d95794ec8a
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".
224 lines
8.8 KiB
C++
224 lines
8.8 KiB
C++
/**************************************************************************/
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/* skeleton_modification_stack_3d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "skeleton_modification_stack_3d.h"
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#include "scene/3d/skeleton_3d.h"
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///////////////////////////////////////
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// ModificationStack3D
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///////////////////////////////////////
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void SkeletonModificationStack3D::_get_property_list(List<PropertyInfo> *p_list) const {
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for (uint32_t i = 0; i < modifications.size(); i++) {
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p_list->push_back(
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PropertyInfo(Variant::OBJECT, "modifications/" + itos(i),
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PROPERTY_HINT_RESOURCE_TYPE,
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"SkeletonModification3D",
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PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
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}
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}
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bool SkeletonModificationStack3D::_set(const StringName &p_path, const Variant &p_value) {
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String path = p_path;
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if (path.begins_with("modifications/")) {
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int mod_idx = path.get_slicec('/', 1).to_int();
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set_modification(mod_idx, p_value);
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return true;
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}
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return true;
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}
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bool SkeletonModificationStack3D::_get(const StringName &p_path, Variant &r_ret) const {
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String path = p_path;
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if (path.begins_with("modifications/")) {
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int mod_idx = path.get_slicec('/', 1).to_int();
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r_ret = get_modification(mod_idx);
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return true;
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}
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return true;
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}
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void SkeletonModificationStack3D::setup() {
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if (is_setup) {
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return;
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}
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if (skeleton != nullptr) {
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is_setup = true;
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for (uint32_t i = 0; i < modifications.size(); i++) {
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if (!modifications[i].is_valid()) {
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continue;
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}
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modifications[i]->_setup_modification(this);
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}
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} else {
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WARN_PRINT("Cannot setup SkeletonModificationStack3D: no skeleton set!");
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}
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}
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void SkeletonModificationStack3D::execute(real_t p_delta, int p_execution_mode) {
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ERR_FAIL_COND_MSG(!is_setup || skeleton == nullptr || is_queued_for_deletion(),
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"Modification stack is not properly setup and therefore cannot execute!");
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if (!skeleton->is_inside_tree()) {
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ERR_PRINT_ONCE("Skeleton is not inside SceneTree! Cannot execute modification!");
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return;
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}
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if (!enabled) {
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return;
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}
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for (uint32_t i = 0; i < modifications.size(); i++) {
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if (!modifications[i].is_valid()) {
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continue;
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}
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if (modifications[i]->get_execution_mode() == p_execution_mode) {
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modifications[i]->_execute(p_delta);
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}
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}
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}
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void SkeletonModificationStack3D::enable_all_modifications(bool p_enabled) {
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for (uint32_t i = 0; i < modifications.size(); i++) {
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if (!modifications[i].is_valid()) {
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continue;
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}
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modifications[i]->set_enabled(p_enabled);
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}
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}
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Ref<SkeletonModification3D> SkeletonModificationStack3D::get_modification(int p_mod_idx) const {
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const int modifications_size = modifications.size();
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ERR_FAIL_INDEX_V(p_mod_idx, modifications_size, nullptr);
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return modifications[p_mod_idx];
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}
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void SkeletonModificationStack3D::add_modification(Ref<SkeletonModification3D> p_mod) {
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ERR_FAIL_NULL(p_mod);
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p_mod->_setup_modification(this);
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modifications.push_back(p_mod);
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}
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void SkeletonModificationStack3D::delete_modification(int p_mod_idx) {
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const int modifications_size = modifications.size();
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ERR_FAIL_INDEX(p_mod_idx, modifications_size);
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modifications.remove_at(p_mod_idx);
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}
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void SkeletonModificationStack3D::set_modification(int p_mod_idx, Ref<SkeletonModification3D> p_mod) {
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const int modifications_size = modifications.size();
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ERR_FAIL_INDEX(p_mod_idx, modifications_size);
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if (p_mod == nullptr) {
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modifications.remove_at(p_mod_idx);
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} else {
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p_mod->_setup_modification(this);
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modifications[p_mod_idx] = p_mod;
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}
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}
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void SkeletonModificationStack3D::set_modification_count(int p_count) {
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ERR_FAIL_COND_MSG(p_count < 0, "Modification count cannot be less than zero.");
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modifications.resize(p_count);
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notify_property_list_changed();
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}
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int SkeletonModificationStack3D::get_modification_count() const {
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return modifications.size();
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}
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void SkeletonModificationStack3D::set_skeleton(Skeleton3D *p_skeleton) {
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skeleton = p_skeleton;
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}
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Skeleton3D *SkeletonModificationStack3D::get_skeleton() const {
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return skeleton;
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}
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bool SkeletonModificationStack3D::get_is_setup() const {
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return is_setup;
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}
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void SkeletonModificationStack3D::set_enabled(bool p_enabled) {
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enabled = p_enabled;
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if (!enabled && is_setup && skeleton != nullptr) {
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skeleton->clear_bones_local_pose_override();
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}
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}
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bool SkeletonModificationStack3D::get_enabled() const {
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return enabled;
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}
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void SkeletonModificationStack3D::set_strength(real_t p_strength) {
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ERR_FAIL_COND_MSG(p_strength < 0, "Strength cannot be less than zero!");
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ERR_FAIL_COND_MSG(p_strength > 1, "Strength cannot be more than one!");
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strength = p_strength;
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}
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real_t SkeletonModificationStack3D::get_strength() const {
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return strength;
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}
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void SkeletonModificationStack3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("setup"), &SkeletonModificationStack3D::setup);
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ClassDB::bind_method(D_METHOD("execute", "delta", "execution_mode"), &SkeletonModificationStack3D::execute);
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ClassDB::bind_method(D_METHOD("enable_all_modifications", "enabled"), &SkeletonModificationStack3D::enable_all_modifications);
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ClassDB::bind_method(D_METHOD("get_modification", "mod_idx"), &SkeletonModificationStack3D::get_modification);
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ClassDB::bind_method(D_METHOD("add_modification", "modification"), &SkeletonModificationStack3D::add_modification);
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ClassDB::bind_method(D_METHOD("delete_modification", "mod_idx"), &SkeletonModificationStack3D::delete_modification);
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ClassDB::bind_method(D_METHOD("set_modification", "mod_idx", "modification"), &SkeletonModificationStack3D::set_modification);
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ClassDB::bind_method(D_METHOD("set_modification_count", "count"), &SkeletonModificationStack3D::set_modification_count);
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ClassDB::bind_method(D_METHOD("get_modification_count"), &SkeletonModificationStack3D::get_modification_count);
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ClassDB::bind_method(D_METHOD("get_is_setup"), &SkeletonModificationStack3D::get_is_setup);
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ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &SkeletonModificationStack3D::set_enabled);
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ClassDB::bind_method(D_METHOD("get_enabled"), &SkeletonModificationStack3D::get_enabled);
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ClassDB::bind_method(D_METHOD("set_strength", "strength"), &SkeletonModificationStack3D::set_strength);
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ClassDB::bind_method(D_METHOD("get_strength"), &SkeletonModificationStack3D::get_strength);
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ClassDB::bind_method(D_METHOD("get_skeleton"), &SkeletonModificationStack3D::get_skeleton);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "strength", PROPERTY_HINT_RANGE, "0, 1, 0.001"), "set_strength", "get_strength");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "modification_count", PROPERTY_HINT_RANGE, "0, 100, 1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_ARRAY, "Modifications,modifications/"), "set_modification_count", "get_modification_count");
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}
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SkeletonModificationStack3D::SkeletonModificationStack3D() {
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}
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