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| 1 | +/**************************************************************************/ |
| 2 | +/* modifier_bone_target_3d.cpp */ |
| 3 | +/**************************************************************************/ |
| 4 | +/* This file is part of: */ |
| 5 | +/* GODOT ENGINE */ |
| 6 | +/* https://godotengine.org */ |
| 7 | +/**************************************************************************/ |
| 8 | +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | +/* */ |
| 11 | +/* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | +/* a copy of this software and associated documentation files (the */ |
| 13 | +/* "Software"), to deal in the Software without restriction, including */ |
| 14 | +/* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | +/* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | +/* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | +/* the following conditions: */ |
| 18 | +/* */ |
| 19 | +/* The above copyright notice and this permission notice shall be */ |
| 20 | +/* included in all copies or substantial portions of the Software. */ |
| 21 | +/* */ |
| 22 | +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | +/**************************************************************************/ |
| 30 | + |
| 31 | +#include "modifier_bone_target_3d.h" |
| 32 | + |
| 33 | +void ModifierBoneTarget3D::_validate_bone_names() { |
| 34 | + // Prior bone name. |
| 35 | + if (!bone_name.is_empty()) { |
| 36 | + set_bone_name(bone_name); |
| 37 | + } else if (bone != -1) { |
| 38 | + set_bone(bone); |
| 39 | + } |
| 40 | +} |
| 41 | + |
| 42 | +void ModifierBoneTarget3D::set_bone_name(const String &p_bone_name) { |
| 43 | + bone_name = p_bone_name; |
| 44 | + Skeleton3D *sk = get_skeleton(); |
| 45 | + if (sk) { |
| 46 | + set_bone(sk->find_bone(bone_name)); |
| 47 | + } |
| 48 | +} |
| 49 | + |
| 50 | +String ModifierBoneTarget3D::get_bone_name() const { |
| 51 | + return bone_name; |
| 52 | +} |
| 53 | + |
| 54 | +void ModifierBoneTarget3D::set_bone(int p_bone) { |
| 55 | + bone = p_bone; |
| 56 | + Skeleton3D *sk = get_skeleton(); |
| 57 | + if (sk) { |
| 58 | + if (bone <= -1 || bone >= sk->get_bone_count()) { |
| 59 | + WARN_PRINT("Bone index out of range!"); |
| 60 | + bone = -1; |
| 61 | + } else { |
| 62 | + bone_name = sk->get_bone_name(bone); |
| 63 | + } |
| 64 | + } |
| 65 | +} |
| 66 | + |
| 67 | +int ModifierBoneTarget3D::get_bone() const { |
| 68 | + return bone; |
| 69 | +} |
| 70 | + |
| 71 | +void ModifierBoneTarget3D::_validate_property(PropertyInfo &p_property) const { |
| 72 | + if (p_property.name == "influence") { |
| 73 | + p_property.usage = PROPERTY_USAGE_READ_ONLY; |
| 74 | + } |
| 75 | +} |
| 76 | + |
| 77 | +void ModifierBoneTarget3D::_bind_methods() { |
| 78 | + ClassDB::bind_method(D_METHOD("set_bone_name", "bone_name"), &ModifierBoneTarget3D::set_bone_name); |
| 79 | + ClassDB::bind_method(D_METHOD("get_bone_name"), &ModifierBoneTarget3D::get_bone_name); |
| 80 | + ClassDB::bind_method(D_METHOD("set_bone", "bone"), &ModifierBoneTarget3D::set_bone); |
| 81 | + ClassDB::bind_method(D_METHOD("get_bone"), &ModifierBoneTarget3D::get_bone); |
| 82 | + |
| 83 | + ADD_PROPERTY(PropertyInfo(Variant::STRING, "bone_name", PROPERTY_HINT_ENUM_SUGGESTION, ""), "set_bone_name", "get_bone_name"); |
| 84 | + ADD_PROPERTY(PropertyInfo(Variant::INT, "bone", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_bone", "get_bone"); |
| 85 | +} |
| 86 | + |
| 87 | +void ModifierBoneTarget3D::_process_modification(double p_delta) { |
| 88 | + if (!is_inside_tree()) { |
| 89 | + return; |
| 90 | + } |
| 91 | + |
| 92 | + Skeleton3D *skeleton = get_skeleton(); |
| 93 | + if (!skeleton || bone < 0 || bone >= skeleton->get_bone_count()) { |
| 94 | + return; |
| 95 | + } |
| 96 | + |
| 97 | + set_transform(skeleton->get_bone_global_pose(bone)); |
| 98 | +} |
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