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godot/scene/3d/modifier_bone_target_3d.cpp
2025-08-23 21:22:32 +09:00

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C++

/**************************************************************************/
/* modifier_bone_target_3d.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "modifier_bone_target_3d.h"
void ModifierBoneTarget3D::_validate_bone_names() {
// Prior bone name.
if (!bone_name.is_empty()) {
set_bone_name(bone_name);
} else if (bone != -1) {
set_bone(bone);
}
}
void ModifierBoneTarget3D::set_bone_name(const String &p_bone_name) {
bone_name = p_bone_name;
Skeleton3D *sk = get_skeleton();
if (sk) {
set_bone(sk->find_bone(bone_name));
}
}
String ModifierBoneTarget3D::get_bone_name() const {
return bone_name;
}
void ModifierBoneTarget3D::set_bone(int p_bone) {
bone = p_bone;
Skeleton3D *sk = get_skeleton();
if (sk) {
if (bone <= -1 || bone >= sk->get_bone_count()) {
WARN_PRINT("Bone index out of range!");
bone = -1;
} else {
bone_name = sk->get_bone_name(bone);
}
}
}
int ModifierBoneTarget3D::get_bone() const {
return bone;
}
void ModifierBoneTarget3D::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "influence") {
p_property.usage = PROPERTY_USAGE_READ_ONLY;
}
if (!Engine::get_singleton()->is_editor_hint()) {
return;
}
if (p_property.name == "bone_name") {
Skeleton3D *skeleton = get_skeleton();
if (skeleton) {
p_property.hint = PROPERTY_HINT_ENUM;
p_property.hint_string = skeleton->get_concatenated_bone_names();
} else {
p_property.hint = PROPERTY_HINT_NONE;
p_property.hint_string = "";
}
}
}
void ModifierBoneTarget3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bone_name", "bone_name"), &ModifierBoneTarget3D::set_bone_name);
ClassDB::bind_method(D_METHOD("get_bone_name"), &ModifierBoneTarget3D::get_bone_name);
ClassDB::bind_method(D_METHOD("set_bone", "bone"), &ModifierBoneTarget3D::set_bone);
ClassDB::bind_method(D_METHOD("get_bone"), &ModifierBoneTarget3D::get_bone);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "bone_name", PROPERTY_HINT_ENUM_SUGGESTION, ""), "set_bone_name", "get_bone_name");
ADD_PROPERTY(PropertyInfo(Variant::INT, "bone", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_bone", "get_bone");
}
void ModifierBoneTarget3D::_process_modification(double p_delta) {
if (!is_inside_tree()) {
return;
}
Skeleton3D *skeleton = get_skeleton();
if (!skeleton || bone < 0 || bone >= skeleton->get_bone_count()) {
return;
}
set_transform(skeleton->get_bone_global_pose(bone));
}