entity_spell_system/skeleton/character_skeleton.cpp

143 lines
4.6 KiB
C++

#include "character_skeleton.h"
const String CharacterSkeleton::BINDING_STRING_CHARCATER_SKELETON_BONE_ID = "Hip, Left Hand, Right Hand";
NodePath CharacterSkeleton::get_hip_path() {
return _hip_path;
}
void CharacterSkeleton::set_hip_path(NodePath path) {
_hip_path = path;
_nodes[BONE_ID_HIP] = get_node_or_null(_hip_path);
}
NodePath CharacterSkeleton::get_left_hand_path() {
return _left_hand_path;
}
void CharacterSkeleton::set_left_hand_path(NodePath path) {
_left_hand_path = path;
_nodes[BONE_ID_LEFT_HAND] = get_node_or_null(_left_hand_path);
}
NodePath CharacterSkeleton::get_right_hand_path() {
return _right_hand_path;
}
void CharacterSkeleton::set_right_hand_path(NodePath path) {
_right_hand_path = path;
_nodes[BONE_ID_RIGHT_HAND] = get_node_or_null(_right_hand_path);
}
Node *CharacterSkeleton::get_bone_node(CharacterSkeletonBoneId node_id) {
return _nodes[node_id];
}
NodePath CharacterSkeleton::get_animation_player_path() {
return _animation_player_path;
}
void CharacterSkeleton::set_animation_player_path(NodePath path) {
_animation_player_path = path;
Node *node = get_node_or_null(_animation_player_path);
if (node != NULL) {
_animation_player = Object::cast_to<AnimationPlayer>(node);
} else {
_animation_player = NULL;
}
}
AnimationPlayer *CharacterSkeleton::get_animation_player() {
return _animation_player;
}
NodePath CharacterSkeleton::get_animation_tree_path() {
return _animation_tree_path;
}
void CharacterSkeleton::set_animation_tree_path(NodePath path) {
_animation_tree_path = path;
Node *node = get_node_or_null(_animation_tree_path);
if (node != NULL) {
_animation_tree = Object::cast_to<AnimationTree>(node);
} else {
_animation_tree = NULL;
}
}
AnimationTree *CharacterSkeleton::get_animation_tree() {
return _animation_tree;
}
void CharacterSkeleton::update_nodes() {
_nodes[BONE_ID_HIP] = get_node_or_null(_hip_path);
_nodes[BONE_ID_LEFT_HAND] = get_node_or_null(_left_hand_path);
_nodes[BONE_ID_RIGHT_HAND] = get_node_or_null(_right_hand_path);
set_animation_player_path(_animation_player_path);
set_animation_tree_path(_animation_tree_path);
}
CharacterSkeleton::CharacterSkeleton() {
for (int i = 0; i < MAX_BONE_ID; ++i) {
_nodes[i] = NULL;
}
_animation_player = NULL;
}
void CharacterSkeleton::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
update_nodes();
} break;
case NOTIFICATION_PROCESS: {
} break;
case NOTIFICATION_EXIT_TREE: {
} break;
}
}
void CharacterSkeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_hip_path"), &CharacterSkeleton::get_hip_path);
ClassDB::bind_method(D_METHOD("set_hip_path", "path"), &CharacterSkeleton::set_hip_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "hip_path"), "set_hip_path", "get_hip_path");
ClassDB::bind_method(D_METHOD("get_left_hand_path"), &CharacterSkeleton::get_left_hand_path);
ClassDB::bind_method(D_METHOD("set_left_hand_path", "path"), &CharacterSkeleton::set_left_hand_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "left_hand_path"), "set_left_hand_path", "get_left_hand_path");
ClassDB::bind_method(D_METHOD("get_right_hand_path"), &CharacterSkeleton::get_right_hand_path);
ClassDB::bind_method(D_METHOD("set_right_hand_path", "path"), &CharacterSkeleton::set_right_hand_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "right_hand_path"), "set_right_hand_path", "get_right_hand_path");
ClassDB::bind_method(D_METHOD("get_bone_node", "bone_idx"), &CharacterSkeleton::get_bone_node);
ClassDB::bind_method(D_METHOD("get_animation_player_path"), &CharacterSkeleton::get_animation_player_path);
ClassDB::bind_method(D_METHOD("set_animation_player_path", "path"), &CharacterSkeleton::set_animation_player_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "animation_player_path"), "set_animation_player_path", "get_animation_player_path");
ClassDB::bind_method(D_METHOD("get_animation_tree_path"), &CharacterSkeleton::get_animation_tree_path);
ClassDB::bind_method(D_METHOD("set_animation_tree_path", "path"), &CharacterSkeleton::set_animation_tree_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "animation_tree_path"), "set_animation_tree_path", "get_animation_tree_path");
ClassDB::bind_method(D_METHOD("get_animation_player"), &CharacterSkeleton::get_animation_player);
ClassDB::bind_method(D_METHOD("get_animation_tree"), &CharacterSkeleton::get_animation_tree);
ClassDB::bind_method(D_METHOD("update_nodes"), &CharacterSkeleton::update_nodes);
BIND_ENUM_CONSTANT(BONE_ID_HIP);
BIND_ENUM_CONSTANT(BONE_ID_LEFT_HAND);
BIND_ENUM_CONSTANT(BONE_ID_RIGHT_HAND);
BIND_ENUM_CONSTANT(MAX_BONE_ID);
}