godot/scene/resources/skeleton_profile.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

141 lines
5.2 KiB
C++

/**************************************************************************/
/* skeleton_profile.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. */
/**************************************************************************/
#ifndef SKELETON_PROFILE_H
#define SKELETON_PROFILE_H
#include "texture.h"
class SkeletonProfile : public Resource {
GDCLASS(SkeletonProfile, Resource);
public:
enum TailDirection {
TAIL_DIRECTION_AVERAGE_CHILDREN,
TAIL_DIRECTION_SPECIFIC_CHILD,
TAIL_DIRECTION_END
};
protected:
// Note: SkeletonProfileHumanoid which extends SkeletonProfile exists to unify standard bone names.
// That is what is_read_only is for, so don't make it public.
bool is_read_only = false;
struct SkeletonProfileGroup {
StringName group_name;
Ref<Texture2D> texture;
};
struct SkeletonProfileBone {
StringName bone_name;
StringName bone_parent;
TailDirection tail_direction = TAIL_DIRECTION_AVERAGE_CHILDREN;
StringName bone_tail;
Transform3D reference_pose;
Vector2 handle_offset;
StringName group;
bool require = false;
};
StringName root_bone;
StringName scale_base_bone;
Vector<SkeletonProfileGroup> groups;
Vector<SkeletonProfileBone> bones;
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
void _validate_property(PropertyInfo &p_property) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
StringName get_root_bone();
void set_root_bone(StringName p_bone_name);
StringName get_scale_base_bone();
void set_scale_base_bone(StringName p_bone_name);
int get_group_size();
void set_group_size(int p_size);
StringName get_group_name(int p_group_idx) const;
void set_group_name(int p_group_idx, const StringName p_group_name);
Ref<Texture2D> get_texture(int p_group_idx) const;
void set_texture(int p_group_idx, const Ref<Texture2D> &p_texture);
int get_bone_size();
void set_bone_size(int p_size);
int find_bone(const StringName p_bone_name) const;
StringName get_bone_name(int p_bone_idx) const;
void set_bone_name(int p_bone_idx, const StringName p_bone_name);
StringName get_bone_parent(int p_bone_idx) const;
void set_bone_parent(int p_bone_idx, const StringName p_bone_parent);
TailDirection get_tail_direction(int p_bone_idx) const;
void set_tail_direction(int p_bone_idx, const TailDirection p_tail_direction);
StringName get_bone_tail(int p_bone_idx) const;
void set_bone_tail(int p_bone_idx, const StringName p_bone_tail);
Transform3D get_reference_pose(int p_bone_idx) const;
void set_reference_pose(int p_bone_idx, const Transform3D p_reference_pose);
Vector2 get_handle_offset(int p_bone_idx) const;
void set_handle_offset(int p_bone_idx, const Vector2 p_handle_offset);
StringName get_group(int p_bone_idx) const;
void set_group(int p_bone_idx, const StringName p_group);
bool is_require(int p_bone_idx) const;
void set_require(int p_bone_idx, const bool p_require);
bool has_bone(StringName p_bone_name);
SkeletonProfile();
~SkeletonProfile();
};
class SkeletonProfileHumanoid : public SkeletonProfile {
GDCLASS(SkeletonProfileHumanoid, SkeletonProfile);
public:
SkeletonProfileHumanoid();
~SkeletonProfileHumanoid();
};
VARIANT_ENUM_CAST(SkeletonProfile::TailDirection);
#endif // SKELETON_PROFILE_H