godot/scene/resources/skeleton_modification_3d.cpp
Anilforextra 41e43e0959 Merge duplicate branch conditions to one.
Use SWAP template for swapping values.
2021-09-26 21:18:15 +05:45

151 lines
6.1 KiB
C++

/*************************************************************************/
/* skeleton_modification_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 "skeleton_modification_3d.h"
#include "scene/3d/skeleton_3d.h"
void SkeletonModification3D::_execute(real_t p_delta) {
GDVIRTUAL_CALL(_execute, p_delta);
if (!enabled)
return;
}
void SkeletonModification3D::_setup_modification(SkeletonModificationStack3D *p_stack) {
stack = p_stack;
if (stack) {
is_setup = true;
} else {
WARN_PRINT("Could not setup modification with name " + this->get_name());
}
GDVIRTUAL_CALL(_setup_modification, Ref<SkeletonModificationStack3D>(p_stack));
}
void SkeletonModification3D::set_enabled(bool p_enabled) {
enabled = p_enabled;
}
bool SkeletonModification3D::get_enabled() {
return enabled;
}
// Helper function. Needed for CCDIK.
real_t SkeletonModification3D::clamp_angle(real_t p_angle, real_t p_min_bound, real_t p_max_bound, bool p_invert) {
// Map to the 0 to 360 range (in radians though) instead of the -180 to 180 range.
if (p_angle < 0) {
p_angle = Math_TAU + p_angle;
}
// Make min and max in the range of 0 to 360 (in radians), and make sure they are in the right order
if (p_min_bound < 0) {
p_min_bound = Math_TAU + p_min_bound;
}
if (p_max_bound < 0) {
p_max_bound = Math_TAU + p_max_bound;
}
if (p_min_bound > p_max_bound) {
SWAP(p_min_bound, p_max_bound);
}
bool is_beyond_bounds = (p_angle < p_min_bound || p_angle > p_max_bound);
bool is_within_bounds = (p_angle > p_min_bound && p_angle < p_max_bound);
// Note: May not be the most optimal way to clamp, but it always constraints to the nearest angle.
if ((!p_invert && is_beyond_bounds) || (p_invert && is_within_bounds)) {
Vector2 min_bound_vec = Vector2(Math::cos(p_min_bound), Math::sin(p_min_bound));
Vector2 max_bound_vec = Vector2(Math::cos(p_max_bound), Math::sin(p_max_bound));
Vector2 angle_vec = Vector2(Math::cos(p_angle), Math::sin(p_angle));
if (angle_vec.distance_squared_to(min_bound_vec) <= angle_vec.distance_squared_to(max_bound_vec)) {
p_angle = p_min_bound;
} else {
p_angle = p_max_bound;
}
}
return p_angle;
}
bool SkeletonModification3D::_print_execution_error(bool p_condition, String p_message) {
// If the modification is not setup, don't bother printing the error
if (!is_setup) {
return p_condition;
}
if (p_condition && !execution_error_found) {
ERR_PRINT(p_message);
execution_error_found = true;
}
return p_condition;
}
Ref<SkeletonModificationStack3D> SkeletonModification3D::get_modification_stack() {
return stack;
}
void SkeletonModification3D::set_is_setup(bool p_is_setup) {
is_setup = p_is_setup;
}
bool SkeletonModification3D::get_is_setup() const {
return is_setup;
}
void SkeletonModification3D::set_execution_mode(int p_mode) {
execution_mode = p_mode;
}
int SkeletonModification3D::get_execution_mode() const {
return execution_mode;
}
void SkeletonModification3D::_bind_methods() {
GDVIRTUAL_BIND(_execute, "delta");
GDVIRTUAL_BIND(_setup_modification, "modification_stack")
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &SkeletonModification3D::set_enabled);
ClassDB::bind_method(D_METHOD("get_enabled"), &SkeletonModification3D::get_enabled);
ClassDB::bind_method(D_METHOD("get_modification_stack"), &SkeletonModification3D::get_modification_stack);
ClassDB::bind_method(D_METHOD("set_is_setup", "is_setup"), &SkeletonModification3D::set_is_setup);
ClassDB::bind_method(D_METHOD("get_is_setup"), &SkeletonModification3D::get_is_setup);
ClassDB::bind_method(D_METHOD("set_execution_mode", "execution_mode"), &SkeletonModification3D::set_execution_mode);
ClassDB::bind_method(D_METHOD("get_execution_mode"), &SkeletonModification3D::get_execution_mode);
ClassDB::bind_method(D_METHOD("clamp_angle", "angle", "min", "max", "invert"), &SkeletonModification3D::clamp_angle);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "execution_mode", PROPERTY_HINT_ENUM, "process, physics_process"), "set_execution_mode", "get_execution_mode");
}
SkeletonModification3D::SkeletonModification3D() {
stack = nullptr;
is_setup = false;
}