virtualx-engine/scene/resources/bone_map.cpp
Rémi Verschelde b342dcdf04
Remove some unused signals
Part of .
2023-01-31 18:54:04 +01:00

186 lines
6.8 KiB
C++

/**************************************************************************/
/* bone_map.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "bone_map.h"
bool BoneMap::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
if (path.begins_with("bone_map/")) {
String which = path.get_slicec('/', 1);
set_skeleton_bone_name(which, p_value);
return true;
}
return true;
}
bool BoneMap::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
if (path.begins_with("bone_map/")) {
String which = path.get_slicec('/', 1);
r_ret = get_skeleton_bone_name(which);
return true;
}
return true;
}
void BoneMap::_get_property_list(List<PropertyInfo> *p_list) const {
HashMap<StringName, StringName>::ConstIterator E = bone_map.begin();
while (E) {
p_list->push_back(PropertyInfo(Variant::STRING_NAME, "bone_map/" + E->key, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
++E;
}
}
Ref<SkeletonProfile> BoneMap::get_profile() const {
return profile;
}
void BoneMap::set_profile(const Ref<SkeletonProfile> &p_profile) {
bool is_changed = profile != p_profile;
if (is_changed) {
if (!profile.is_null() && profile->is_connected("profile_updated", callable_mp(this, &BoneMap::_update_profile))) {
profile->disconnect("profile_updated", callable_mp(this, &BoneMap::_update_profile));
}
profile = p_profile;
if (!profile.is_null()) {
profile->connect("profile_updated", callable_mp(this, &BoneMap::_update_profile));
}
_update_profile();
}
notify_property_list_changed();
}
StringName BoneMap::get_skeleton_bone_name(StringName p_profile_bone_name) const {
ERR_FAIL_COND_V(!bone_map.has(p_profile_bone_name), StringName());
return bone_map.get(p_profile_bone_name);
}
void BoneMap::_set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name) {
ERR_FAIL_COND(!bone_map.has(p_profile_bone_name));
bone_map.insert(p_profile_bone_name, p_skeleton_bone_name);
}
void BoneMap::set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name) {
_set_skeleton_bone_name(p_profile_bone_name, p_skeleton_bone_name);
emit_signal("bone_map_updated");
}
StringName BoneMap::find_profile_bone_name(StringName p_skeleton_bone_name) const {
StringName profile_bone_name;
HashMap<StringName, StringName>::ConstIterator E = bone_map.begin();
while (E) {
if (E->value == p_skeleton_bone_name) {
profile_bone_name = E->key;
break;
}
++E;
}
return profile_bone_name;
}
int BoneMap::get_skeleton_bone_name_count(const StringName p_skeleton_bone_name) const {
int count = 0;
HashMap<StringName, StringName>::ConstIterator E = bone_map.begin();
while (E) {
if (E->value == p_skeleton_bone_name) {
++count;
}
++E;
}
return count;
}
void BoneMap::_update_profile() {
_validate_bone_map();
emit_signal("profile_updated");
}
void BoneMap::_validate_bone_map() {
Ref<SkeletonProfile> current_profile = get_profile();
if (current_profile.is_valid()) {
// Insert missing profile bones into bone map.
int len = current_profile->get_bone_size();
StringName profile_bone_name;
for (int i = 0; i < len; i++) {
profile_bone_name = current_profile->get_bone_name(i);
if (!bone_map.has(profile_bone_name)) {
bone_map.insert(profile_bone_name, StringName());
}
}
// Remove bones that do not exist in the profile from the map.
Vector<StringName> delete_bones;
StringName k;
HashMap<StringName, StringName>::ConstIterator E = bone_map.begin();
while (E) {
k = E->key;
if (!current_profile->has_bone(k)) {
delete_bones.push_back(k);
}
++E;
}
len = delete_bones.size();
for (int i = 0; i < len; i++) {
bone_map.erase(delete_bones[i]);
}
} else {
bone_map.clear();
}
}
void BoneMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_profile"), &BoneMap::get_profile);
ClassDB::bind_method(D_METHOD("set_profile", "profile"), &BoneMap::set_profile);
ClassDB::bind_method(D_METHOD("get_skeleton_bone_name", "profile_bone_name"), &BoneMap::get_skeleton_bone_name);
ClassDB::bind_method(D_METHOD("set_skeleton_bone_name", "profile_bone_name", "skeleton_bone_name"), &BoneMap::set_skeleton_bone_name);
ClassDB::bind_method(D_METHOD("find_profile_bone_name", "skeleton_bone_name"), &BoneMap::find_profile_bone_name);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "profile", PROPERTY_HINT_RESOURCE_TYPE, "SkeletonProfile"), "set_profile", "get_profile");
ADD_ARRAY("bonemap", "bonemap");
ADD_SIGNAL(MethodInfo("bone_map_updated"));
ADD_SIGNAL(MethodInfo("profile_updated"));
}
void BoneMap::_validate_property(PropertyInfo &property) const {
if (property.name == "bonemap" || property.name == "profile") {
property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
BoneMap::BoneMap() {
_validate_bone_map();
}
BoneMap::~BoneMap() {
}
//////////////////////////////////////