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Diffstat (limited to 'scene/resources/skeleton_modification_3d.cpp')
-rw-r--r-- | scene/resources/skeleton_modification_3d.cpp | 162 |
1 files changed, 162 insertions, 0 deletions
diff --git a/scene/resources/skeleton_modification_3d.cpp b/scene/resources/skeleton_modification_3d.cpp new file mode 100644 index 0000000000..ee02ede2d5 --- /dev/null +++ b/scene/resources/skeleton_modification_3d.cpp @@ -0,0 +1,162 @@ +/*************************************************************************/ +/* 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; +} |