Path: blob/master/scene/resources/2d/skeleton/skeleton_modification_2d.h
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/**************************************************************************/1/* skeleton_modification_2d.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "scene/resources/2d/skeleton/skeleton_modification_stack_2d.h"3334///////////////////////////////////////35// SkeletonModification2D36///////////////////////////////////////3738class Bone2D;3940class SkeletonModification2D : public Resource {41GDCLASS(SkeletonModification2D, Resource);42friend class Skeleton2D;43friend class Bone2D;4445protected:46static void _bind_methods();4748SkeletonModificationStack2D *stack = nullptr;49int execution_mode = 0; // 0 = process5051bool enabled = true;52bool is_setup = false;5354bool _print_execution_error(bool p_condition, String p_message);5556virtual void reset_state() override;5758GDVIRTUAL1(_execute, double)59GDVIRTUAL1(_setup_modification, Ref<SkeletonModificationStack2D>)60GDVIRTUAL0(_draw_editor_gizmo)6162public:63virtual void _execute(float _delta);64virtual void _setup_modification(SkeletonModificationStack2D *p_stack);65virtual void _draw_editor_gizmo();6667bool editor_draw_gizmo = false;68void set_editor_draw_gizmo(bool p_draw_gizmo);69bool get_editor_draw_gizmo() const;7071void set_enabled(bool p_enabled);72bool get_enabled();7374Ref<SkeletonModificationStack2D> get_modification_stack();75void set_is_setup(bool p_setup);76bool get_is_setup() const;7778void set_execution_mode(int p_mode);79int get_execution_mode() const;8081float clamp_angle(float p_angle, float p_min_bound, float p_max_bound, bool p_invert_clamp = false);82void editor_draw_angle_constraints(Bone2D *p_operation_bone, float p_min_bound, float p_max_bound, bool p_constraint_enabled, bool p_constraint_in_localspace, bool p_constraint_inverted);8384SkeletonModification2D();85};868788