* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
162 lines
6.5 KiB
C++
162 lines
6.5 KiB
C++
/*************************************************************************/
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/* skeleton_modification_3d.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "skeleton_modification_3d.h"
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#include "scene/3d/skeleton_3d.h"
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void SkeletonModification3D::_execute(real_t p_delta) {
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GDVIRTUAL_CALL(_execute, p_delta);
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if (!enabled)
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return;
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}
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void SkeletonModification3D::_setup_modification(SkeletonModificationStack3D *p_stack) {
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stack = p_stack;
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if (stack) {
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is_setup = true;
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} else {
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WARN_PRINT("Could not setup modification with name " + this->get_name());
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}
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GDVIRTUAL_CALL(_setup_modification, Ref<SkeletonModificationStack3D>(p_stack));
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}
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void SkeletonModification3D::set_enabled(bool p_enabled) {
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enabled = p_enabled;
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}
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bool SkeletonModification3D::get_enabled() {
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return enabled;
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}
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// Helper function. Needed for CCDIK.
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real_t SkeletonModification3D::clamp_angle(real_t p_angle, real_t p_min_bound, real_t p_max_bound, bool p_invert) {
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// Map to the 0 to 360 range (in radians though) instead of the -180 to 180 range.
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if (p_angle < 0) {
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p_angle = Math_TAU + p_angle;
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}
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// Make min and max in the range of 0 to 360 (in radians), and make sure they are in the right order
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if (p_min_bound < 0) {
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p_min_bound = Math_TAU + p_min_bound;
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}
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if (p_max_bound < 0) {
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p_max_bound = Math_TAU + p_max_bound;
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}
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if (p_min_bound > p_max_bound) {
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real_t tmp = p_min_bound;
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p_min_bound = p_max_bound;
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p_max_bound = tmp;
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}
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// Note: May not be the most optimal way to clamp, but it always constraints to the nearest angle.
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if (p_invert == false) {
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if (p_angle < p_min_bound || p_angle > p_max_bound) {
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Vector2 min_bound_vec = Vector2(Math::cos(p_min_bound), Math::sin(p_min_bound));
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Vector2 max_bound_vec = Vector2(Math::cos(p_max_bound), Math::sin(p_max_bound));
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Vector2 angle_vec = Vector2(Math::cos(p_angle), Math::sin(p_angle));
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if (angle_vec.distance_squared_to(min_bound_vec) <= angle_vec.distance_squared_to(max_bound_vec)) {
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p_angle = p_min_bound;
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} else {
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p_angle = p_max_bound;
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}
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}
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} else {
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if (p_angle > p_min_bound && p_angle < p_max_bound) {
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Vector2 min_bound_vec = Vector2(Math::cos(p_min_bound), Math::sin(p_min_bound));
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Vector2 max_bound_vec = Vector2(Math::cos(p_max_bound), Math::sin(p_max_bound));
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Vector2 angle_vec = Vector2(Math::cos(p_angle), Math::sin(p_angle));
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if (angle_vec.distance_squared_to(min_bound_vec) <= angle_vec.distance_squared_to(max_bound_vec)) {
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p_angle = p_min_bound;
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} else {
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p_angle = p_max_bound;
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}
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}
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}
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return p_angle;
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}
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bool SkeletonModification3D::_print_execution_error(bool p_condition, String p_message) {
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// If the modification is not setup, don't bother printing the error
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if (!is_setup) {
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return p_condition;
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}
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if (p_condition && !execution_error_found) {
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ERR_PRINT(p_message);
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execution_error_found = true;
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}
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return p_condition;
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}
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Ref<SkeletonModificationStack3D> SkeletonModification3D::get_modification_stack() {
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return stack;
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}
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void SkeletonModification3D::set_is_setup(bool p_is_setup) {
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is_setup = p_is_setup;
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}
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bool SkeletonModification3D::get_is_setup() const {
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return is_setup;
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}
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void SkeletonModification3D::set_execution_mode(int p_mode) {
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execution_mode = p_mode;
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}
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int SkeletonModification3D::get_execution_mode() const {
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return execution_mode;
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}
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void SkeletonModification3D::_bind_methods() {
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GDVIRTUAL_BIND(_execute, "delta");
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GDVIRTUAL_BIND(_setup_modification, "modification_stack")
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ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &SkeletonModification3D::set_enabled);
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ClassDB::bind_method(D_METHOD("get_enabled"), &SkeletonModification3D::get_enabled);
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ClassDB::bind_method(D_METHOD("get_modification_stack"), &SkeletonModification3D::get_modification_stack);
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ClassDB::bind_method(D_METHOD("set_is_setup", "is_setup"), &SkeletonModification3D::set_is_setup);
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ClassDB::bind_method(D_METHOD("get_is_setup"), &SkeletonModification3D::get_is_setup);
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ClassDB::bind_method(D_METHOD("set_execution_mode", "execution_mode"), &SkeletonModification3D::set_execution_mode);
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ClassDB::bind_method(D_METHOD("get_execution_mode"), &SkeletonModification3D::get_execution_mode);
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ClassDB::bind_method(D_METHOD("clamp_angle", "angle", "min", "max", "invert"), &SkeletonModification3D::clamp_angle);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "execution_mode", PROPERTY_HINT_ENUM, "process, physics_process"), "set_execution_mode", "get_execution_mode");
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}
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SkeletonModification3D::SkeletonModification3D() {
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stack = nullptr;
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is_setup = false;
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}
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