1/**************************************************************************/
2/* bone_attachment_3d.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 */
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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: */
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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 */
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28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef BONE_ATTACHMENT_3D_H
32#define BONE_ATTACHMENT_3D_H
33
34#include "scene/3d/skeleton_3d.h"
35#ifdef TOOLS_ENABLED
36#include "scene/resources/bone_map.h"
37#endif // TOOLS_ENABLED
38
39class BoneAttachment3D : public Node3D {
40 GDCLASS(BoneAttachment3D, Node3D);
41
42 bool bound = false;
43 String bone_name;
44 int bone_idx = -1;
45
46 bool override_pose = false;
47 bool _override_dirty = false;
48
49 bool use_external_skeleton = false;
50 NodePath external_skeleton_node;
51 ObjectID external_skeleton_node_cache;
52
53 void _check_bind();
54 void _check_unbind();
55
56 void _transform_changed();
57 void _update_external_skeleton_cache();
58 Skeleton3D *_get_skeleton3d();
59
60protected:
61 void _validate_property(PropertyInfo &p_property) const;
62 bool _get(const StringName &p_path, Variant &r_ret) const;
63 bool _set(const StringName &p_path, const Variant &p_value);
64 void _get_property_list(List<PropertyInfo> *p_list) const;
65 void _notification(int p_what);
66
67 static void _bind_methods();
68#ifdef TOOLS_ENABLED
69 virtual void _notify_skeleton_bones_renamed(Node *p_base_scene, Skeleton3D *p_skeleton, Dictionary p_rename_map);
70#endif // TOOLS_ENABLED
71
72public:
73 virtual PackedStringArray get_configuration_warnings() const override;
74
75 void set_bone_name(const String &p_name);
76 String get_bone_name() const;
77
78 void set_bone_idx(const int &p_idx);
79 int get_bone_idx() const;
80
81 void set_override_pose(bool p_override);
82 bool get_override_pose() const;
83
84 void set_use_external_skeleton(bool p_external_skeleton);
85 bool get_use_external_skeleton() const;
86 void set_external_skeleton(NodePath p_skeleton);
87 NodePath get_external_skeleton() const;
88
89 virtual void on_bone_pose_update(int p_bone_index);
90
91 BoneAttachment3D();
92};
93
94#endif // BONE_ATTACHMENT_3D_H
95