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godot/scene/3d/spring_bone_simulator_3d.compat.inc
Silc Lizard (Tokage) Renew bf22eb25e3 Add IKModifier3D
2025-11-04 02:38:48 +09:00

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5.7 KiB
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/**************************************************************************/
/* spring_bone_simulator_3d.compat.inc */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef DISABLE_DEPRECATED
namespace compat::SpringBoneSimulator3D {
enum BoneDirection : int {
BONE_DIRECTION_PLUS_X = SkeletonModifier3D::BONE_DIRECTION_PLUS_X,
BONE_DIRECTION_MINUS_X = SkeletonModifier3D::BONE_DIRECTION_MINUS_X,
BONE_DIRECTION_PLUS_Y = SkeletonModifier3D::BONE_DIRECTION_PLUS_Y,
BONE_DIRECTION_MINUS_Y = SkeletonModifier3D::BONE_DIRECTION_MINUS_Y,
BONE_DIRECTION_PLUS_Z = SkeletonModifier3D::BONE_DIRECTION_PLUS_Z,
BONE_DIRECTION_MINUS_Z = SkeletonModifier3D::BONE_DIRECTION_MINUS_Z,
BONE_DIRECTION_FROM_PARENT = SkeletonModifier3D::BONE_DIRECTION_FROM_PARENT,
};
enum RotationAxis : int {
ROTATION_AXIS_X = SkeletonModifier3D::ROTATION_AXIS_X,
ROTATION_AXIS_Y = SkeletonModifier3D::ROTATION_AXIS_Y,
ROTATION_AXIS_Z = SkeletonModifier3D::ROTATION_AXIS_Z,
ROTATION_AXIS_ALL = SkeletonModifier3D::ROTATION_AXIS_ALL,
ROTATION_AXIS_CUSTOM = SkeletonModifier3D::ROTATION_AXIS_CUSTOM,
};
} //namespace compat::SpringBoneSimulator3D
VARIANT_ENUM_CAST(compat::SpringBoneSimulator3D::BoneDirection);
VARIANT_ENUM_CAST(compat::SpringBoneSimulator3D::RotationAxis);
compat::SpringBoneSimulator3D::BoneDirection SpringBoneSimulator3D::_get_end_bone_direction_bind_compat_110120(int p_index) const {
return static_cast<compat::SpringBoneSimulator3D::BoneDirection>((int)get_end_bone_direction(p_index));
}
void SpringBoneSimulator3D::_set_end_bone_direction_bind_compat_110120(int p_index, compat::SpringBoneSimulator3D::BoneDirection p_bone_direction) {
set_end_bone_direction(p_index, static_cast<SkeletonModifier3D::BoneDirection>((int)p_bone_direction));
}
compat::SpringBoneSimulator3D::RotationAxis SpringBoneSimulator3D::_get_rotation_axis_bind_compat_110120(int p_index) const {
return static_cast<compat::SpringBoneSimulator3D::RotationAxis>((int)get_rotation_axis(p_index));
}
void SpringBoneSimulator3D::_set_rotation_axis_bind_compat_110120(int p_index, compat::SpringBoneSimulator3D::RotationAxis p_axis) {
set_rotation_axis(p_index, static_cast<SkeletonModifier3D::RotationAxis>((int)p_axis));
}
compat::SpringBoneSimulator3D::RotationAxis SpringBoneSimulator3D::_get_joint_rotation_axis_bind_compat_110120(int p_index, int p_joint) const {
return static_cast<compat::SpringBoneSimulator3D::RotationAxis>((int)get_joint_rotation_axis(p_index, p_joint));
}
void SpringBoneSimulator3D::_set_joint_rotation_axis_bind_compat_110120(int p_index, int p_joint, compat::SpringBoneSimulator3D::RotationAxis p_axis) {
set_joint_rotation_axis(p_index, p_joint, static_cast<SkeletonModifier3D::RotationAxis>((int)p_axis));
}
void SpringBoneSimulator3D::_bind_compatibility_methods() {
ClassDB::bind_compatibility_method(D_METHOD("get_end_bone_direction", "index"), &SpringBoneSimulator3D::_get_end_bone_direction_bind_compat_110120);
ClassDB::bind_compatibility_method(D_METHOD("set_end_bone_direction", "index", "bone_direction"), &SpringBoneSimulator3D::_set_end_bone_direction_bind_compat_110120);
ClassDB::bind_compatibility_method(D_METHOD("get_rotation_axis", "index"), &SpringBoneSimulator3D::_get_rotation_axis_bind_compat_110120);
ClassDB::bind_compatibility_method(D_METHOD("set_rotation_axis", "index", "axis"), &SpringBoneSimulator3D::_set_rotation_axis_bind_compat_110120);
ClassDB::bind_compatibility_method(D_METHOD("get_joint_rotation_axis", "index", "joint"), &SpringBoneSimulator3D::_get_joint_rotation_axis_bind_compat_110120);
ClassDB::bind_compatibility_method(D_METHOD("set_joint_rotation_axis", "index", "joint", "axis"), &SpringBoneSimulator3D::_set_joint_rotation_axis_bind_compat_110120);
}
#endif // DISABLE_DEPRECATED