p_path, Variant &r_ret) const; |
| 145 | void _get_property_list(List<PropertyInfo> *p_list) const; |
| 146 | |
| 147 | public: |
| 148 | int get_bone_count() const; |
| 149 | Bone2D *get_bone(int p_idx); |
| 150 | |
| 151 | RID get_skeleton() const; |
| 152 | |
| 153 | void set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, real_t p_amount, bool p_persistent = true); |
| 154 | Transform2D get_bone_local_pose_override(int p_bone_idx); |
| 155 | |
| 156 | Ref<SkeletonModificationStack2D> get_modification_stack() const; |
| 157 | void set_modification_stack(Ref<SkeletonModificationStack2D> p_stack); |
| 158 | void execute_modifications(real_t p_delta, int p_execution_mode); |
| 159 | |
| 160 | Skeleton2D(); |
| 161 | ~Skeleton2D(); |
| 162 | }; |
| 163 | |
| 164 | #endif // SKELETON_2D_H |
| 165 | |