virtualx-engine/scene/2d/skeleton_2d.h
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

116 lines
3.7 KiB
C++

/**************************************************************************/
/* skeleton_2d.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef SKELETON_2D_H
#define SKELETON_2D_H
#include "scene/2d/node_2d.h"
class Skeleton2D;
class Bone2D : public Node2D {
GDCLASS(Bone2D, Node2D);
friend class Skeleton2D;
#ifdef TOOLS_ENABLED
friend class AnimatedValuesBackup;
#endif
Bone2D *parent_bone;
Skeleton2D *skeleton;
Transform2D rest;
float default_length;
int skeleton_index;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_rest(const Transform2D &p_rest);
Transform2D get_rest() const;
void apply_rest();
Transform2D get_skeleton_rest() const;
String get_configuration_warning() const;
void set_default_length(float p_length);
float get_default_length() const;
int get_index_in_skeleton() const;
Bone2D();
};
class Skeleton2D : public Node2D {
GDCLASS(Skeleton2D, Node2D);
friend class Bone2D;
#ifdef TOOLS_ENABLED
friend class AnimatedValuesBackup;
#endif
struct Bone {
bool operator<(const Bone &p_bone) const {
return p_bone.bone->is_greater_than(bone);
}
Bone2D *bone;
int parent_index;
Transform2D accum_transform;
Transform2D rest_inverse;
};
Vector<Bone> bones;
bool bone_setup_dirty;
void _make_bone_setup_dirty();
void _update_bone_setup();
bool transform_dirty;
void _make_transform_dirty();
void _update_transform();
RID skeleton;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
int get_bone_count() const;
Bone2D *get_bone(int p_idx);
RID get_skeleton() const;
Skeleton2D();
~Skeleton2D();
};
#endif // SKELETON_2D_H