/**************************************************************************/1/* skin.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 "core/io/resource.h"3334class Skin : public Resource {35GDCLASS(Skin, Resource)3637struct Bind {38int bone = -1;39StringName name;40Transform3D pose;41};4243Vector<Bind> binds;4445Bind *binds_ptr = nullptr;46int bind_count = 0;4748protected:49bool _set(const StringName &p_name, const Variant &p_value);50bool _get(const StringName &p_name, Variant &r_ret) const;51void _get_property_list(List<PropertyInfo> *p_list) const;5253virtual void reset_state() override;54static void _bind_methods();5556public:57void set_bind_count(int p_size);58inline int get_bind_count() const { return bind_count; }5960void add_bind(int p_bone, const Transform3D &p_pose);61void add_named_bind(const String &p_name, const Transform3D &p_pose);6263void set_bind_bone(int p_index, int p_bone);64void set_bind_pose(int p_index, const Transform3D &p_pose);65void set_bind_name(int p_index, const StringName &p_name);6667inline int get_bind_bone(int p_index) const {68ERR_FAIL_INDEX_V(p_index, bind_count, -1);69return binds_ptr[p_index].bone;70}7172inline StringName get_bind_name(int p_index) const {73ERR_FAIL_INDEX_V(p_index, bind_count, StringName());74return binds_ptr[p_index].name;75}7677inline Transform3D get_bind_pose(int p_index) const {78ERR_FAIL_INDEX_V(p_index, bind_count, Transform3D());79return binds_ptr[p_index].pose;80}8182void clear_binds();8384Skin();85};868788