/*************************************************************************/ /* skeleton_modification_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #ifndef SKELETONMODIFICATION3D_H #define SKELETONMODIFICATION3D_H #include "scene/3d/skeleton_3d.h" #include "scene/resources/skeleton_modification_stack_3d.h" class SkeletonModificationStack3D; class SkeletonModification3D : public Resource { GDCLASS(SkeletonModification3D, Resource); friend class Skeleton3D; friend class SkeletonModificationStack3D; protected: static void _bind_methods(); SkeletonModificationStack3D *stack = nullptr; int execution_mode = 0; // 0 = process bool enabled = true; bool is_setup = false; bool execution_error_found = false; bool _print_execution_error(bool p_condition, String p_message); GDVIRTUAL1(_execute, double) GDVIRTUAL1(_setup_modification, Ref) public: virtual void _execute(real_t p_delta); virtual void _setup_modification(SkeletonModificationStack3D *p_stack); real_t clamp_angle(real_t p_angle, real_t p_min_bound, real_t p_max_bound, bool p_invert); void set_enabled(bool p_enabled); bool get_enabled(); void set_execution_mode(int p_mode); int get_execution_mode() const; Ref get_modification_stack(); void set_is_setup(bool p_setup); bool get_is_setup() const; SkeletonModification3D(); }; #endif // SKELETONMODIFICATION3D_H