OverviewFilesCommitsIssuesDocsReleasesPeers

nvidia-rtx-godot / scene / 3d / limit_angular_velocity_modifier_3d.h

114 lines · c ref:
/**************************************************************************/
/*  limit_angular_velocity_modifier_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 LimitAngularVelocityModifier3D : public SkeletonModifier3D {
	GDCLASS(LimitAngularVelocityModifier3D, SkeletonModifier3D);

public:
	struct BoneJoint {
		StringName name;
		int bone = -1;
	};

	struct Chain {
		BoneJoint root_bone;
		BoneJoint end_bone;
	};

	typedef Pair<int, Quaternion> BoneRot;

private:
	bool exclude = false;
	double max_angular_velocity = Math::TAU;

	LocalVector<Chain> chains;
	LocalVector<BoneJoint> joints;
	LocalVector<BoneRot> bones;

	bool joints_dirty = false;
	bool init_needed = true;

protected:
	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_property(PropertyInfo &p_property) const;

	static void _bind_methods();

	void _notification(int p_what);

	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_joints_dirty();
	void _update_joints();
	bool _is_joint_contained(int p_bone);

	// For editor.
	int _get_joint_count() const;

	virtual void _process_modification(double p_delta) override;

public:
	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;

	String get_joint_bone_name(int p_index) const;
	int get_joint_bone(int p_index) const;

	void set_chain_count(int p_count);
	int get_chain_count() const;
	void clear_chains();

	void set_max_angular_velocity(double p_angular_velocity);
	double get_max_angular_velocity() const;

	void set_exclude(bool p_exclude);
	bool is_exclude() const;

	void reset();

	~LimitAngularVelocityModifier3D();
};