entity_spell_system/skeleton/character_skeleton.cpp
2019-05-13 13:25:03 +02:00

116 lines
3.8 KiB
C++

#include "character_skeleton.h"
NodePath CharacterSkeleton::get_bone_path(int index) {
ERR_FAIL_INDEX_V(index, EntityEnums::MAX_BONE_ID, NodePath());
return _bone_paths[index];
}
void CharacterSkeleton::set_bone_path(int index, NodePath path) {
ERR_FAIL_INDEX(index, EntityEnums::MAX_BONE_ID);
_bone_paths[index] = path;
_bone_nodes[index] = get_node_or_null(path);
}
Node *CharacterSkeleton::get_bone_node(EntityEnums::CharacterSkeletonBoneId node_id) {
return _bone_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() {
for (int i = 0; i < EntityEnums::MAX_BONE_ID; ++i) {
_bone_nodes[i] = get_node_or_null(_bone_paths[i]);
}
set_animation_player_path(_animation_player_path);
set_animation_tree_path(_animation_tree_path);
}
CharacterSkeleton::CharacterSkeleton() {
for (int i = 0; i < EntityEnums::MAX_BONE_ID; ++i) {
_bone_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_bone_path", "index"), &CharacterSkeleton::get_bone_path);
ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &CharacterSkeleton::set_bone_path);
ADD_GROUP("Bone Paths", "bone_path_");
ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "bone_path_hip"), "set_bone_path", "get_bone_path", EntityEnums::BONE_ID_HIP);
ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "bone_path_left_hand"), "set_bone_path", "get_bone_path", EntityEnums::BONE_ID_LEFT_HAND);
ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "bone_path_right_hand"), "set_bone_path", "get_bone_path", EntityEnums::BONE_ID_RIGHT_HAND);
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);
}