initial commit, 4.5 stable
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111
scene/3d/skeleton_modifier_3d.h
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111
scene/3d/skeleton_modifier_3d.h
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/**************************************************************************/
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/* skeleton_modifier_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/node_3d.h"
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#include "scene/3d/skeleton_3d.h"
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class SkeletonModifier3D : public Node3D {
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GDCLASS(SkeletonModifier3D, Node3D);
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void rebind();
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public:
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enum BoneAxis {
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BONE_AXIS_PLUS_X,
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BONE_AXIS_MINUS_X,
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BONE_AXIS_PLUS_Y,
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BONE_AXIS_MINUS_Y,
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BONE_AXIS_PLUS_Z,
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BONE_AXIS_MINUS_Z,
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};
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protected:
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bool active = true;
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real_t influence = 1.0;
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// Cache them for the performance reason since finding node with NodePath is slow.
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ObjectID skeleton_id;
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void _update_skeleton();
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void _update_skeleton_path();
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void _force_update_skeleton_skin();
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virtual void _skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new);
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virtual void _validate_bone_names();
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GDVIRTUAL2(_skeleton_changed, Skeleton3D *, Skeleton3D *);
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GDVIRTUAL0(_validate_bone_names);
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _set_active(bool p_active);
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virtual void _process_modification(double p_delta);
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// TODO: In Godot 5, should obsolete old GDVIRTUAL0(_process_modification); and replace it with _process_modification_with_delta as GDVIRTUAL1(_process_modification, double).
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GDVIRTUAL1(_process_modification_with_delta, double);
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#ifndef DISABLE_DEPRECATED
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GDVIRTUAL0(_process_modification);
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#endif
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public:
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virtual PackedStringArray get_configuration_warnings() const override;
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virtual bool has_process() const { return false; } // Return true if modifier needs to modify bone pose without external animation such as physics, jiggle and etc.
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void set_active(bool p_active);
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bool is_active() const;
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void set_influence(real_t p_influence);
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real_t get_influence() const;
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Skeleton3D *get_skeleton() const;
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void process_modification(double p_delta);
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// Utility APIs.
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static Vector3 get_vector_from_bone_axis(BoneAxis p_axis);
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static Vector3 get_vector_from_axis(Vector3::Axis p_axis);
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static Vector3::Axis get_axis_from_bone_axis(BoneAxis p_axis);
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static Vector3 limit_length(const Vector3 &p_origin, const Vector3 &p_destination, float p_length);
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static Quaternion get_local_pose_rotation(Skeleton3D *p_skeleton, int p_bone, const Quaternion &p_global_pose_rotation);
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static Quaternion get_from_to_rotation(const Vector3 &p_from, const Vector3 &p_to, const Quaternion &p_prev_rot);
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static Vector3 snap_vector_to_plane(const Vector3 &p_plane_normal, const Vector3 &p_vector);
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#ifdef TOOLS_ENABLED
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virtual bool is_processed_on_saving() const { return false; }
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#endif
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SkeletonModifier3D();
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};
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VARIANT_ENUM_CAST(SkeletonModifier3D::BoneAxis);
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