#ifndef CHARACTER_SKELETON_3D_H #define CHARACTER_SKELETON_3D_H #include "character_skeleton.h" #include "core/vector.h" #include "core/node_path.h" #include "core/ustring.h" #include "scene/animation/animation_player.h" #include "scene/animation/animation_tree.h" #include "../entity_enums.h" #include "skeleton_model_entry.h" #include "../data/item_visual_entry.h" class ItemVisual; //Rename to HumanoidCharSkeleton class CharacterSkeleton3D : public CharacterSkeleton { GDCLASS(CharacterSkeleton3D, CharacterSkeleton); public: bool get_model_dirty() const; void set_model_dirty(bool value); NodePath get_bone_path(int index); void set_bone_path(int index, NodePath path); Node *get_bone_node(EntityEnums::CharacterSkeletonPoints node_id); NodePath get_animation_player_path(); void set_animation_player_path(NodePath path); AnimationPlayer *get_animation_player(); NodePath get_animation_tree_path(); void set_animation_tree_path(NodePath path); AnimationTree *get_animation_tree(); void update_nodes(); void add_item_visual(Ref vis); void remove_item_visual(Ref vis); void remove_item_visual_index(int index); Ref get_item_visual(int index); int get_item_visual_count(); void clear_item_visuals(); void add_item_visual_entry(Ref vis, Ref ive, int target_bone); void remove_item_visual_entry(Ref vis, Ref ive, int target_bone); Ref get_model_entry(const int bone_index, const int index); int get_model_entry_count(const int bone_index); void sort_layers(); void build_model(); void _build_model(); CharacterSkeleton3D(); ~CharacterSkeleton3D(); protected: static void _bind_methods(); virtual void _notification(int p_notification); protected: struct _ModelEntryComparator { _FORCE_INLINE_ bool operator()(const Ref &a, const Ref &b) const { if (!a.is_valid() || !b.is_valid()) { return false; } return (a->get_priority() > b->get_priority()); } }; private: NodePath _animation_player_path; NodePath _animation_tree_path; NodePath _bone_paths[EntityEnums::SKELETON_POINTS_MAX]; AnimationPlayer *_animation_player; AnimationTree *_animation_tree; Node *_bone_nodes[EntityEnums::SKELETON_POINTS_MAX]; bool _model_dirty; Vector > _item_visuals; Vector > _entries[EntityEnums::SKELETON_POINTS_MAX]; }; #endif