/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include "SpineBoneNode.h" void SpineBoneNode::_bind_methods() { ClassDB::bind_method(D_METHOD("set_bone_mode"), &SpineBoneNode::set_bone_mode); ClassDB::bind_method(D_METHOD("get_bone_mode"), &SpineBoneNode::get_bone_mode); ClassDB::bind_method(D_METHOD("_before_world_transforms_change", "spine_sprite"), &SpineBoneNode::before_world_transforms_change); ClassDB::bind_method(D_METHOD("_on_world_transforms_changed", "spine_sprite"), &SpineBoneNode::on_world_transforms_changed); ADD_PROPERTY(PropertyInfo(Variant::INT, "bone_mode", PROPERTY_HINT_ENUM, "Follow,Drive"), "set_bone_mode", "get_bone_mode"); } void SpineBoneNode::_notification(int what) { switch(what) { case NOTIFICATION_PARENTED: { SpineSprite *sprite = cast_to(get_parent()); if (sprite) { #if VERSION_MAJOR > 3 sprite->connect("before_world_transforms_change", callable_mp(this, &SpineBoneNode::before_world_transforms_change)); sprite->connect("world_transforms_changed", callable_mp(this, &SpineSlotNode::on_world_transforms_changed)); #else sprite->connect("before_world_transforms_change", this, "_before_world_transforms_change"); sprite->connect("world_transforms_changed", this, "_on_world_transforms_changed"); #endif update_transform(sprite); #if VERSION_MAJOR == 3 _change_notify("transform/translation"); _change_notify("transform/rotation"); _change_notify("transform/scale"); _change_notify("translation"); _change_notify("rotation"); _change_notify("rotation_deg"); _change_notify("scale"); #endif } else { WARN_PRINT("SpineSlotNode parent is not a SpineSprite."); } NOTIFY_PROPERTY_LIST_CHANGED(); break; } case NOTIFICATION_UNPARENTED: { SpineSprite *sprite = cast_to(get_parent()); if (sprite) { #if VERSION_MAJOR > 3 sprite->disconnect("before_world_transforms_change", callable_mp(this, &SpineBoneNode::before_world_transforms_change)); sprite->disconnect("world_transforms_changed", callable_mp(this, &SpineSlotNode::on_world_transforms_changed)); #else sprite->disconnect("before_world_transforms_change", this, "_before_world_transforms_change"); sprite->disconnect("world_transforms_changed", this, "_on_world_transforms_changed"); #endif } } default: break; } } void SpineBoneNode::_get_property_list(List* list) const { Vector bone_names; SpineSprite *sprite = cast_to(get_parent()); if (sprite) sprite->get_skeleton_data_res()->get_bone_names(bone_names); else bone_names.push_back(bone_name); auto element = list->front(); while (element) { auto property_info = element->get(); if (property_info.name == "SpineBoneNode") break; element = element->next(); } PropertyInfo slot_name_property; slot_name_property.name = "bone_name"; slot_name_property.type = Variant::STRING; slot_name_property.hint_string = String(",").join(bone_names); slot_name_property.hint = PROPERTY_HINT_ENUM; slot_name_property.usage = PROPERTY_USAGE_DEFAULT; list->insert_after(element, slot_name_property); } bool SpineBoneNode::_get(const StringName& property, Variant& value) const { if (property == "bone_name") { value = bone_name; return true; } return false; } bool SpineBoneNode::_set(const StringName& property, const Variant& value) { if (property == "bone_name") { bone_name = value; return true; } return false; } void SpineBoneNode::before_world_transforms_change(const Variant& _sprite) { SpineSprite* sprite = cast_to(_sprite.operator Object*()); if (bone_mode == SpineConstant::BoneMode_Drive) update_transform(sprite); } void SpineBoneNode::on_world_transforms_changed(const Variant& _sprite) { SpineSprite* sprite = cast_to(_sprite.operator Object*()); if (bone_mode == SpineConstant::BoneMode_Follow) update_transform(sprite); } void SpineBoneNode::update_transform(SpineSprite* sprite) { if (!is_visible_in_tree()) return; if (!sprite) return; if (!sprite->get_skeleton().is_valid() || !sprite->get_skeleton()->get_spine_object()) return; auto bone = sprite->get_skeleton()->find_bone(bone_name); if (!bone.is_valid()) return; if (bone_mode == SpineConstant::BoneMode_Drive) { bone->set_global_transform(get_global_transform()); } else { this->set_global_transform(bone->get_global_transform()); } } SpineConstant::BoneMode SpineBoneNode::get_bone_mode() { return bone_mode; } void SpineBoneNode::set_bone_mode(SpineConstant::BoneMode _bone_mode) { bone_mode = _bone_mode; }