b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
116 lines
4 KiB
C++
116 lines
4 KiB
C++
/*************************************************************************/
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/* bone_attachment_3d.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 "bone_attachment_3d.h"
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void BoneAttachment3D::_validate_property(PropertyInfo &property) const {
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if (property.name == "bone_name") {
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Skeleton3D *parent = Object::cast_to<Skeleton3D>(get_parent());
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if (parent) {
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String names;
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for (int i = 0; i < parent->get_bone_count(); i++) {
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if (i > 0) {
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names += ",";
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}
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names += parent->get_bone_name(i);
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}
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property.hint = PROPERTY_HINT_ENUM;
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property.hint_string = names;
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} else {
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property.hint = PROPERTY_HINT_NONE;
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property.hint_string = "";
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}
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}
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}
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void BoneAttachment3D::_check_bind() {
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Skeleton3D *sk = Object::cast_to<Skeleton3D>(get_parent());
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if (sk) {
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int idx = sk->find_bone(bone_name);
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if (idx != -1) {
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sk->bind_child_node_to_bone(idx, this);
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set_transform(sk->get_bone_global_pose(idx));
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bound = true;
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}
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}
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}
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void BoneAttachment3D::_check_unbind() {
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if (bound) {
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Skeleton3D *sk = Object::cast_to<Skeleton3D>(get_parent());
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if (sk) {
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int idx = sk->find_bone(bone_name);
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if (idx != -1) {
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sk->unbind_child_node_from_bone(idx, this);
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}
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}
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bound = false;
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}
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}
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void BoneAttachment3D::set_bone_name(const String &p_name) {
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if (is_inside_tree()) {
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_check_unbind();
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}
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bone_name = p_name;
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if (is_inside_tree()) {
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_check_bind();
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}
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}
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String BoneAttachment3D::get_bone_name() const {
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return bone_name;
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}
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void BoneAttachment3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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_check_bind();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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_check_unbind();
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} break;
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}
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}
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BoneAttachment3D::BoneAttachment3D() {
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bound = false;
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}
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void BoneAttachment3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_bone_name", "bone_name"), &BoneAttachment3D::set_bone_name);
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ClassDB::bind_method(D_METHOD("get_bone_name"), &BoneAttachment3D::get_bone_name);
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bone_name"), "set_bone_name", "get_bone_name");
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}
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