/*************************************************************************/ /* skeleton_modification_3d_twoboneik.h */ /*************************************************************************/ /* 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 "scene/3d/skeleton_3d.h" #include "scene/resources/skeleton_modification_3d.h" #ifndef SKELETONMODIFICATION3DTWOBONEIK_H #define SKELETONMODIFICATION3DTWOBONEIK_H class SkeletonModification3DTwoBoneIK : public SkeletonModification3D { GDCLASS(SkeletonModification3DTwoBoneIK, SkeletonModification3D); private: NodePath target_node; ObjectID target_node_cache; bool use_tip_node = false; NodePath tip_node; ObjectID tip_node_cache; bool use_pole_node = false; NodePath pole_node; ObjectID pole_node_cache; String joint_one_bone_name = ""; int joint_one_bone_idx = -1; String joint_two_bone_name = ""; int joint_two_bone_idx = -1; bool auto_calculate_joint_length = false; real_t joint_one_length = -1; real_t joint_two_length = -1; real_t joint_one_roll = 0; real_t joint_two_roll = 0; void update_cache_target(); void update_cache_tip(); void update_cache_pole(); protected: static void _bind_methods(); 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 *p_list) const; public: virtual void _execute(real_t p_delta) override; virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override; void set_target_node(const NodePath &p_target_node); NodePath get_target_node() const; void set_use_tip_node(const bool p_use_tip_node); bool get_use_tip_node() const; void set_tip_node(const NodePath &p_tip_node); NodePath get_tip_node() const; void set_use_pole_node(const bool p_use_pole_node); bool get_use_pole_node() const; void set_pole_node(const NodePath &p_pole_node); NodePath get_pole_node() const; void set_auto_calculate_joint_length(bool p_calculate); bool get_auto_calculate_joint_length() const; void calculate_joint_lengths(); void set_joint_one_bone_name(String p_bone_name); String get_joint_one_bone_name() const; void set_joint_one_bone_idx(int p_bone_idx); int get_joint_one_bone_idx() const; void set_joint_one_length(real_t p_length); real_t get_joint_one_length() const; void set_joint_two_bone_name(String p_bone_name); String get_joint_two_bone_name() const; void set_joint_two_bone_idx(int p_bone_idx); int get_joint_two_bone_idx() const; void set_joint_two_length(real_t p_length); real_t get_joint_two_length() const; void set_joint_one_roll(real_t p_roll); real_t get_joint_one_roll() const; void set_joint_two_roll(real_t p_roll); real_t get_joint_two_roll() const; SkeletonModification3DTwoBoneIK(); ~SkeletonModification3DTwoBoneIK(); }; #endif //SKELETONMODIFICATION3DTWOBONEIK_H