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Diffstat (limited to 'scene/resources/skeleton_modification_3d.cpp')
-rw-r--r-- | scene/resources/skeleton_modification_3d.cpp | 151 |
1 files changed, 0 insertions, 151 deletions
diff --git a/scene/resources/skeleton_modification_3d.cpp b/scene/resources/skeleton_modification_3d.cpp deleted file mode 100644 index 92fb4bfd78..0000000000 --- a/scene/resources/skeleton_modification_3d.cpp +++ /dev/null @@ -1,151 +0,0 @@ -/**************************************************************************/ -/* skeleton_modification_3d.cpp */ -/**************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/**************************************************************************/ -/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ -/* 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 "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) { - SWAP(p_min_bound, p_max_bound); - } - - bool is_beyond_bounds = (p_angle < p_min_bound || p_angle > p_max_bound); - bool is_within_bounds = (p_angle > p_min_bound && p_angle < p_max_bound); - - // Note: May not be the most optimal way to clamp, but it always constraints to the nearest angle. - if ((!p_invert && is_beyond_bounds) || (p_invert && is_within_bounds)) { - 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; -} |