/*************************************************************************/ /* skeleton_modification_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #include "skeleton_modification_3d.h" #include "scene/3d/skeleton_3d.h" void SkeletonModification3D::_execute(real_t p_delta) { GDVIRTUAL_CALL(_execute, p_delta); if (!enabled) return; } void SkeletonModification3D::_setup_modification(SkeletonModificationStack3D *p_stack) { stack = p_stack; if (stack) { is_setup = true; } else { WARN_PRINT("Could not setup modification with name " + this->get_name()); } GDVIRTUAL_CALL(_setup_modification, Ref(p_stack)); } void SkeletonModification3D::set_enabled(bool p_enabled) { enabled = p_enabled; } bool SkeletonModification3D::get_enabled() { return enabled; } // Helper function. Needed for CCDIK. real_t SkeletonModification3D::clamp_angle(real_t p_angle, real_t p_min_bound, real_t p_max_bound, bool p_invert) { // Map to the 0 to 360 range (in radians though) instead of the -180 to 180 range. if (p_angle < 0) { p_angle = Math_TAU + p_angle; } // Make min and max in the range of 0 to 360 (in radians), and make sure they are in the right order if (p_min_bound < 0) { p_min_bound = Math_TAU + p_min_bound; } if (p_max_bound < 0) { p_max_bound = Math_TAU + p_max_bound; } if (p_min_bound > p_max_bound) { SWAP(p_min_bound, p_max_bound); } bool is_beyond_bounds = (p_angle < p_min_bound || p_angle > p_max_bound); bool is_within_bounds = (p_angle > p_min_bound && p_angle < p_max_bound); // Note: May not be the most optimal way to clamp, but it always constraints to the nearest angle. if ((!p_invert && is_beyond_bounds) || (p_invert && is_within_bounds)) { Vector2 min_bound_vec = Vector2(Math::cos(p_min_bound), Math::sin(p_min_bound)); Vector2 max_bound_vec = Vector2(Math::cos(p_max_bound), Math::sin(p_max_bound)); Vector2 angle_vec = Vector2(Math::cos(p_angle), Math::sin(p_angle)); if (angle_vec.distance_squared_to(min_bound_vec) <= angle_vec.distance_squared_to(max_bound_vec)) { p_angle = p_min_bound; } else { p_angle = p_max_bound; } } return p_angle; } bool SkeletonModification3D::_print_execution_error(bool p_condition, String p_message) { // If the modification is not setup, don't bother printing the error if (!is_setup) { return p_condition; } if (p_condition && !execution_error_found) { ERR_PRINT(p_message); execution_error_found = true; } return p_condition; } Ref SkeletonModification3D::get_modification_stack() { return stack; } void SkeletonModification3D::set_is_setup(bool p_is_setup) { is_setup = p_is_setup; } bool SkeletonModification3D::get_is_setup() const { return is_setup; } void SkeletonModification3D::set_execution_mode(int p_mode) { execution_mode = p_mode; } int SkeletonModification3D::get_execution_mode() const { return execution_mode; } void SkeletonModification3D::_bind_methods() { GDVIRTUAL_BIND(_execute, "delta"); GDVIRTUAL_BIND(_setup_modification, "modification_stack") ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &SkeletonModification3D::set_enabled); ClassDB::bind_method(D_METHOD("get_enabled"), &SkeletonModification3D::get_enabled); ClassDB::bind_method(D_METHOD("get_modification_stack"), &SkeletonModification3D::get_modification_stack); ClassDB::bind_method(D_METHOD("set_is_setup", "is_setup"), &SkeletonModification3D::set_is_setup); ClassDB::bind_method(D_METHOD("get_is_setup"), &SkeletonModification3D::get_is_setup); ClassDB::bind_method(D_METHOD("set_execution_mode", "execution_mode"), &SkeletonModification3D::set_execution_mode); ClassDB::bind_method(D_METHOD("get_execution_mode"), &SkeletonModification3D::get_execution_mode); ClassDB::bind_method(D_METHOD("clamp_angle", "angle", "min", "max", "invert"), &SkeletonModification3D::clamp_angle); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "execution_mode", PROPERTY_HINT_ENUM, "process, physics_process"), "set_execution_mode", "get_execution_mode"); } SkeletonModification3D::SkeletonModification3D() { stack = nullptr; is_setup = false; }