godot/scene/resources/skeleton_modification_3d_fabrik.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

125 lines
5.3 KiB
C++

/**************************************************************************/
/* skeleton_modification_3d_fabrik.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. */
/**************************************************************************/
#ifndef SKELETON_MODIFICATION_3D_FABRIK_H
#define SKELETON_MODIFICATION_3D_FABRIK_H
#include "core/templates/local_vector.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/skeleton_modification_3d.h"
class SkeletonModification3DFABRIK : public SkeletonModification3D {
GDCLASS(SkeletonModification3DFABRIK, SkeletonModification3D);
private:
struct FABRIK_Joint_Data {
String bone_name = "";
int bone_idx = -1;
real_t length = -1;
Vector3 magnet_position = Vector3(0, 0, 0);
bool auto_calculate_length = true;
bool use_tip_node = false;
NodePath tip_node;
ObjectID tip_node_cache;
bool use_target_basis = false;
real_t roll = 0;
};
LocalVector<FABRIK_Joint_Data> fabrik_data_chain;
LocalVector<Transform3D> fabrik_transforms;
NodePath target_node;
ObjectID target_node_cache;
real_t chain_tolerance = 0.01;
int chain_max_iterations = 10;
int chain_iterations = 0;
void update_target_cache();
void update_joint_tip_cache(int p_joint_idx);
int final_joint_idx = 0;
Transform3D target_global_pose;
Transform3D origin_global_pose;
void chain_backwards();
void chain_forwards();
void chain_apply();
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;
int get_fabrik_data_chain_length();
void set_fabrik_data_chain_length(int p_new_length);
real_t get_chain_tolerance();
void set_chain_tolerance(real_t p_tolerance);
int get_chain_max_iterations();
void set_chain_max_iterations(int p_iterations);
String get_fabrik_joint_bone_name(int p_joint_idx) const;
void set_fabrik_joint_bone_name(int p_joint_idx, String p_bone_name);
int get_fabrik_joint_bone_index(int p_joint_idx) const;
void set_fabrik_joint_bone_index(int p_joint_idx, int p_bone_idx);
real_t get_fabrik_joint_length(int p_joint_idx) const;
void set_fabrik_joint_length(int p_joint_idx, real_t p_bone_length);
Vector3 get_fabrik_joint_magnet(int p_joint_idx) const;
void set_fabrik_joint_magnet(int p_joint_idx, Vector3 p_magnet);
bool get_fabrik_joint_auto_calculate_length(int p_joint_idx) const;
void set_fabrik_joint_auto_calculate_length(int p_joint_idx, bool p_auto_calculate);
void fabrik_joint_auto_calculate_length(int p_joint_idx);
bool get_fabrik_joint_use_tip_node(int p_joint_idx) const;
void set_fabrik_joint_use_tip_node(int p_joint_idx, bool p_use_tip_node);
NodePath get_fabrik_joint_tip_node(int p_joint_idx) const;
void set_fabrik_joint_tip_node(int p_joint_idx, NodePath p_tip_node);
bool get_fabrik_joint_use_target_basis(int p_joint_idx) const;
void set_fabrik_joint_use_target_basis(int p_joint_idx, bool p_use_basis);
real_t get_fabrik_joint_roll(int p_joint_idx) const;
void set_fabrik_joint_roll(int p_joint_idx, real_t p_roll);
SkeletonModification3DFABRIK();
~SkeletonModification3DFABRIK();
};
#endif // SKELETON_MODIFICATION_3D_FABRIK_H