/**************************************************************************/ /* bone_constraint_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 BoneConstraint3D : public SkeletonModifier3D { GDCLASS(BoneConstraint3D, SkeletonModifier3D); public: struct BoneConstraint3DSetting { float amount = 1.0; String apply_bone_name; int apply_bone = -1; String reference_bone_name; int reference_bone = -1; }; protected: Vector settings; bool _get(const StringName &p_path, Variant &r_ret) const; bool _set(const StringName &p_path, const Variant &p_value); // Define get_property_list() instead of _get_property_list() // to merge child class properties into parent class array inspector. void get_property_list(List *p_list) const; // Will be called by child classes. virtual void _validate_bone_names() override; static void _bind_methods(); virtual void _process_modification(double p_delta) override; virtual void _process_constraint(int p_index, Skeleton3D *p_skeleton, int p_apply_bone, int p_reference_bone, float p_amount); virtual void _validate_setting(int p_index); public: void set_amount(int p_index, float p_amount); float get_amount(int p_index) const; void set_apply_bone_name(int p_index, const String &p_bone_name); String get_apply_bone_name(int p_index) const; void set_apply_bone(int p_index, int p_bone); int get_apply_bone(int p_index) const; void set_reference_bone_name(int p_index, const String &p_bone_name); String get_reference_bone_name(int p_index) const; void set_reference_bone(int p_index, int p_bone); int get_reference_bone(int p_index) const; void set_setting_count(int p_count); int get_setting_count() const; void clear_settings(); static double symmetrize_angle(double p_angle); // Helper to make angle 0->TAU become -PI->PI. static double get_roll_angle(const Quaternion &p_rotation, const Vector3 &p_roll_axis); ~BoneConstraint3D(); };