1/**************************************************************************/
2/* skeleton_profile.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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29/**************************************************************************/
30
31#ifndef SKELETON_PROFILE_H
32#define SKELETON_PROFILE_H
33
34#include "texture.h"
35
36class SkeletonProfile : public Resource {
37 GDCLASS(SkeletonProfile, Resource);
38
39public:
40 enum TailDirection {
41 TAIL_DIRECTION_AVERAGE_CHILDREN,
42 TAIL_DIRECTION_SPECIFIC_CHILD,
43 TAIL_DIRECTION_END
44 };
45
46protected:
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
79public:
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
130class SkeletonProfileHumanoid : public SkeletonProfile {
131 GDCLASS(SkeletonProfileHumanoid, SkeletonProfile);
132
133public:
134 SkeletonProfileHumanoid();
135 ~SkeletonProfileHumanoid();
136};
137
138VARIANT_ENUM_CAST(SkeletonProfile::TailDirection);
139
140#endif // SKELETON_PROFILE_H
141