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+/*************************************************************************/
+/* skeleton_modification_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* 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 "skeleton_modification_3d.h"
+#include "scene/3d/skeleton_3d.h"
+
+void SkeletonModification3D::_execute(real_t p_delta) {
+ GDVIRTUAL_CALL(_execute, p_delta);
+
+ if (!enabled)
+ return;
+}
+
+void SkeletonModification3D::_setup_modification(SkeletonModificationStack3D *p_stack) {
+ stack = p_stack;
+ if (stack) {
+ is_setup = true;
+ } else {
+ WARN_PRINT("Could not setup modification with name " + this->get_name());
+ }
+
+ GDVIRTUAL_CALL(_setup_modification, Ref<SkeletonModificationStack3D>(p_stack));
+}
+
+void SkeletonModification3D::set_enabled(bool p_enabled) {
+ enabled = p_enabled;
+}
+
+bool SkeletonModification3D::get_enabled() {
+ return enabled;
+}
+
+// Helper function. Needed for CCDIK.
+real_t SkeletonModification3D::clamp_angle(real_t p_angle, real_t p_min_bound, real_t p_max_bound, bool p_invert) {
+ // Map to the 0 to 360 range (in radians though) instead of the -180 to 180 range.
+ if (p_angle < 0) {
+ p_angle = Math_TAU + p_angle;
+ }
+
+ // Make min and max in the range of 0 to 360 (in radians), and make sure they are in the right order
+ if (p_min_bound < 0) {
+ p_min_bound = Math_TAU + p_min_bound;
+ }
+ if (p_max_bound < 0) {
+ p_max_bound = Math_TAU + p_max_bound;
+ }
+ if (p_min_bound > p_max_bound) {
+ real_t tmp = p_min_bound;
+ p_min_bound = p_max_bound;
+ p_max_bound = tmp;
+ }
+
+ // Note: May not be the most optimal way to clamp, but it always constraints to the nearest angle.
+ if (p_invert == false) {
+ if (p_angle < p_min_bound || p_angle > p_max_bound) {
+ Vector2 min_bound_vec = Vector2(Math::cos(p_min_bound), Math::sin(p_min_bound));
+ Vector2 max_bound_vec = Vector2(Math::cos(p_max_bound), Math::sin(p_max_bound));
+ Vector2 angle_vec = Vector2(Math::cos(p_angle), Math::sin(p_angle));
+
+ if (angle_vec.distance_squared_to(min_bound_vec) <= angle_vec.distance_squared_to(max_bound_vec)) {
+ p_angle = p_min_bound;
+ } else {
+ p_angle = p_max_bound;
+ }
+ }
+ } else {
+ if (p_angle > p_min_bound && p_angle < p_max_bound) {
+ Vector2 min_bound_vec = Vector2(Math::cos(p_min_bound), Math::sin(p_min_bound));
+ Vector2 max_bound_vec = Vector2(Math::cos(p_max_bound), Math::sin(p_max_bound));
+ Vector2 angle_vec = Vector2(Math::cos(p_angle), Math::sin(p_angle));
+
+ if (angle_vec.distance_squared_to(min_bound_vec) <= angle_vec.distance_squared_to(max_bound_vec)) {
+ p_angle = p_min_bound;
+ } else {
+ p_angle = p_max_bound;
+ }
+ }
+ }
+ return p_angle;
+}
+
+bool SkeletonModification3D::_print_execution_error(bool p_condition, String p_message) {
+ // If the modification is not setup, don't bother printing the error
+ if (!is_setup) {
+ return p_condition;
+ }
+
+ if (p_condition && !execution_error_found) {
+ ERR_PRINT(p_message);
+ execution_error_found = true;
+ }
+ return p_condition;
+}
+
+Ref<SkeletonModificationStack3D> SkeletonModification3D::get_modification_stack() {
+ return stack;
+}
+
+void SkeletonModification3D::set_is_setup(bool p_is_setup) {
+ is_setup = p_is_setup;
+}
+
+bool SkeletonModification3D::get_is_setup() const {
+ return is_setup;
+}
+
+void SkeletonModification3D::set_execution_mode(int p_mode) {
+ execution_mode = p_mode;
+}
+
+int SkeletonModification3D::get_execution_mode() const {
+ return execution_mode;
+}
+
+void SkeletonModification3D::_bind_methods() {
+ GDVIRTUAL_BIND(_execute, "delta");
+ GDVIRTUAL_BIND(_setup_modification, "modification_stack")
+
+ ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &SkeletonModification3D::set_enabled);
+ ClassDB::bind_method(D_METHOD("get_enabled"), &SkeletonModification3D::get_enabled);
+ ClassDB::bind_method(D_METHOD("get_modification_stack"), &SkeletonModification3D::get_modification_stack);
+ ClassDB::bind_method(D_METHOD("set_is_setup", "is_setup"), &SkeletonModification3D::set_is_setup);
+ ClassDB::bind_method(D_METHOD("get_is_setup"), &SkeletonModification3D::get_is_setup);
+ ClassDB::bind_method(D_METHOD("set_execution_mode", "execution_mode"), &SkeletonModification3D::set_execution_mode);
+ ClassDB::bind_method(D_METHOD("get_execution_mode"), &SkeletonModification3D::get_execution_mode);
+ ClassDB::bind_method(D_METHOD("clamp_angle", "angle", "min", "max", "invert"), &SkeletonModification3D::clamp_angle);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "execution_mode", PROPERTY_HINT_ENUM, "process, physics_process"), "set_execution_mode", "get_execution_mode");
+}
+
+SkeletonModification3D::SkeletonModification3D() {
+ stack = nullptr;
+ is_setup = false;
+}