initial commit, 4.5 stable
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90
scene/3d/bone_constraint_3d.h
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90
scene/3d/bone_constraint_3d.h
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/**************************************************************************/
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/* bone_constraint_3d.h */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#pragma once
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#include "scene/3d/skeleton_modifier_3d.h"
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class BoneConstraint3D : public SkeletonModifier3D {
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GDCLASS(BoneConstraint3D, SkeletonModifier3D);
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public:
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struct BoneConstraint3DSetting {
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float amount = 1.0;
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String apply_bone_name;
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int apply_bone = -1;
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String reference_bone_name;
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int reference_bone = -1;
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};
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protected:
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Vector<BoneConstraint3DSetting *> settings;
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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// Define get_property_list() instead of _get_property_list()
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// to merge child class properties into parent class array inspector.
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void get_property_list(List<PropertyInfo> *p_list) const; // Will be called by child classes.
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virtual void _validate_bone_names() override;
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static void _bind_methods();
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virtual void _process_modification(double p_delta) override;
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virtual void _process_constraint(int p_index, Skeleton3D *p_skeleton, int p_apply_bone, int p_reference_bone, float p_amount);
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virtual void _validate_setting(int p_index);
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public:
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void set_amount(int p_index, float p_amount);
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float get_amount(int p_index) const;
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void set_apply_bone_name(int p_index, const String &p_bone_name);
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String get_apply_bone_name(int p_index) const;
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void set_apply_bone(int p_index, int p_bone);
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int get_apply_bone(int p_index) const;
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void set_reference_bone_name(int p_index, const String &p_bone_name);
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String get_reference_bone_name(int p_index) const;
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void set_reference_bone(int p_index, int p_bone);
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int get_reference_bone(int p_index) const;
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void set_setting_count(int p_count);
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int get_setting_count() const;
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void clear_settings();
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static double symmetrize_angle(double p_angle); // Helper to make angle 0->TAU become -PI->PI.
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static double get_roll_angle(const Quaternion &p_rotation, const Vector3 &p_roll_axis);
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~BoneConstraint3D();
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};
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