fe52458154
Happy new year to the wonderful Godot community!
91 lines
3.8 KiB
C++
91 lines
3.8 KiB
C++
/*************************************************************************/
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/* skeleton_modification_stack_3d.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 SKELETONMODIFICATIONSTACK3D_H
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#define SKELETONMODIFICATIONSTACK3D_H
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#include "core/templates/local_vector.h"
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#include "scene/3d/skeleton_3d.h"
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class Skeleton3D;
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class SkeletonModification3D;
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class SkeletonModificationStack3D : public Resource {
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GDCLASS(SkeletonModificationStack3D, Resource);
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friend class Skeleton3D;
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friend class SkeletonModification3D;
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protected:
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static void _bind_methods();
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virtual void _get_property_list(List<PropertyInfo> *p_list) const;
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virtual bool _set(const StringName &p_path, const Variant &p_value);
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virtual bool _get(const StringName &p_path, Variant &r_ret) const;
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public:
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Skeleton3D *skeleton = nullptr;
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bool is_setup = false;
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bool enabled = false;
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real_t strength = 1.0;
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enum EXECUTION_MODE {
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execution_mode_process,
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execution_mode_physics_process,
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};
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LocalVector<Ref<SkeletonModification3D>> modifications = LocalVector<Ref<SkeletonModification3D>>();
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int modifications_count = 0;
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virtual void setup();
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virtual void execute(real_t p_delta, int p_execution_mode);
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void enable_all_modifications(bool p_enable);
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Ref<SkeletonModification3D> get_modification(int p_mod_idx) const;
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void add_modification(Ref<SkeletonModification3D> p_mod);
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void delete_modification(int p_mod_idx);
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void set_modification(int p_mod_idx, Ref<SkeletonModification3D> p_mod);
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void set_modification_count(int p_count);
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int get_modification_count() const;
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void set_skeleton(Skeleton3D *p_skeleton);
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Skeleton3D *get_skeleton() const;
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bool get_is_setup() const;
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void set_enabled(bool p_enabled);
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bool get_enabled() const;
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void set_strength(real_t p_strength);
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real_t get_strength() const;
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SkeletonModificationStack3D();
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};
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#endif // SKELETONMODIFICATIONSTACK3D_H
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