100 lines
4 KiB
C++
100 lines
4 KiB
C++
/*************************************************************************/
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/* skeleton_profile.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SKELETON_PROFILE_H
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#define SKELETON_PROFILE_H
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#include "texture.h"
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class SkeletonProfile : public Resource {
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GDCLASS(SkeletonProfile, Resource);
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protected:
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// Note: SkeletonProfileHumanoid which extends SkeletonProfile exists to unify standard bone names.
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// That is what is_read_only is for, so don't make it public.
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bool is_read_only = false;
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struct SkeletonProfileGroup {
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StringName group_name;
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Ref<Texture2D> texture;
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};
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struct SkeletonProfileBone {
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StringName bone_name;
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Vector2 handle_offset;
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StringName group;
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};
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Vector<SkeletonProfileGroup> groups;
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Vector<SkeletonProfileBone> bones;
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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virtual void _validate_property(PropertyInfo &property) const override;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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int get_group_size();
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void set_group_size(int p_size);
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StringName get_group_name(int p_group_idx) const;
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void set_group_name(int p_group_idx, const StringName p_group_name);
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Ref<Texture2D> get_texture(int p_group_idx) const;
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void set_texture(int p_group_idx, const Ref<Texture2D> &p_texture);
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int get_bone_size();
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void set_bone_size(int p_size);
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StringName get_bone_name(int p_bone_idx) const;
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void set_bone_name(int p_bone_idx, const StringName p_bone_name);
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Vector2 get_handle_offset(int p_bone_idx) const;
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void set_handle_offset(int p_bone_idx, const Vector2 p_handle_offset);
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StringName get_group(int p_bone_idx) const;
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void set_group(int p_bone_idx, const StringName p_group);
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bool has_bone(StringName p_bone_name);
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SkeletonProfile();
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~SkeletonProfile();
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};
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class SkeletonProfileHumanoid : public SkeletonProfile {
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GDCLASS(SkeletonProfileHumanoid, SkeletonProfile);
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public:
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SkeletonProfileHumanoid();
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~SkeletonProfileHumanoid();
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};
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#endif // SKELETON_PROFILE_H
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