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godot/scene/3d/limit_angular_velocity_modifier_3d.h
Silc Lizard (Tokage) Renew ada95cb543 Add LimitAngularVelocityModifier3D
2025-11-15 06:43:33 +09:00

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4.1 KiB
C++

/**************************************************************************/
/* 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<int, Quaternion> BoneRot;
private:
bool exclude = false;
double max_angular_velocity = Math::TAU;
LocalVector<Chain> chains;
RBMap<int, StringName> joints;
LocalVector<BoneRot> 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<PropertyInfo> *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();
};