pandemonium_engine/scene/resources/skeleton_modification_3d_stackholder.cpp

104 lines
4.7 KiB
C++

/*************************************************************************/
/* skeleton_modification_3d_stackholder.cpp */
/*************************************************************************/
/* 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/resources/skeleton_modification_3d_stackholder.h"
#include "scene/3d/skeleton.h"
#include "scene/resources/skeleton_modification_stack_3d.h"
bool SkeletonModification3DStackHolder::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
if (path == "held_modification_stack") {
set_held_modification_stack(p_value);
}
return true;
}
bool SkeletonModification3DStackHolder::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
if (path == "held_modification_stack") {
r_ret = get_held_modification_stack();
}
return true;
}
void SkeletonModification3DStackHolder::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::OBJECT, "held_modification_stack", PROPERTY_HINT_RESOURCE_TYPE, "SkeletonModificationStack3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
}
void SkeletonModification3DStackHolder::_execute(real_t p_delta) {
ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr, "Modification is not setup and therefore cannot execute!");
if (held_modification_stack.is_valid()) {
held_modification_stack->execute(p_delta, execution_mode);
}
}
void SkeletonModification3DStackHolder::_setup_modification(Ref<SkeletonModificationStack3D> p_stack) {
stack = p_stack.ptr();
if (stack != nullptr) {
is_setup = true;
if (held_modification_stack.is_valid()) {
held_modification_stack->set_skeleton(stack->get_skeleton());
held_modification_stack->setup();
}
}
}
void SkeletonModification3DStackHolder::set_held_modification_stack(Ref<SkeletonModificationStack3D> p_held_stack) {
held_modification_stack = p_held_stack;
if (is_setup && held_modification_stack.is_valid()) {
held_modification_stack->set_skeleton(stack->get_skeleton());
held_modification_stack->setup();
}
}
Ref<SkeletonModificationStack3D> SkeletonModification3DStackHolder::get_held_modification_stack() const {
return held_modification_stack;
}
void SkeletonModification3DStackHolder::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_held_modification_stack", "held_modification_stack"), &SkeletonModification3DStackHolder::set_held_modification_stack);
ClassDB::bind_method(D_METHOD("get_held_modification_stack"), &SkeletonModification3DStackHolder::get_held_modification_stack);
}
SkeletonModification3DStackHolder::SkeletonModification3DStackHolder() {
stack = nullptr;
is_setup = false;
enabled = true;
}
SkeletonModification3DStackHolder::~SkeletonModification3DStackHolder() {
}