#ifndef SKELETON_2D_H #define SKELETON_2D_H /*************************************************************************/ /* skeleton_2d.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/2d/node_2d.h" class Skeleton2D; class Bone2D : public Node2D { GDCLASS(Bone2D, Node2D); friend class Skeleton2D; #ifdef TOOLS_ENABLED friend class AnimatedValuesBackup; #endif Bone2D *parent_bone; Skeleton2D *skeleton; Transform2D rest; float default_length; int skeleton_index; protected: void _notification(int p_what); static void _bind_methods(); public: void set_rest(const Transform2D &p_rest); Transform2D get_rest() const; void apply_rest(); Transform2D get_skeleton_rest() const; String get_configuration_warning() const; void set_default_length(float p_length); float get_default_length() const; int get_index_in_skeleton() const; Bone2D(); }; class Skeleton2D : public Node2D { GDCLASS(Skeleton2D, Node2D); friend class Bone2D; #ifdef TOOLS_ENABLED friend class AnimatedValuesBackup; #endif struct Bone { bool operator<(const Bone &p_bone) const { return p_bone.bone->is_greater_than(bone); } Bone2D *bone; int parent_index; Transform2D accum_transform; Transform2D rest_inverse; }; Vector bones; bool bone_setup_dirty; void _make_bone_setup_dirty(); void _update_bone_setup(); bool transform_dirty; void _make_transform_dirty(); void _update_transform(); RID skeleton; protected: void _notification(int p_what); static void _bind_methods(); public: int get_bone_count() const; Bone2D *get_bone(int p_idx); RID get_skeleton() const; Skeleton2D(); ~Skeleton2D(); }; #endif // SKELETON_2D_H