1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-22 15:06:45 +00:00
Files
godot/scene/3d/ik_modifier_3d.h
Silc Lizard (Tokage) Renew bf22eb25e3 Add IKModifier3D
2025-11-04 02:38:48 +09:00

133 lines
4.7 KiB
C++

/**************************************************************************/
/* ik_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 IKModifier3D : public SkeletonModifier3D {
GDCLASS(IKModifier3D, SkeletonModifier3D);
protected:
#ifdef TOOLS_ENABLED
bool saving = false;
#endif // TOOLS_ENABLED
Transform3D cached_space;
bool joints_dirty = false;
public:
struct BoneJoint {
StringName name;
int bone = -1;
};
struct IKModifier3DSolverInfo {
Quaternion current_lpose;
Quaternion current_lrest;
Quaternion current_gpose;
Quaternion current_grest;
Vector3 current_vector; // Global so needs xfrom_inv by gpose or grest in the process.
Vector3 forward_vector; // Local.
float length = 0.0;
};
struct IKModifier3DSetting {
bool simulation_dirty = true;
bool joints_dirty = false;
};
protected:
LocalVector<IKModifier3DSetting *> settings;
void _notification(int p_what);
static void _bind_methods();
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;
virtual void _make_all_joints_dirty();
virtual void _init_joints(Skeleton3D *p_skeleton, int p_index);
virtual void _update_joints(int p_index);
virtual void _make_simulation_dirty(int p_index);
virtual void _process_modification(double p_delta) override;
virtual void _process_ik(Skeleton3D *p_skeleton, double p_delta);
template <typename T>
void _set_setting_count(int p_count) {
ERR_FAIL_COND(p_count < 0);
int delta = p_count - settings.size();
if (delta < 0) {
for (int i = delta; i < 0; i++) {
memdelete(static_cast<T *>(settings[settings.size() + i]));
settings[settings.size() + i] = nullptr;
}
}
settings.resize(p_count);
delta++;
if (delta > 1) {
for (int i = 1; i < delta; i++) {
settings[p_count - i] = memnew(T);
}
}
notify_property_list_changed();
}
template <typename T>
LocalVector<T *> _cast_settings() const {
LocalVector<T *> result;
for (uint32_t i = 0; i < settings.size(); i++) {
result.push_back(static_cast<T *>(settings[i]));
}
return result;
}
public:
int get_setting_count() const;
virtual void set_setting_count(int p_count) {
_set_setting_count<IKModifier3DSetting>(p_count);
}
virtual void clear_settings() {
_set_setting_count<IKModifier3DSetting>(0);
}
// Helper.
static Quaternion get_local_pose_rotation(Skeleton3D *p_skeleton, int p_bone, const Quaternion &p_global_pose_rotation);
Vector3 get_bone_axis(int p_end_bone, BoneDirection p_direction) const;
// To process manually.
void reset();
~IKModifier3D();
};