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125 lines
5.3 KiB
C++
125 lines
5.3 KiB
C++
/*************************************************************************/
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/* skeleton_modification_3d_fabrik.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef SKELETON_MODIFICATION_3D_FABRIK_H
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#define SKELETON_MODIFICATION_3D_FABRIK_H
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#include "core/templates/local_vector.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/resources/skeleton_modification_3d.h"
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class SkeletonModification3DFABRIK : public SkeletonModification3D {
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GDCLASS(SkeletonModification3DFABRIK, SkeletonModification3D);
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private:
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struct FABRIK_Joint_Data {
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String bone_name = "";
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int bone_idx = -1;
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real_t length = -1;
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Vector3 magnet_position = Vector3(0, 0, 0);
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bool auto_calculate_length = true;
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bool use_tip_node = false;
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NodePath tip_node;
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ObjectID tip_node_cache;
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bool use_target_basis = false;
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real_t roll = 0;
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};
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LocalVector<FABRIK_Joint_Data> fabrik_data_chain;
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LocalVector<Transform3D> fabrik_transforms;
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NodePath target_node;
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ObjectID target_node_cache;
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real_t chain_tolerance = 0.01;
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int chain_max_iterations = 10;
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int chain_iterations = 0;
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void update_target_cache();
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void update_joint_tip_cache(int p_joint_idx);
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int final_joint_idx = 0;
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Transform3D target_global_pose;
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Transform3D origin_global_pose;
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void chain_backwards();
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void chain_forwards();
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void chain_apply();
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protected:
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static void _bind_methods();
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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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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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virtual void _execute(real_t p_delta) override;
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virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
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void set_target_node(const NodePath &p_target_node);
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NodePath get_target_node() const;
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int get_fabrik_data_chain_length();
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void set_fabrik_data_chain_length(int p_new_length);
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real_t get_chain_tolerance();
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void set_chain_tolerance(real_t p_tolerance);
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int get_chain_max_iterations();
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void set_chain_max_iterations(int p_iterations);
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String get_fabrik_joint_bone_name(int p_joint_idx) const;
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void set_fabrik_joint_bone_name(int p_joint_idx, String p_bone_name);
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int get_fabrik_joint_bone_index(int p_joint_idx) const;
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void set_fabrik_joint_bone_index(int p_joint_idx, int p_bone_idx);
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real_t get_fabrik_joint_length(int p_joint_idx) const;
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void set_fabrik_joint_length(int p_joint_idx, real_t p_bone_length);
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Vector3 get_fabrik_joint_magnet(int p_joint_idx) const;
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void set_fabrik_joint_magnet(int p_joint_idx, Vector3 p_magnet);
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bool get_fabrik_joint_auto_calculate_length(int p_joint_idx) const;
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void set_fabrik_joint_auto_calculate_length(int p_joint_idx, bool p_auto_calculate);
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void fabrik_joint_auto_calculate_length(int p_joint_idx);
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bool get_fabrik_joint_use_tip_node(int p_joint_idx) const;
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void set_fabrik_joint_use_tip_node(int p_joint_idx, bool p_use_tip_node);
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NodePath get_fabrik_joint_tip_node(int p_joint_idx) const;
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void set_fabrik_joint_tip_node(int p_joint_idx, NodePath p_tip_node);
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bool get_fabrik_joint_use_target_basis(int p_joint_idx) const;
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void set_fabrik_joint_use_target_basis(int p_joint_idx, bool p_use_basis);
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real_t get_fabrik_joint_roll(int p_joint_idx) const;
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void set_fabrik_joint_roll(int p_joint_idx, real_t p_roll);
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SkeletonModification3DFABRIK();
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~SkeletonModification3DFABRIK();
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};
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#endif // SKELETON_MODIFICATION_3D_FABRIK_H
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