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110 | /**************************************************************************/
/* physical_bone_simulator_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. */
/**************************************************************************/
#ifndef PHYSICAL_BONE_SIMULATOR_3D_H
#define PHYSICAL_BONE_SIMULATOR_3D_H
#include "scene/3d/skeleton_modifier_3d.h"
#include "scene/3d/physics/physical_bone_3d.h"
class PhysicalBone3D;
class PhysicalBoneSimulator3D : public SkeletonModifier3D {
GDCLASS(PhysicalBoneSimulator3D, SkeletonModifier3D);
bool simulating = false;
struct SimulatedBone {
int parent;
Vector<int> child_bones;
Transform3D global_pose;
PhysicalBone3D *physical_bone = nullptr;
PhysicalBone3D *cache_parent_physical_bone = nullptr;
SimulatedBone() {
parent = -1;
global_pose = Transform3D();<--- Variable 'global_pose' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'global_pose' a value by passing the value to the constructor in the initialization list.
physical_bone = nullptr;
cache_parent_physical_bone = nullptr;
}
};
Vector<SimulatedBone> bones;
/// This is a slow API, so it's cached
PhysicalBone3D *_get_physical_bone_parent(int p_bone);
void _rebuild_physical_bones_cache();
void _reset_physical_bones_state();
protected:
static void _bind_methods();
virtual void _set_active(bool p_active) override;
void _bone_list_changed();
void _pose_updated();
void _bone_pose_updated(Skeleton3D *skeleton, int p_bone_id);
virtual void _process_modification() override;
virtual void _skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) override;
public:
#ifndef DISABLE_DEPRECATED
bool is_compat = false;
#endif // _DISABLE_DEPRECATED
bool is_simulating_physics() const;
int find_bone(const String &p_name) const;
String get_bone_name(int p_bone) const;
int get_bone_count() const;
bool is_bone_parent_of(int p_bone_id, int p_parent_bone_id) const;
Transform3D get_bone_global_pose(int p_bone) const;
void set_bone_global_pose(int p_bone, const Transform3D &p_pose);
void bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone);
void unbind_physical_bone_from_bone(int p_bone);
PhysicalBone3D *get_physical_bone(int p_bone);
PhysicalBone3D *get_physical_bone_parent(int p_bone);
void physical_bones_stop_simulation();
void physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones);
void physical_bones_add_collision_exception(RID p_exception);
void physical_bones_remove_collision_exception(RID p_exception);
PhysicalBoneSimulator3D();
};
#endif // PHYSICAL_BONE_SIMULATOR_3D_H
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