fe52458154
Happy new year to the wonderful Godot community!
104 lines
4.6 KiB
C++
104 lines
4.6 KiB
C++
/*************************************************************************/
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/* skeleton_modification_3d_stackholder.cpp */
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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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#include "scene/resources/skeleton_modification_3d_stackholder.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/resources/skeleton_modification_3d.h"
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bool SkeletonModification3DStackHolder::_set(const StringName &p_path, const Variant &p_value) {
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String path = p_path;
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if (path == "held_modification_stack") {
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set_held_modification_stack(p_value);
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}
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return true;
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}
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bool SkeletonModification3DStackHolder::_get(const StringName &p_path, Variant &r_ret) const {
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String path = p_path;
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if (path == "held_modification_stack") {
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r_ret = get_held_modification_stack();
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}
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return true;
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}
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void SkeletonModification3DStackHolder::_get_property_list(List<PropertyInfo> *p_list) const {
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p_list->push_back(PropertyInfo(Variant::OBJECT, "held_modification_stack", PROPERTY_HINT_RESOURCE_TYPE, "SkeletonModificationStack3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
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}
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void SkeletonModification3DStackHolder::_execute(real_t p_delta) {
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ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
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"Modification is not setup and therefore cannot execute!");
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if (held_modification_stack.is_valid()) {
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held_modification_stack->execute(p_delta, execution_mode);
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}
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}
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void SkeletonModification3DStackHolder::_setup_modification(SkeletonModificationStack3D *p_stack) {
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stack = p_stack;
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if (stack != nullptr) {
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is_setup = true;
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if (held_modification_stack.is_valid()) {
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held_modification_stack->set_skeleton(stack->get_skeleton());
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held_modification_stack->setup();
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}
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}
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}
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void SkeletonModification3DStackHolder::set_held_modification_stack(Ref<SkeletonModificationStack3D> p_held_stack) {
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held_modification_stack = p_held_stack;
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if (is_setup && held_modification_stack.is_valid()) {
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held_modification_stack->set_skeleton(stack->get_skeleton());
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held_modification_stack->setup();
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}
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}
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Ref<SkeletonModificationStack3D> SkeletonModification3DStackHolder::get_held_modification_stack() const {
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return held_modification_stack;
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}
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void SkeletonModification3DStackHolder::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_held_modification_stack", "held_modification_stack"), &SkeletonModification3DStackHolder::set_held_modification_stack);
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ClassDB::bind_method(D_METHOD("get_held_modification_stack"), &SkeletonModification3DStackHolder::get_held_modification_stack);
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}
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SkeletonModification3DStackHolder::SkeletonModification3DStackHolder() {
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stack = nullptr;
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is_setup = false;
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enabled = true;
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}
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SkeletonModification3DStackHolder::~SkeletonModification3DStackHolder() {
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}
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