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. */ |
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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, */ |
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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 | |