virtualx-engine/scene/resources/skeleton_modification_3d_ccdik.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

114 lines
4.9 KiB
C++

/**************************************************************************/
/* skeleton_modification_3d_ccdik.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef SKELETON_MODIFICATION_3D_CCDIK_H
#define SKELETON_MODIFICATION_3D_CCDIK_H
#include "core/templates/local_vector.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/skeleton_modification_3d.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