| 1 | /**************************************************************************/ |
| 2 | /* skeleton_profile.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_PROFILE_H |
| 32 | #define SKELETON_PROFILE_H |
| 33 | |
| 34 | #include "texture.h" |
| 35 | |
| 36 | class SkeletonProfile : public Resource { |
| 37 | GDCLASS(SkeletonProfile, Resource); |
| 38 | |
| 39 | public: |
| 40 | enum TailDirection { |
| 41 | TAIL_DIRECTION_AVERAGE_CHILDREN, |
| 42 | TAIL_DIRECTION_SPECIFIC_CHILD, |
| 43 | TAIL_DIRECTION_END |
| 44 | }; |
| 45 | |
| 46 | protected: |
| 47 | // Note: SkeletonProfileHumanoid which extends SkeletonProfile exists to unify standard bone names. |
| 48 | // That is what is_read_only is for, so don't make it public. |
| 49 | bool is_read_only = false; |
| 50 | |
| 51 | struct SkeletonProfileGroup { |
| 52 | StringName group_name; |
| 53 | Ref<Texture2D> texture; |
| 54 | }; |
| 55 | |
| 56 | struct SkeletonProfileBone { |
| 57 | StringName bone_name; |
| 58 | StringName bone_parent; |
| 59 | TailDirection tail_direction = TAIL_DIRECTION_AVERAGE_CHILDREN; |
| 60 | StringName bone_tail; |
| 61 | Transform3D reference_pose; |
| 62 | Vector2 handle_offset; |
| 63 | StringName group; |
| 64 | bool require = false; |
| 65 | }; |
| 66 | |
| 67 | StringName root_bone; |
| 68 | StringName scale_base_bone; |
| 69 | |
| 70 | Vector<SkeletonProfileGroup> groups; |
| 71 | Vector<SkeletonProfileBone> bones; |
| 72 | |
| 73 | bool _get(const StringName &p_path, Variant &r_ret) const; |
| 74 | bool _set(const StringName &p_path, const Variant &p_value); |
| 75 | void _validate_property(PropertyInfo &p_property) const; |
| 76 | void _get_property_list(List<PropertyInfo> *p_list) const; |
| 77 | static void _bind_methods(); |
| 78 | |
| 79 | public: |
| 80 | StringName get_root_bone(); |
| 81 | void set_root_bone(StringName p_bone_name); |
| 82 | |
| 83 | StringName get_scale_base_bone(); |
| 84 | void set_scale_base_bone(StringName p_bone_name); |
| 85 | |
| 86 | int get_group_size(); |
| 87 | void set_group_size(int p_size); |
| 88 | |
| 89 | StringName get_group_name(int p_group_idx) const; |
| 90 | void set_group_name(int p_group_idx, const StringName p_group_name); |
| 91 | |
| 92 | Ref<Texture2D> get_texture(int p_group_idx) const; |
| 93 | void set_texture(int p_group_idx, const Ref<Texture2D> &p_texture); |
| 94 | |
| 95 | int get_bone_size(); |
| 96 | void set_bone_size(int p_size); |
| 97 | |
| 98 | int find_bone(const StringName p_bone_name) const; |
| 99 | |
| 100 | StringName get_bone_name(int p_bone_idx) const; |
| 101 | void set_bone_name(int p_bone_idx, const StringName p_bone_name); |
| 102 | |
| 103 | StringName get_bone_parent(int p_bone_idx) const; |
| 104 | void set_bone_parent(int p_bone_idx, const StringName p_bone_parent); |
| 105 | |
| 106 | TailDirection get_tail_direction(int p_bone_idx) const; |
| 107 | void set_tail_direction(int p_bone_idx, const TailDirection p_tail_direction); |
| 108 | |
| 109 | StringName get_bone_tail(int p_bone_idx) const; |
| 110 | void set_bone_tail(int p_bone_idx, const StringName p_bone_tail); |
| 111 | |
| 112 | Transform3D get_reference_pose(int p_bone_idx) const; |
| 113 | void set_reference_pose(int p_bone_idx, const Transform3D p_reference_pose); |
| 114 | |
| 115 | Vector2 get_handle_offset(int p_bone_idx) const; |
| 116 | void set_handle_offset(int p_bone_idx, const Vector2 p_handle_offset); |
| 117 | |
| 118 | StringName get_group(int p_bone_idx) const; |
| 119 | void set_group(int p_bone_idx, const StringName p_group); |
| 120 | |
| 121 | bool is_require(int p_bone_idx) const; |
| 122 | void set_require(int p_bone_idx, const bool p_require); |
| 123 | |
| 124 | bool has_bone(StringName p_bone_name); |
| 125 | |
| 126 | SkeletonProfile(); |
| 127 | ~SkeletonProfile(); |
| 128 | }; |
| 129 | |
| 130 | class SkeletonProfileHumanoid : public SkeletonProfile { |
| 131 | GDCLASS(SkeletonProfileHumanoid, SkeletonProfile); |
| 132 | |
| 133 | public: |
| 134 | SkeletonProfileHumanoid(); |
| 135 | ~SkeletonProfileHumanoid(); |
| 136 | }; |
| 137 | |
| 138 | VARIANT_ENUM_CAST(SkeletonProfile::TailDirection); |
| 139 | |
| 140 | #endif // SKELETON_PROFILE_H |
| 141 | |