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111 lines
4.1 KiB
C++
111 lines
4.1 KiB
C++
/**************************************************************************/
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/* limit_angular_velocity_modifier_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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class LimitAngularVelocityModifier3D : public SkeletonModifier3D {
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GDCLASS(LimitAngularVelocityModifier3D, SkeletonModifier3D);
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public:
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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 Chain {
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BoneJoint root_bone;
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BoneJoint end_bone;
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};
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typedef Pair<int, Quaternion> BoneRot;
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private:
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bool exclude = false;
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double max_angular_velocity = Math::TAU;
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LocalVector<Chain> chains;
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RBMap<int, StringName> joints;
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LocalVector<BoneRot> bones;
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bool joints_dirty = false;
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bool init_needed = true;
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protected:
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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_property(PropertyInfo &p_property) const;
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static void _bind_methods();
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void _notification(int p_what);
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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_joints_dirty();
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void _update_joints();
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// For editor.
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String _get_joint_bone_name(int p_bone) const;
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int _get_joint_count() const;
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virtual void _process_modification(double p_delta) override;
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public:
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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_chain_count(int p_count);
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int get_chain_count() const;
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void clear_chains();
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void set_max_angular_velocity(double p_angular_velocity);
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double get_max_angular_velocity() const;
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void set_exclude(bool p_exclude);
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bool is_exclude() const;
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void reset();
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~LimitAngularVelocityModifier3D();
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};
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