mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-29 07:07:14 +01:00
172 lines
5.5 KiB
C++
172 lines
5.5 KiB
C++
#ifndef SKELETON_2D_H
|
|
#define SKELETON_2D_H
|
|
|
|
/*************************************************************************/
|
|
/* skeleton_2d.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* PANDEMONIUM ENGINE */
|
|
/* https://github.com/Relintai/pandemonium_engine */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2022-present Péter Magyar. */
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* 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 "../resources/skeleton_modification_2d.h"
|
|
#include "scene/main/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;
|
|
|
|
bool autocalculate_length_and_angle;
|
|
float length;
|
|
float bone_angle;
|
|
|
|
int skeleton_index;
|
|
|
|
void calculate_length_and_rotation();
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
RID editor_gizmo_rid;
|
|
bool _editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p_outline_shape, Bone2D *p_other_bone);
|
|
bool _editor_show_bone_gizmo = true;
|
|
#endif // TOOLS ENABLED
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
bool _set(const StringName &p_path, const Variant &p_value);
|
|
bool _get(const StringName &p_path, Variant &r_ret) const;
|
|
void _get_property_list(List<PropertyInfo> *p_list) const;
|
|
|
|
public:
|
|
Transform2D cache_transform;
|
|
bool copy_transform_to_cache = true;
|
|
|
|
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;
|
|
|
|
void set_autocalculate_length_and_angle(bool p_autocalculate);
|
|
bool get_autocalculate_length_and_angle() const;
|
|
|
|
void set_length(float p_length);
|
|
float get_length() const;
|
|
|
|
void set_bone_angle(float p_angle);
|
|
float get_bone_angle() const;
|
|
|
|
int get_index_in_skeleton() const;
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
void _editor_set_show_bone_gizmo(bool p_show_gizmo);
|
|
bool _editor_get_show_bone_gizmo() const;
|
|
#endif // TOOLS_ENABLED
|
|
|
|
Bone2D();
|
|
~Bone2D();
|
|
};
|
|
|
|
class SkeletonModificationStack2D;
|
|
|
|
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;
|
|
|
|
//Transform2D local_pose_cache;
|
|
Transform2D local_pose_override;
|
|
float local_pose_override_amount = 0;
|
|
bool local_pose_override_persistent = false;
|
|
};
|
|
|
|
Vector<Bone> 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;
|
|
|
|
Ref<SkeletonModificationStack2D> modification_stack;
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
bool _set(const StringName &p_path, const Variant &p_value);
|
|
bool _get(const StringName &p_path, Variant &r_ret) const;
|
|
void _get_property_list(List<PropertyInfo> *p_list) const;
|
|
|
|
public:
|
|
int get_bone_count() const;
|
|
Bone2D *get_bone(int p_idx);
|
|
|
|
RID get_skeleton() const;
|
|
|
|
void set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, float p_amount, bool p_persistent = true);
|
|
Transform2D get_bone_local_pose_override(int p_bone_idx);
|
|
|
|
Ref<SkeletonModificationStack2D> get_modification_stack() const;
|
|
void set_modification_stack(Ref<SkeletonModificationStack2D> p_stack);
|
|
void execute_modifications(float p_delta, int p_execution_mode);
|
|
|
|
Skeleton2D();
|
|
~Skeleton2D();
|
|
};
|
|
|
|
#endif // SKELETON_2D_H
|