/**************************************************************************/ /* skeleton_modifier_3d.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. */ /**************************************************************************/ #pragma once #include "scene/3d/node_3d.h" #include "scene/3d/skeleton_3d.h" class SkeletonModifier3D : public Node3D { GDCLASS(SkeletonModifier3D, Node3D); void rebind(); public: // For the case to indicate bone axis on basis without custom vector. enum BoneAxis { BONE_AXIS_PLUS_X, BONE_AXIS_MINUS_X, BONE_AXIS_PLUS_Y, BONE_AXIS_MINUS_Y, BONE_AXIS_PLUS_Z, BONE_AXIS_MINUS_Z, }; static String get_hint_bone_axis() { return "+X,-X,+Y,-Y,+Z,-Z"; } // For the case to indicate Head-Tail of the bone. enum BoneDirection { BONE_DIRECTION_PLUS_X, BONE_DIRECTION_MINUS_X, BONE_DIRECTION_PLUS_Y, BONE_DIRECTION_MINUS_Y, BONE_DIRECTION_PLUS_Z, BONE_DIRECTION_MINUS_Z, BONE_DIRECTION_FROM_PARENT, }; static String get_hint_bone_direction() { return "+X,-X,+Y,-Y,+Z,-Z,FromParent"; } // For the case to define secondary axis of the bone local space. enum SecondaryDirection { SECONDARY_DIRECTION_NONE, SECONDARY_DIRECTION_PLUS_X, SECONDARY_DIRECTION_MINUS_X, SECONDARY_DIRECTION_PLUS_Y, SECONDARY_DIRECTION_MINUS_Y, SECONDARY_DIRECTION_PLUS_Z, SECONDARY_DIRECTION_MINUS_Z, SECONDARY_DIRECTION_CUSTOM, }; static String get_hint_secondary_direction() { return "None,+X,-X,+Y,-Y,+Z,-Z,Custom"; } // For the case to define rotation direction without identification plus/minus. enum RotationAxis { ROTATION_AXIS_X, ROTATION_AXIS_Y, ROTATION_AXIS_Z, ROTATION_AXIS_ALL, ROTATION_AXIS_CUSTOM, }; static String get_hint_rotation_axis() { return "X,Y,Z,All,Custom"; } protected: bool active = true; real_t influence = 1.0; // Cache them for the performance reason since finding node with NodePath is slow. ObjectID skeleton_id; void _update_skeleton(); void _update_skeleton_path(); void _force_update_skeleton_skin(); virtual void _skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new); virtual void _validate_bone_names(); GDVIRTUAL2(_skeleton_changed, Skeleton3D *, Skeleton3D *); GDVIRTUAL0(_validate_bone_names); void _notification(int p_what); static void _bind_methods(); virtual void _set_active(bool p_active); virtual void _process_modification(double p_delta); // TODO: In Godot 5, should obsolete old GDVIRTUAL0(_process_modification); and replace it with _process_modification_with_delta as GDVIRTUAL1(_process_modification, double). GDVIRTUAL1(_process_modification_with_delta, double); #ifndef DISABLE_DEPRECATED GDVIRTUAL0(_process_modification); #endif public: virtual PackedStringArray get_configuration_warnings() const override; virtual bool has_process() const { return false; } // Return true if modifier needs to modify bone pose without external animation such as physics, jiggle and etc. void set_active(bool p_active); bool is_active() const; void set_influence(real_t p_influence); real_t get_influence() const; Skeleton3D *get_skeleton() const; void process_modification(double p_delta); // Utility APIs. static Vector3 get_vector_from_bone_axis(BoneAxis p_axis); static Vector3 get_vector_from_axis(Vector3::Axis p_axis); static Vector3::Axis get_axis_from_bone_axis(BoneAxis p_axis); // 3D math. static Vector3 limit_length(const Vector3 &p_origin, const Vector3 &p_destination, float p_length); static Quaternion get_local_pose_rotation(Skeleton3D *p_skeleton, int p_bone, const Quaternion &p_global_pose_rotation); static Quaternion get_from_to_rotation(const Vector3 &p_from, const Vector3 &p_to, const Quaternion &p_prev_rot); static Quaternion get_from_to_rotation_by_axis(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_axis); static Quaternion get_swing(const Quaternion &p_rotation, const Vector3 &p_axis); static Vector3 snap_vector_to_plane(const Vector3 &p_plane_normal, const Vector3 &p_vector); static double symmetrize_angle(double p_angle); static double get_roll_angle(const Quaternion &p_rotation, const Vector3 &p_roll_axis); static Vector3 get_projected_normal(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_point); #ifdef TOOLS_ENABLED virtual bool is_processed_on_saving() const { return false; } #endif SkeletonModifier3D(); }; VARIANT_ENUM_CAST(SkeletonModifier3D::BoneAxis); VARIANT_ENUM_CAST(SkeletonModifier3D::BoneDirection); VARIANT_ENUM_CAST(SkeletonModifier3D::SecondaryDirection); VARIANT_ENUM_CAST(SkeletonModifier3D::RotationAxis);