/*************************************************************************/ /* skin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 SKIN_H #define SKIN_H #include "core/io/resource.h" class Skin : public Resource { GDCLASS(Skin, Resource) struct Bind { int bone = -1; StringName name; Transform3D pose; }; Vector<Bind> binds; Bind *binds_ptr = nullptr; int bind_count = 0; protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List<PropertyInfo> *p_list) const; virtual void reset_state() override; static void _bind_methods(); public: void set_bind_count(int p_size); inline int get_bind_count() const { return bind_count; } void add_bind(int p_bone, const Transform3D &p_pose); void add_named_bind(const String &p_name, const Transform3D &p_pose); void set_bind_bone(int p_index, int p_bone); void set_bind_pose(int p_index, const Transform3D &p_pose); void set_bind_name(int p_index, const StringName &p_name); inline int get_bind_bone(int p_index) const { ERR_FAIL_INDEX_V(p_index, bind_count, -1); return binds_ptr[p_index].bone; } inline StringName get_bind_name(int p_index) const { ERR_FAIL_INDEX_V(p_index, bind_count, StringName()); return binds_ptr[p_index].name; } inline Transform3D get_bind_pose(int p_index) const { ERR_FAIL_INDEX_V(p_index, bind_count, Transform3D()); return binds_ptr[p_index].pose; } void clear_binds(); Skin(); }; #endif // SKIN_H