virtualx-engine/scene/resources/skeleton_modification_3d_ccdik.h
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00

114 lines
4.9 KiB
C++

/*************************************************************************/
/* skeleton_modification_3d_ccdik.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. */
/*************************************************************************/
#include "core/templates/local_vector.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/skeleton_modification_3d.h"
#ifndef SKELETON_MODIFICATION_3D_CCDIK_H
#define SKELETON_MODIFICATION_3D_CCDIK_H
class SkeletonModification3DCCDIK : public SkeletonModification3D {
GDCLASS(SkeletonModification3DCCDIK, SkeletonModification3D);
private:
enum CCDIK_Axes {
AXIS_X,
AXIS_Y,
AXIS_Z
};
struct CCDIK_Joint_Data {
String bone_name = "";
int bone_idx = -1;
int ccdik_axis = 0;
bool enable_constraint = false;
real_t constraint_angle_min = 0;
real_t constraint_angle_max = (2.0 * Math_PI);
bool constraint_angles_invert = false;
};
LocalVector<CCDIK_Joint_Data> ccdik_data_chain;
NodePath target_node;
ObjectID target_node_cache;
NodePath tip_node;
ObjectID tip_node_cache;
bool use_high_quality_solve = true;
void update_target_cache();
void update_tip_cache();
void _execute_ccdik_joint(int p_joint_idx, Node3D *p_target, Node3D *p_tip);
protected:
static void _bind_methods();
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
virtual void _execute(real_t p_delta) override;
virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
void set_target_node(const NodePath &p_target_node);
NodePath get_target_node() const;
void set_tip_node(const NodePath &p_tip_node);
NodePath get_tip_node() const;
void set_use_high_quality_solve(bool p_solve);
bool get_use_high_quality_solve() const;
String get_ccdik_joint_bone_name(int p_joint_idx) const;
void set_ccdik_joint_bone_name(int p_joint_idx, String p_bone_name);
int get_ccdik_joint_bone_index(int p_joint_idx) const;
void set_ccdik_joint_bone_index(int p_joint_idx, int p_bone_idx);
int get_ccdik_joint_ccdik_axis(int p_joint_idx) const;
void set_ccdik_joint_ccdik_axis(int p_joint_idx, int p_axis);
bool get_ccdik_joint_enable_constraint(int p_joint_idx) const;
void set_ccdik_joint_enable_constraint(int p_joint_idx, bool p_enable);
real_t get_ccdik_joint_constraint_angle_min(int p_joint_idx) const;
void set_ccdik_joint_constraint_angle_min(int p_joint_idx, real_t p_angle_min);
real_t get_ccdik_joint_constraint_angle_max(int p_joint_idx) const;
void set_ccdik_joint_constraint_angle_max(int p_joint_idx, real_t p_angle_max);
bool get_ccdik_joint_constraint_invert(int p_joint_idx) const;
void set_ccdik_joint_constraint_invert(int p_joint_idx, bool p_invert);
int get_ccdik_data_chain_length();
void set_ccdik_data_chain_length(int p_new_length);
SkeletonModification3DCCDIK();
~SkeletonModification3DCCDIK();
};
#endif // SKELETON_MODIFICATION_3D_CCDIK_H