/**************************************************************************/ /* limit_angular_velocity_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/skeleton_modifier_3d.h" class LimitAngularVelocityModifier3D : public SkeletonModifier3D { GDCLASS(LimitAngularVelocityModifier3D, SkeletonModifier3D); public: struct BoneJoint { StringName name; int bone = -1; }; struct Chain { BoneJoint root_bone; BoneJoint end_bone; }; typedef Pair BoneRot; private: bool exclude = false; double max_angular_velocity = Math::TAU; LocalVector chains; RBMap joints; LocalVector bones; bool joints_dirty = false; bool init_needed = true; protected: 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 *p_list) const; void _validate_property(PropertyInfo &p_property) const; static void _bind_methods(); void _notification(int p_what); virtual void _set_active(bool p_active) override; virtual void _skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) override; virtual void _validate_bone_names() override; void _make_joints_dirty(); void _update_joints(); // For editor. String _get_joint_bone_name(int p_bone) const; int _get_joint_count() const; virtual void _process_modification(double p_delta) override; public: void set_root_bone_name(int p_index, const String &p_bone_name); String get_root_bone_name(int p_index) const; void set_root_bone(int p_index, int p_bone); int get_root_bone(int p_index) const; void set_end_bone_name(int p_index, const String &p_bone_name); String get_end_bone_name(int p_index) const; void set_end_bone(int p_index, int p_bone); int get_end_bone(int p_index) const; void set_chain_count(int p_count); int get_chain_count() const; void clear_chains(); void set_max_angular_velocity(double p_angular_velocity); double get_max_angular_velocity() const; void set_exclude(bool p_exclude); bool is_exclude() const; void reset(); ~LimitAngularVelocityModifier3D(); };