entity_spell_system/skeleton/character_skeleton_3d.h
2019-10-26 15:13:04 +02:00

105 lines
2.7 KiB
C++

#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 "../data/character_skeleton_visual_entry.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);
Ref<CharacterSkeletonVisualEntry> get_visual(int index);
void set_visual(int index, Ref<CharacterSkeletonVisualEntry> entry);
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<ItemVisual> vis);
void remove_item_visual(Ref<ItemVisual> vis);
void remove_item_visual_index(int index);
Ref<ItemVisual> get_item_visual(int index);
int get_item_visual_count();
void clear_item_visuals();
void add_item_visual_entry(Ref<ItemVisual> vis, Ref<ItemVisualEntry> ive, int target_bone);
void remove_item_visual_entry(Ref<ItemVisual> vis, Ref<ItemVisualEntry> ive, int target_bone);
Ref<SkeletonModelEntry> 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<SkeletonModelEntry> &a, const Ref<SkeletonModelEntry> &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];
Ref<CharacterSkeletonVisualEntry> _visuals[EntityEnums::SKELETON_POINTS_MAX];
bool _model_dirty;
Vector<Ref<ItemVisual> > _item_visuals;
Vector<Ref<SkeletonModelEntry> > _entries[EntityEnums::SKELETON_POINTS_MAX];
};
#endif