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https://github.com/Relintai/pandemonium_engine.git
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115 lines
4.9 KiB
C++
115 lines
4.9 KiB
C++
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/*************************************************************************/
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/* skeleton_modification_3d_ccdik.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/templates/local_vector.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/resources/skeleton_modification_3d.h"
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#ifndef SKELETON_MODIFICATION_3D_CCDIK_H
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#define SKELETON_MODIFICATION_3D_CCDIK_H
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class SkeletonModification3DCCDIK : public SkeletonModification3D {
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GDCLASS(SkeletonModification3DCCDIK, SkeletonModification3D);
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private:
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enum CCDIK_Axes {
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AXIS_X,
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AXIS_Y,
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AXIS_Z
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};
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struct CCDIK_Joint_Data {
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String bone_name = "";
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int bone_idx = -1;
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int ccdik_axis = 0;
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bool enable_constraint = false;
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real_t constraint_angle_min = 0;
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real_t constraint_angle_max = (2.0 * Math_PI);
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bool constraint_angles_invert = false;
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};
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LocalVector<CCDIK_Joint_Data> ccdik_data_chain;
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NodePath target_node;
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ObjectID target_node_cache;
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NodePath tip_node;
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ObjectID tip_node_cache;
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bool use_high_quality_solve = true;
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void update_target_cache();
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void update_tip_cache();
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void _execute_ccdik_joint(int p_joint_idx, Node3D *p_target, Node3D *p_tip);
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protected:
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static void _bind_methods();
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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virtual void _execute(real_t p_delta) override;
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virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
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void set_target_node(const NodePath &p_target_node);
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NodePath get_target_node() const;
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void set_tip_node(const NodePath &p_tip_node);
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NodePath get_tip_node() const;
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void set_use_high_quality_solve(bool p_solve);
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bool get_use_high_quality_solve() const;
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String get_ccdik_joint_bone_name(int p_joint_idx) const;
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void set_ccdik_joint_bone_name(int p_joint_idx, String p_bone_name);
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int get_ccdik_joint_bone_index(int p_joint_idx) const;
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void set_ccdik_joint_bone_index(int p_joint_idx, int p_bone_idx);
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int get_ccdik_joint_ccdik_axis(int p_joint_idx) const;
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void set_ccdik_joint_ccdik_axis(int p_joint_idx, int p_axis);
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bool get_ccdik_joint_enable_constraint(int p_joint_idx) const;
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void set_ccdik_joint_enable_constraint(int p_joint_idx, bool p_enable);
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real_t get_ccdik_joint_constraint_angle_min(int p_joint_idx) const;
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void set_ccdik_joint_constraint_angle_min(int p_joint_idx, real_t p_angle_min);
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real_t get_ccdik_joint_constraint_angle_max(int p_joint_idx) const;
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void set_ccdik_joint_constraint_angle_max(int p_joint_idx, real_t p_angle_max);
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bool get_ccdik_joint_constraint_invert(int p_joint_idx) const;
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void set_ccdik_joint_constraint_invert(int p_joint_idx, bool p_invert);
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int get_ccdik_data_chain_length();
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void set_ccdik_data_chain_length(int p_new_length);
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SkeletonModification3DCCDIK();
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~SkeletonModification3DCCDIK();
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};
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#endif // SKELETON_MODIFICATION_3D_CCDIK_H
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