#ifndef SKELETON_2D_H #define SKELETON_2D_H #include "scene/2d/node_2d.h" class Skeleton2D; class Bone2D : public Node2D { GDCLASS(Bone2D, Node2D) Bone2D *parent_bone; Skeleton2D *skeleton; Transform2D rest; float default_length; friend class Skeleton2D; int skeleton_index; protected: void _notification(int p_what); static void _bind_methods(); public: 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; int get_index_in_skeleton() const; Bone2D(); }; class Skeleton2D : public Node2D { GDCLASS(Skeleton2D, Node2D); friend class Bone2D; 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; }; Vector 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; protected: void _notification(int p_what); static void _bind_methods(); public: int get_bone_count() const; Bone2D *get_bone(int p_idx); RID get_skeleton() const; Skeleton2D(); ~Skeleton2D(); }; #endif // SKELETON_2D_H