virtualx-engine/scene/3d/bone_attachment.cpp
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00

139 lines
4.3 KiB
C++

/*************************************************************************/
/* bone_attachment.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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"
bool BoneAttachment::_get(const StringName &p_name, Variant &r_ret) const {
if (String(p_name) == "bone_name") {
r_ret = get_bone_name();
return true;
}
return false;
}
bool BoneAttachment::_set(const StringName &p_name, const Variant &p_value) {
if (String(p_name) == "bone_name") {
set_bone_name(p_value);
return true;
}
return false;
}
void BoneAttachment::_get_property_list(List<PropertyInfo> *p_list) const {
Skeleton *parent = NULL;
if (get_parent())
parent = get_parent()->cast_to<Skeleton>();
if (parent) {
String names;
for (int i = 0; i < parent->get_bone_count(); i++) {
if (i > 0)
names += ",";
names += parent->get_bone_name(i);
}
p_list->push_back(PropertyInfo(Variant::STRING, "bone_name", PROPERTY_HINT_ENUM, names));
} else {
p_list->push_back(PropertyInfo(Variant::STRING, "bone_name"));
}
}
void BoneAttachment::_check_bind() {
if (get_parent() && get_parent()->cast_to<Skeleton>()) {
Skeleton *sk = get_parent()->cast_to<Skeleton>();
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) {
if (get_parent() && get_parent()->cast_to<Skeleton>()) {
Skeleton *sk = get_parent()->cast_to<Skeleton>();
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);
}