virtualx-engine/scene/2d/skeleton_2d.h

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/**************************************************************************/
/* skeleton_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
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#ifndef SKELETON_2D_H
#define SKELETON_2D_H
#include "scene/2d/node_2d.h"
class Skeleton2D;
class Bone2D : public Node2D {
GDCLASS(Bone2D, Node2D);
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friend class Skeleton2D;
#ifdef TOOLS_ENABLED
friend class AnimatedValuesBackup;
#endif
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Bone2D *parent_bone;
Skeleton2D *skeleton;
Transform2D rest;
float default_length;
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int skeleton_index;
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protected:
void _notification(int p_what);
static void _bind_methods();
void _order_changed_in_parent();
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public:
void set_rest(const Transform2D &p_rest);
Transform2D get_rest() const;
void apply_rest();
Transform2D get_skeleton_rest() const;
String get_configuration_warning() const;
void set_default_length(float p_length);
float get_default_length() const;
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int get_index_in_skeleton() const;
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Bone2D();
};
class Skeleton2D : public Node2D {
GDCLASS(Skeleton2D, Node2D);
friend class Bone2D;
#ifdef TOOLS_ENABLED
friend class AnimatedValuesBackup;
#endif
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struct Bone {
bool operator<(const Bone &p_bone) const {
return p_bone.bone->is_greater_than(bone);
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}
Bone2D *bone;
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int parent_index;
Transform2D accum_transform;
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Transform2D rest_inverse;
};
Vector<Bone> bones;
bool bone_setup_dirty;
void _make_bone_setup_dirty();
void _update_bone_setup();
bool transform_dirty;
void _make_transform_dirty();
void _update_transform();
RID skeleton;
void _update_process_mode();
void _ensure_update_interpolation_data();
struct InterpolationData {
Transform2D xform_curr;
Transform2D xform_prev;
uint32_t last_update_physics_tick = UINT32_MAX;
} _interpolation_data;
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protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _physics_interpolated_changed();
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public:
int get_bone_count() const;
Bone2D *get_bone(int p_idx);
RID get_skeleton() const;
Skeleton2D();
~Skeleton2D();
};
#endif // SKELETON_2D_H