godot/scene/resources/skeleton_modification_3d.h
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

80 lines
3.4 KiB
C++

/*************************************************************************/
/* skeleton_modification_3d.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. */
/*************************************************************************/
#ifndef SKELETONMODIFICATION3D_H
#define SKELETONMODIFICATION3D_H
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/skeleton_modification_stack_3d.h"
class SkeletonModificationStack3D;
class SkeletonModification3D : public Resource {
GDCLASS(SkeletonModification3D, Resource);
friend class Skeleton3D;
friend class SkeletonModificationStack3D;
protected:
static void _bind_methods();
SkeletonModificationStack3D *stack;
int execution_mode = 0; // 0 = process
bool enabled = true;
bool is_setup = false;
bool execution_error_found = false;
bool _print_execution_error(bool p_condition, String p_message);
GDVIRTUAL1(_execute, double)
GDVIRTUAL1(_setup_modification, Ref<SkeletonModificationStack3D>)
public:
virtual void _execute(real_t p_delta);
virtual void _setup_modification(SkeletonModificationStack3D *p_stack);
real_t clamp_angle(real_t p_angle, real_t p_min_bound, real_t p_max_bound, bool p_invert);
void set_enabled(bool p_enabled);
bool get_enabled();
void set_execution_mode(int p_mode);
int get_execution_mode() const;
Ref<SkeletonModificationStack3D> get_modification_stack();
void set_is_setup(bool p_setup);
bool get_is_setup() const;
SkeletonModification3D();
};
#endif // SKELETONMODIFICATION3D_H