/**************************************************************************/ /* bone_map.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. */ /**************************************************************************/ #ifndef BONE_MAP_H #define BONE_MAP_H #include "skeleton_profile.h" class BoneMap : public Resource { GDCLASS(BoneMap, Resource); Ref<SkeletonProfile> profile; HashMap<StringName, StringName> bone_map; void _update_profile(); void _validate_bone_map(); protected: bool _get(const StringName &p_path, Variant &r_ret) const; bool _set(const StringName &p_path, const Variant &p_value); void _validate_property(PropertyInfo &p_property) const; void _get_property_list(List<PropertyInfo> *p_list) const; static void _bind_methods(); public: Ref<SkeletonProfile> get_profile() const; void set_profile(const Ref<SkeletonProfile> &p_profile); int get_skeleton_bone_name_count(const StringName p_skeleton_bone_name) const; StringName get_skeleton_bone_name(StringName p_profile_bone_name) const; void set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name); void _set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name); // Avoid to emit signal for editor. StringName find_profile_bone_name(StringName p_skeleton_bone_name) const; BoneMap(); ~BoneMap(); }; #endif // BONE_MAP_H