godot/scene/resources/skeleton_modification_3d_twoboneik.h
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00

119 lines
4.7 KiB
C++

/*************************************************************************/
/* skeleton_modification_3d_twoboneik.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. */
/*************************************************************************/
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/skeleton_modification_3d.h"
#ifndef SKELETON_MODIFICATION_3D_TWOBONEIK_H
#define SKELETON_MODIFICATION_3D_TWOBONEIK_H
class SkeletonModification3DTwoBoneIK : public SkeletonModification3D {
GDCLASS(SkeletonModification3DTwoBoneIK, SkeletonModification3D);
private:
NodePath target_node;
ObjectID target_node_cache;
bool use_tip_node = false;
NodePath tip_node;
ObjectID tip_node_cache;
bool use_pole_node = false;
NodePath pole_node;
ObjectID pole_node_cache;
String joint_one_bone_name = "";
int joint_one_bone_idx = -1;
String joint_two_bone_name = "";
int joint_two_bone_idx = -1;
bool auto_calculate_joint_length = false;
real_t joint_one_length = -1;
real_t joint_two_length = -1;
real_t joint_one_roll = 0;
real_t joint_two_roll = 0;
void update_cache_target();
void update_cache_tip();
void update_cache_pole();
protected:
static void _bind_methods();
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;
public:
virtual void _execute(real_t p_delta) override;
virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
void set_target_node(const NodePath &p_target_node);
NodePath get_target_node() const;
void set_use_tip_node(const bool p_use_tip_node);
bool get_use_tip_node() const;
void set_tip_node(const NodePath &p_tip_node);
NodePath get_tip_node() const;
void set_use_pole_node(const bool p_use_pole_node);
bool get_use_pole_node() const;
void set_pole_node(const NodePath &p_pole_node);
NodePath get_pole_node() const;
void set_auto_calculate_joint_length(bool p_calculate);
bool get_auto_calculate_joint_length() const;
void calculate_joint_lengths();
void set_joint_one_bone_name(String p_bone_name);
String get_joint_one_bone_name() const;
void set_joint_one_bone_idx(int p_bone_idx);
int get_joint_one_bone_idx() const;
void set_joint_one_length(real_t p_length);
real_t get_joint_one_length() const;
void set_joint_two_bone_name(String p_bone_name);
String get_joint_two_bone_name() const;
void set_joint_two_bone_idx(int p_bone_idx);
int get_joint_two_bone_idx() const;
void set_joint_two_length(real_t p_length);
real_t get_joint_two_length() const;
void set_joint_one_roll(real_t p_roll);
real_t get_joint_one_roll() const;
void set_joint_two_roll(real_t p_roll);
real_t get_joint_two_roll() const;
SkeletonModification3DTwoBoneIK();
~SkeletonModification3DTwoBoneIK();
};
#endif // SKELETON_MODIFICATION_3D_TWOBONEIK_H