/**************************************************************************/ /* bone_attachment_3d.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_ATTACHMENT_3D_H #define BONE_ATTACHMENT_3D_H #include "scene/3d/skeleton_3d.h" #ifdef TOOLS_ENABLED #include "scene/resources/bone_map.h" #endif // TOOLS_ENABLED class BoneAttachment3D : public Node3D { GDCLASS(BoneAttachment3D, Node3D); bool bound = false; String bone_name; int bone_idx = -1; bool override_pose = false; bool _override_dirty = false; bool use_external_skeleton = false; NodePath external_skeleton_node; ObjectID external_skeleton_node_cache; void _check_bind(); void _check_unbind(); void _transform_changed(); void _update_external_skeleton_cache(); Skeleton3D *_get_skeleton3d(); protected: void _validate_property(PropertyInfo &p_property) const; bool _get(const StringName &p_path, Variant &r_ret) const; bool _set(const StringName &p_path, const Variant &p_value); void _get_property_list(List<PropertyInfo> *p_list) const; void _notification(int p_what); static void _bind_methods(); #ifdef TOOLS_ENABLED virtual void _notify_skeleton_bones_renamed(Node *p_base_scene, Skeleton3D *p_skeleton, Dictionary p_rename_map); #endif // TOOLS_ENABLED public: virtual PackedStringArray get_configuration_warnings() const override; void set_bone_name(const String &p_name); String get_bone_name() const; void set_bone_idx(const int &p_idx); int get_bone_idx() const; void set_override_pose(bool p_override); bool get_override_pose() const; void set_use_external_skeleton(bool p_external_skeleton); bool get_use_external_skeleton() const; void set_external_skeleton(NodePath p_skeleton); NodePath get_external_skeleton() const; virtual void on_bone_pose_update(int p_bone_index); BoneAttachment3D(); }; #endif // BONE_ATTACHMENT_3D_H