godot/scene/resources/skeleton_modification_3d.h
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00

80 lines
3.4 KiB
C++

/*************************************************************************/
/* skeleton_modification_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#ifndef SKELETONMODIFICATION3D_H
#define SKELETONMODIFICATION3D_H
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/skeleton_modification_stack_3d.h"
class SkeletonModificationStack3D;
class SkeletonModification3D : public Resource {
GDCLASS(SkeletonModification3D, Resource);
friend class Skeleton3D;
friend class SkeletonModificationStack3D;
protected:
static void _bind_methods();
SkeletonModificationStack3D *stack = nullptr;
int execution_mode = 0; // 0 = process
bool enabled = true;
bool is_setup = false;
bool execution_error_found = false;
bool _print_execution_error(bool p_condition, String p_message);
GDVIRTUAL1(_execute, double)
GDVIRTUAL1(_setup_modification, Ref<SkeletonModificationStack3D>)
public:
virtual void _execute(real_t p_delta);
virtual void _setup_modification(SkeletonModificationStack3D *p_stack);
real_t clamp_angle(real_t p_angle, real_t p_min_bound, real_t p_max_bound, bool p_invert);
void set_enabled(bool p_enabled);
bool get_enabled();
void set_execution_mode(int p_mode);
int get_execution_mode() const;
Ref<SkeletonModificationStack3D> get_modification_stack();
void set_is_setup(bool p_setup);
bool get_is_setup() const;
SkeletonModification3D();
};
#endif // SKELETONMODIFICATION3D_H