virtualx-engine/scene/3d/skeleton.h

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/*************************************************************************/
/* skeleton.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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. */
/*************************************************************************/
#ifndef SKELETON_H
#define SKELETON_H
#include "scene/3d/spatial.h"
#include "rid.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Skeleton : public Spatial {
OBJ_TYPE( Skeleton, Spatial );
struct Bone {
String name;
bool enabled;
int parent;
bool disable_rest;
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Transform rest;
Transform rest_global_inverse;
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Transform pose;
Transform pose_global;
bool custom_pose_enable;
Transform custom_pose;
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List<uint32_t> nodes_bound;
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Bone() { parent=-1; enabled=true; custom_pose_enable=false; disable_rest=false; }
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};
bool rest_global_inverse_dirty;
Vector<Bone> bones;
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RID skeleton;
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void _make_dirty();
bool dirty;
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//bind helpers
Array _get_bound_child_nodes_to_bone(int p_bone) const {
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Array bound;
List<Node*> childs;
get_bound_child_nodes_to_bone(p_bone,&childs);
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for (int i=0;i<childs.size();i++) {
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bound.push_back( childs[i] );
}
return bound;
}
virtual RES _get_gizmo_geometry() const;
protected:
bool _get(const StringName& p_name,Variant &r_ret) const;
bool _set(const StringName& p_name, const Variant& p_value);
void _get_property_list( List<PropertyInfo>* p_list ) const;
void _notification(int p_what);
static void _bind_methods();
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public:
enum {
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NOTIFICATION_UPDATE_SKELETON=50
};
RID get_skeleton() const;
// skeleton creation api
void add_bone(const String&p_name);
int find_bone(String p_name) const;
String get_bone_name(int p_bone) const;
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void set_bone_parent(int p_bone, int p_parent);
int get_bone_parent(int p_bone) const;
void unparent_bone_and_rest(int p_idx);
void set_bone_disable_rest(int p_bone, bool p_disable);
bool is_bone_rest_disabled(int p_bone) const;
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int get_bone_count() const;
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void set_bone_rest(int p_bone, const Transform& p_rest);
Transform get_bone_rest(int p_bone) const;
Transform get_bone_transform(int p_bone) const;
Transform get_bone_global_pose(int p_bone) const;
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void set_bone_global_pose(int p_bone,const Transform& p_pose);
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void set_bone_enabled(int p_bone, bool p_enabled);
bool is_bone_enabled(int p_bone) const;
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void bind_child_node_to_bone(int p_bone,Node *p_node);
void unbind_child_node_from_bone(int p_bone,Node *p_node);
void get_bound_child_nodes_to_bone(int p_bone,List<Node*> *p_bound) const;
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void clear_bones();
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// posing api
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void set_bone_pose(int p_bone, const Transform& p_pose);
Transform get_bone_pose(int p_bone) const;
void set_bone_custom_pose(int p_bone, const Transform& p_custom_pose);
Transform get_bone_custom_pose(int p_bone) const;
void localize_rests(); // used for loaders and tools
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Skeleton();
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~Skeleton();
};
#endif