virtualx-engine/scene/resources/skeleton_modification_3d.cpp
Haoyu Qiu 344ed9ec6c Remove leading spaces from enumerator name hints
For `PROPERTY_HINT_ENUM` properties, enumerator names can be provided as
a comma separated list. There're a few properties that add leading
spaces to the names (e.g. `First, Second, Third`).

These spaces are included in the Inspector dropdown, which is
unexpected.

It's better to leave the surrounding spaces untouched because it could
be part of the resulting string value (the variable is a string enum).
And most other enum hints don't contain surrounding whitespaces.

This PR removes the spaces and documents this `PROPERTY_HINT_ENUM`
behavior.
2022-10-08 11:33:50 +08:00

151 lines
6.1 KiB
C++

/*************************************************************************/
/* skeleton_modification_3d.cpp */
/*************************************************************************/
/* 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 "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;
}