godot/scene/3d/bone_twist_disperser_3d.h
2025-12-02 19:20:26 +09:00

163 lines
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C++

/**************************************************************************/
/* bone_twist_disperser_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 BoneTwistDisperser3D : public SkeletonModifier3D {
GDCLASS(BoneTwistDisperser3D, SkeletonModifier3D);
bool mutable_bone_axes = true;
public:
enum DisperseMode {
DISPERSE_MODE_EVEN,
DISPERSE_MODE_WEIGHTED,
DISPERSE_MODE_CUSTOM,
};
struct BoneJoint {
StringName name;
int bone = -1;
};
struct DisperseJointSetting {
BoneJoint joint;
double custom_amount = 1.0;
// For processing.
double amount = 1.0;
Vector3 axis;
};
struct BoneTwistDisperser3DSetting {
bool joints_dirty = false;
DisperseMode disperse_mode = DISPERSE_MODE_EVEN;
bool twist_from_rest = true;
Quaternion twist_from;
BoneJoint root_bone;
BoneJoint end_bone;
LocalVector<DisperseJointSetting> joints;
bool extend_end_bone = false;
BoneDirection end_bone_direction = BONE_DIRECTION_FROM_PARENT;
float weight_position = 0.5;
Ref<Curve> damping_curve;
BoneJoint reference_bone; // To cache.
~BoneTwistDisperser3DSetting() {
joints.clear();
damping_curve.unref();
}
};
protected:
LocalVector<BoneTwistDisperser3DSetting *> settings;
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
void _get_property_list(List<PropertyInfo> *p_list) const;
void _validate_dynamic_prop(PropertyInfo &p_property) const;
void _notification(int p_what);
static void _bind_methods();
virtual void _set_active(bool p_active) override;
virtual void _skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) override;
virtual void _validate_bone_names() override;
void _make_all_joints_dirty();
void _make_joints_dirty(int p_index);
void _update_joints(int p_index);
void _update_reference_bone(int p_index);
void _update_curve(int p_index);
virtual void _process_modification(double p_delta) override;
public:
void set_mutable_bone_axes(bool p_enabled);
bool are_bone_axes_mutable() const;
int get_setting_count() const;
void set_setting_count(int p_count);
void clear_settings();
// Setting.
void set_root_bone_name(int p_index, const String &p_bone_name);
String get_root_bone_name(int p_index) const;
void set_root_bone(int p_index, int p_bone);
int get_root_bone(int p_index) const;
void set_end_bone_name(int p_index, const String &p_bone_name);
String get_end_bone_name(int p_index) const;
void set_end_bone(int p_index, int p_bone);
int get_end_bone(int p_index) const;
void set_extend_end_bone(int p_index, bool p_enabled);
bool is_end_bone_extended(int p_index) const;
void set_end_bone_direction(int p_index, BoneDirection p_bone_direction);
BoneDirection get_end_bone_direction(int p_index) const;
void set_twist_from_rest(int p_index, bool p_enabled);
bool is_twist_from_rest(int p_index) const;
void set_twist_from(int p_index, const Quaternion &p_from);
Quaternion get_twist_from(int p_index) const;
String get_reference_bone_name(int p_index) const;
int get_reference_bone(int p_index) const;
void set_disperse_mode(int p_index, DisperseMode p_disperse_mode);
DisperseMode get_disperse_mode(int p_index) const;
void set_weight_position(int p_index, float p_position);
float get_weight_position(int p_index) const;
void set_damping_curve(int p_index, const Ref<Curve> &p_damping_curve);
Ref<Curve> get_damping_curve(int p_index) const;
// Individual joints.
void set_joint_bone_name(int p_index, int p_joint, const String &p_bone_name);
String get_joint_bone_name(int p_index, int p_joint) const;
void set_joint_bone(int p_index, int p_joint, int p_bone);
int get_joint_bone(int p_index, int p_joint) const;
void set_joint_twist_amount(int p_index, int p_joint, float p_amount);
float get_joint_twist_amount(int p_index, int p_joint) const;
void set_joint_count(int p_index, int p_count);
int get_joint_count(int p_index) const;
~BoneTwistDisperser3D();
};
VARIANT_ENUM_CAST(BoneTwistDisperser3D::DisperseMode);