initial commit, 4.5 stable
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2025-09-16 20:46:46 -04:00
commit 9d30169a8d
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/**************************************************************************/
/* 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<BoneConstraint3DSetting *> 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<PropertyInfo> *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();
};