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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/scene/3d/bone_twist_disperser_3d.h
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/**************************************************************************/
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/* bone_twist_disperser_3d.h */
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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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#pragma once
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#include "scene/3d/skeleton_modifier_3d.h"
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#include "scene/resources/curve.h"
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class BoneTwistDisperser3D : public SkeletonModifier3D {
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GDCLASS(BoneTwistDisperser3D, SkeletonModifier3D);
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bool mutable_bone_axes = true;
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public:
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enum DisperseMode {
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DISPERSE_MODE_EVEN,
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DISPERSE_MODE_WEIGHTED,
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DISPERSE_MODE_CUSTOM,
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};
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struct BoneJoint {
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StringName name;
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int bone = -1;
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};
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struct DisperseJointSetting {
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BoneJoint joint;
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double custom_amount = 1.0;
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// For processing.
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double amount = 1.0;
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Vector3 axis;
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};
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struct BoneTwistDisperser3DSetting {
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bool joints_dirty = false;
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DisperseMode disperse_mode = DISPERSE_MODE_EVEN;
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bool twist_from_rest = true;
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Quaternion twist_from;
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BoneJoint root_bone;
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BoneJoint end_bone;
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LocalVector<DisperseJointSetting> joints;
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bool extend_end_bone = false;
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BoneDirection end_bone_direction = BONE_DIRECTION_FROM_PARENT;
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float weight_position = 0.5;
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Ref<Curve> damping_curve;
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BoneJoint reference_bone; // To cache.
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~BoneTwistDisperser3DSetting() {
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joints.clear();
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damping_curve.unref();
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}
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};
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protected:
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LocalVector<BoneTwistDisperser3DSetting *> settings;
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _validate_dynamic_prop(PropertyInfo &p_property) const;
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _set_active(bool p_active) override;
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virtual void _skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) override;
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virtual void _validate_bone_names() override;
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void _make_all_joints_dirty();
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void _make_joints_dirty(int p_index);
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void _update_joints(int p_index);
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void _set_joint_bone(int p_index, int p_joint, int p_bone);
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void _update_reference_bone(int p_index);
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void _update_curve(int p_index);
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virtual void _process_modification(double p_delta) override;
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public:
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void set_mutable_bone_axes(bool p_enabled);
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bool are_bone_axes_mutable() const;
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int get_setting_count() const;
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void set_setting_count(int p_count);
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void clear_settings();
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// Setting.
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void set_root_bone_name(int p_index, const String &p_bone_name);
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String get_root_bone_name(int p_index) const;
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void set_root_bone(int p_index, int p_bone);
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int get_root_bone(int p_index) const;
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void set_end_bone_name(int p_index, const String &p_bone_name);
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String get_end_bone_name(int p_index) const;
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void set_end_bone(int p_index, int p_bone);
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int get_end_bone(int p_index) const;
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void set_extend_end_bone(int p_index, bool p_enabled);
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bool is_end_bone_extended(int p_index) const;
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void set_end_bone_direction(int p_index, BoneDirection p_bone_direction);
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BoneDirection get_end_bone_direction(int p_index) const;
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void set_twist_from_rest(int p_index, bool p_enabled);
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bool is_twist_from_rest(int p_index) const;
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void set_twist_from(int p_index, const Quaternion &p_from);
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Quaternion get_twist_from(int p_index) const;
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String get_reference_bone_name(int p_index) const;
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int get_reference_bone(int p_index) const;
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void set_disperse_mode(int p_index, DisperseMode p_disperse_mode);
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DisperseMode get_disperse_mode(int p_index) const;
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void set_weight_position(int p_index, float p_position);
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float get_weight_position(int p_index) const;
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void set_damping_curve(int p_index, const Ref<Curve> &p_damping_curve);
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Ref<Curve> get_damping_curve(int p_index) const;
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// Individual joints.
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String get_joint_bone_name(int p_index, int p_joint) const;
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int get_joint_bone(int p_index, int p_joint) const;
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void set_joint_twist_amount(int p_index, int p_joint, float p_amount);
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float get_joint_twist_amount(int p_index, int p_joint) const;
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void set_joint_count(int p_index, int p_count);
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int get_joint_count(int p_index) const;
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~BoneTwistDisperser3D();
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};
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VARIANT_ENUM_CAST(BoneTwistDisperser3D::DisperseMode);
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