#ifndef BONE_ATTACHMENT_H #define BONE_ATTACHMENT_H /*************************************************************************/ /* bone_attachment.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #include "scene/3d/skeleton.h" class BoneAttachment : public Spatial { GDCLASS(BoneAttachment, Spatial); public: void set_bone_name(const String &p_name); String get_bone_name() const; void set_bone_idx(const int p_idx); int get_bone_idx() const; void set_override_pose(bool p_override); bool get_override_pose() const; void set_override_mode(int p_mode); int get_override_mode() const; void set_use_external_skeleton(bool p_external_skeleton); bool get_use_external_skeleton() const; void set_external_skeleton(NodePath p_skeleton); NodePath get_external_skeleton() const; virtual void on_bone_pose_update(int p_bone_index); String get_configuration_warning() const; BoneAttachment(); protected: void _notification(int p_what); void _validate_property(PropertyInfo &property) const; bool _get(const StringName &p_path, Variant &r_ret) const; bool _set(const StringName &p_path, const Variant &p_value); void _get_property_list(List *p_list) const; static void _bind_methods(); private: void _check_bind(); void _check_unbind(); void _transform_changed(); void _update_external_skeleton_cache(); Skeleton *_get_skeleton(); private: enum OVERRIDE_MODES { MODE_GLOBAL_POSE, MODE_LOCAL_POSE, }; bool bound; String bone_name; int bone_idx; bool override_pose; int override_mode; bool _override_dirty; bool use_external_skeleton = false; NodePath external_skeleton_node; ObjectID external_skeleton_node_cache; }; #endif // BONE_ATTACHMENT_H