1/**************************************************************************/
2/* skin.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 SKIN_H
32#define SKIN_H
33
34#include "core/io/resource.h"
35
36class Skin : public Resource {
37 GDCLASS(Skin, Resource)
38
39 struct Bind {
40 int bone = -1;
41 StringName name;
42 Transform3D pose;
43 };
44
45 Vector<Bind> binds;
46
47 Bind *binds_ptr = nullptr;
48 int bind_count = 0;
49
50protected:
51 bool _set(const StringName &p_name, const Variant &p_value);
52 bool _get(const StringName &p_name, Variant &r_ret) const;
53 void _get_property_list(List<PropertyInfo> *p_list) const;
54
55 virtual void reset_state() override;
56 static void _bind_methods();
57
58public:
59 void set_bind_count(int p_size);
60 inline int get_bind_count() const { return bind_count; }
61
62 void add_bind(int p_bone, const Transform3D &p_pose);
63 void add_named_bind(const String &p_name, const Transform3D &p_pose);
64
65 void set_bind_bone(int p_index, int p_bone);
66 void set_bind_pose(int p_index, const Transform3D &p_pose);
67 void set_bind_name(int p_index, const StringName &p_name);
68
69 inline int get_bind_bone(int p_index) const {
70 ERR_FAIL_INDEX_V(p_index, bind_count, -1);
71 return binds_ptr[p_index].bone;
72 }
73
74 inline StringName get_bind_name(int p_index) const {
75 ERR_FAIL_INDEX_V(p_index, bind_count, StringName());
76 return binds_ptr[p_index].name;
77 }
78
79 inline Transform3D get_bind_pose(int p_index) const {
80 ERR_FAIL_INDEX_V(p_index, bind_count, Transform3D());
81 return binds_ptr[p_index].pose;
82 }
83
84 void clear_binds();
85
86 Skin();
87};
88
89#endif // SKIN_H
90