/**************************************************************************/ /* bone_attachment.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "bone_attachment.h" void BoneAttachment::_validate_property(PropertyInfo &property) const { if (property.name == "bone_name") { Skeleton *parent = Object::cast_to(get_parent()); if (parent) { String names; for (int i = 0; i < parent->get_bone_count(); i++) { if (i > 0) { names += ","; } names += parent->get_bone_name(i); } property.hint = PROPERTY_HINT_ENUM; property.hint_string = names; } else { property.hint = PROPERTY_HINT_NONE; property.hint_string = ""; } } } void BoneAttachment::_check_bind() { Skeleton *sk = Object::cast_to(get_parent()); if (sk) { int idx = sk->find_bone(bone_name); if (idx != -1) { sk->bind_child_node_to_bone(idx, this); set_transform(sk->get_bone_global_pose(idx)); bound = true; } } } void BoneAttachment::_check_unbind() { if (bound) { Skeleton *sk = Object::cast_to(get_parent()); if (sk) { int idx = sk->find_bone(bone_name); if (idx != -1) { sk->unbind_child_node_from_bone(idx, this); } } bound = false; } } void BoneAttachment::set_bone_name(const String &p_name) { if (is_inside_tree()) { _check_unbind(); } bone_name = p_name; if (is_inside_tree()) { _check_bind(); } } String BoneAttachment::get_bone_name() const { return bone_name; } void BoneAttachment::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { _check_bind(); } break; case NOTIFICATION_EXIT_TREE: { _check_unbind(); } break; } } BoneAttachment::BoneAttachment() { bound = false; } void BoneAttachment::_bind_methods() { ClassDB::bind_method(D_METHOD("set_bone_name", "bone_name"), &BoneAttachment::set_bone_name); ClassDB::bind_method(D_METHOD("get_bone_name"), &BoneAttachment::get_bone_name); ADD_PROPERTY(PropertyInfo(Variant::STRING, "bone_name"), "set_bone_name", "get_bone_name"); }