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- /**************************************************************************/
- /* bone_attachment_3d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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. */
- /**************************************************************************/
- #pragma once
- #include "scene/3d/skeleton_3d.h"
- class BoneAttachment3D : public Node3D {
- GDCLASS(BoneAttachment3D, Node3D);
- bool bound = false;
- String bone_name;
- int bone_idx = -1;
- bool override_pose = false;
- bool _override_dirty = false;
- bool overriding = false;
- bool use_external_skeleton = false;
- NodePath external_skeleton_node;
- ObjectID external_skeleton_node_cache;
- void _check_bind();
- void _check_unbind();
- bool updating = false;
- void _transform_changed();
- void _update_external_skeleton_cache();
- protected:
- void _validate_property(PropertyInfo &p_property) const;
- void _notification(int p_what);
- static void _bind_methods();
- #ifndef DISABLE_DEPRECATED
- virtual void _on_bone_pose_update_bind_compat_90575(int p_bone_index);
- static void _bind_compatibility_methods();
- #endif
- public:
- #ifdef TOOLS_ENABLED
- virtual void notify_skeleton_bones_renamed(Node *p_base_scene, Skeleton3D *p_skeleton, Dictionary p_rename_map);
- #endif // TOOLS_ENABLED
- virtual PackedStringArray get_configuration_warnings() const override;
- Skeleton3D *get_skeleton();
- 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_pose);
- bool get_override_pose() const;
- void set_use_external_skeleton(bool p_use_external_skeleton);
- bool get_use_external_skeleton() const;
- void set_external_skeleton(NodePath p_external_skeleton);
- NodePath get_external_skeleton() const;
- virtual void on_skeleton_update();
- #ifdef TOOLS_ENABLED
- virtual void notify_rebind_required();
- #endif
- BoneAttachment3D();
- };
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