godot/scene/3d/bone_attachment.cpp
2014-02-09 22:10:30 -03:00

139 lines
4 KiB
C++

/*************************************************************************/
/* bone_attachment.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "bone_attachment.h"
bool BoneAttachment::_get(const StringName& p_name,Variant &r_ret) const {
if (String(p_name)=="bone_name") {
r_ret=get_bone_name();
return true;
}
return false;
}
bool BoneAttachment::_set(const StringName& p_name, const Variant& p_value){
if (String(p_name)=="bone_name") {
set_bone_name(p_value);
return true;
}
return false;
}
void BoneAttachment::_get_property_list( List<PropertyInfo>* p_list ) const{
Skeleton *parent=NULL;
if(get_parent())
parent=get_parent()->cast_to<Skeleton>();
if (parent) {
String names;
for(int i=0;i<parent->get_bone_count();i++) {
if(i>0)
names+=",";
names+=parent->get_bone_name(i);
}
p_list->push_back(PropertyInfo(Variant::STRING,"bone_name",PROPERTY_HINT_ENUM,names));
} else {
p_list->push_back(PropertyInfo(Variant::STRING,"bone_name"));
}
}
void BoneAttachment::_check_bind() {
if (get_parent() && get_parent()->cast_to<Skeleton>()) {
Skeleton *sk = get_parent()->cast_to<Skeleton>();
int idx = sk->find_bone(bone_name);
if (idx!=-1) {
sk->bind_child_node_to_bone(idx,this);;
bound=true;
}
}
}
void BoneAttachment::_check_unbind() {
if (bound) {
if (get_parent() && get_parent()->cast_to<Skeleton>()) {
Skeleton *sk = get_parent()->cast_to<Skeleton>();
int idx = sk->find_bone(bone_name);
if (idx!=-1) {
sk->unbind_child_node_from_bone(idx,this);;
}
}
bound=false;
}
}
void BoneAttachment::set_bone_name(const String& p_name) {
if (is_inside_scene())
_check_unbind();
bone_name=p_name;
if (is_inside_scene())
_check_bind();
}
String BoneAttachment::get_bone_name() const{
return bone_name;
}
void BoneAttachment::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_SCENE: {
_check_bind();
} break;
case NOTIFICATION_EXIT_SCENE: {
_check_unbind();
} break;
}
}
BoneAttachment::BoneAttachment()
{
bound=false;
}