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spring_bone_simulator_3d.cpp 76 KB

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  1. /**************************************************************************/
  2. /* spring_bone_simulator_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. #include "spring_bone_simulator_3d.h"
  31. #include "spring_bone_simulator_3d.compat.inc"
  32. #include "scene/3d/spring_bone_collision_3d.h"
  33. // Original VRM Spring Bone movement logic was distributed by (c) VRM Consortium. Licensed under the MIT license.
  34. bool SpringBoneSimulator3D::_set(const StringName &p_path, const Variant &p_value) {
  35. String path = p_path;
  36. if (path.begins_with("settings/")) {
  37. int which = path.get_slicec('/', 1).to_int();
  38. String what = path.get_slicec('/', 2);
  39. ERR_FAIL_INDEX_V(which, (int)settings.size(), false);
  40. if (what == "root_bone_name") {
  41. set_root_bone_name(which, p_value);
  42. } else if (what == "root_bone") {
  43. set_root_bone(which, p_value);
  44. } else if (what == "end_bone_name") {
  45. set_end_bone_name(which, p_value);
  46. } else if (what == "end_bone") {
  47. String opt = path.get_slicec('/', 3);
  48. if (opt.is_empty()) {
  49. set_end_bone(which, p_value);
  50. } else if (opt == "direction") {
  51. set_end_bone_direction(which, static_cast<BoneDirection>((int)p_value));
  52. } else if (opt == "length") {
  53. set_end_bone_length(which, p_value);
  54. } else {
  55. return false;
  56. }
  57. } else if (what == "extend_end_bone") {
  58. set_extend_end_bone(which, p_value);
  59. } else if (what == "center_from") {
  60. set_center_from(which, static_cast<CenterFrom>((int)p_value));
  61. } else if (what == "center_node") {
  62. set_center_node(which, p_value);
  63. } else if (what == "center_bone") {
  64. set_center_bone(which, p_value);
  65. } else if (what == "center_bone_name") {
  66. set_center_bone_name(which, p_value);
  67. } else if (what == "individual_config") {
  68. set_individual_config(which, p_value);
  69. } else if (what == "rotation_axis") {
  70. set_rotation_axis(which, static_cast<RotationAxis>((int)p_value));
  71. } else if (what == "rotation_axis_vector") {
  72. set_rotation_axis_vector(which, p_value);
  73. } else if (what == "radius") {
  74. String opt = path.get_slicec('/', 3);
  75. if (opt == "value") {
  76. set_radius(which, p_value);
  77. } else if (opt == "damping_curve") {
  78. set_radius_damping_curve(which, p_value);
  79. } else {
  80. return false;
  81. }
  82. } else if (what == "stiffness") {
  83. String opt = path.get_slicec('/', 3);
  84. if (opt == "value") {
  85. set_stiffness(which, p_value);
  86. } else if (opt == "damping_curve") {
  87. set_stiffness_damping_curve(which, p_value);
  88. } else {
  89. return false;
  90. }
  91. } else if (what == "drag") {
  92. String opt = path.get_slicec('/', 3);
  93. if (opt == "value") {
  94. set_drag(which, p_value);
  95. } else if (opt == "damping_curve") {
  96. set_drag_damping_curve(which, p_value);
  97. } else {
  98. return false;
  99. }
  100. } else if (what == "gravity") {
  101. String opt = path.get_slicec('/', 3);
  102. if (opt == "value") {
  103. set_gravity(which, p_value);
  104. } else if (opt == "damping_curve") {
  105. set_gravity_damping_curve(which, p_value);
  106. } else if (opt == "direction") {
  107. set_gravity_direction(which, p_value);
  108. } else {
  109. return false;
  110. }
  111. } else if (what == "enable_all_child_collisions") {
  112. set_enable_all_child_collisions(which, p_value);
  113. } else if (what == "joint_count") {
  114. set_joint_count(which, p_value);
  115. } else if (what == "joints") {
  116. int idx = path.get_slicec('/', 3).to_int();
  117. String prop = path.get_slicec('/', 4);
  118. if (prop == "rotation_axis") {
  119. set_joint_rotation_axis(which, idx, static_cast<RotationAxis>((int)p_value));
  120. } else if (prop == "rotation_axis_vector") {
  121. set_joint_rotation_axis_vector(which, idx, p_value);
  122. } else if (prop == "radius") {
  123. set_joint_radius(which, idx, p_value);
  124. } else if (prop == "stiffness") {
  125. set_joint_stiffness(which, idx, p_value);
  126. } else if (prop == "drag") {
  127. set_joint_drag(which, idx, p_value);
  128. } else if (prop == "gravity") {
  129. set_joint_gravity(which, idx, p_value);
  130. } else if (prop == "gravity_direction") {
  131. set_joint_gravity_direction(which, idx, p_value);
  132. } else {
  133. return false;
  134. }
  135. } else if (what == "exclude_collision_count") {
  136. set_exclude_collision_count(which, p_value);
  137. } else if (what == "exclude_collisions") {
  138. int idx = path.get_slicec('/', 3).to_int();
  139. set_exclude_collision_path(which, idx, p_value);
  140. } else if (what == "collision_count") {
  141. set_collision_count(which, p_value);
  142. } else if (what == "collisions") {
  143. int idx = path.get_slicec('/', 3).to_int();
  144. set_collision_path(which, idx, p_value);
  145. } else {
  146. return false;
  147. }
  148. }
  149. return true;
  150. }
  151. bool SpringBoneSimulator3D::_get(const StringName &p_path, Variant &r_ret) const {
  152. String path = p_path;
  153. if (path.begins_with("settings/")) {
  154. int which = path.get_slicec('/', 1).to_int();
  155. String what = path.get_slicec('/', 2);
  156. ERR_FAIL_INDEX_V(which, (int)settings.size(), false);
  157. if (what == "root_bone_name") {
  158. r_ret = get_root_bone_name(which);
  159. } else if (what == "root_bone") {
  160. r_ret = get_root_bone(which);
  161. } else if (what == "end_bone_name") {
  162. r_ret = get_end_bone_name(which);
  163. } else if (what == "end_bone") {
  164. String opt = path.get_slicec('/', 3);
  165. if (opt.is_empty()) {
  166. r_ret = get_end_bone(which);
  167. } else if (opt == "direction") {
  168. r_ret = (int)get_end_bone_direction(which);
  169. } else if (opt == "length") {
  170. r_ret = get_end_bone_length(which);
  171. } else {
  172. return false;
  173. }
  174. } else if (what == "extend_end_bone") {
  175. r_ret = is_end_bone_extended(which);
  176. } else if (what == "center_from") {
  177. r_ret = (int)get_center_from(which);
  178. } else if (what == "center_node") {
  179. r_ret = get_center_node(which);
  180. } else if (what == "center_bone") {
  181. r_ret = get_center_bone(which);
  182. } else if (what == "center_bone_name") {
  183. r_ret = get_center_bone_name(which);
  184. } else if (what == "individual_config") {
  185. r_ret = is_config_individual(which);
  186. } else if (what == "rotation_axis") {
  187. r_ret = (int)get_rotation_axis(which);
  188. } else if (what == "rotation_axis_vector") {
  189. r_ret = get_rotation_axis_vector(which);
  190. } else if (what == "radius") {
  191. String opt = path.get_slicec('/', 3);
  192. if (opt == "value") {
  193. r_ret = get_radius(which);
  194. } else if (opt == "damping_curve") {
  195. r_ret = get_radius_damping_curve(which);
  196. } else {
  197. return false;
  198. }
  199. } else if (what == "stiffness") {
  200. String opt = path.get_slicec('/', 3);
  201. if (opt == "value") {
  202. r_ret = get_stiffness(which);
  203. } else if (opt == "damping_curve") {
  204. r_ret = get_stiffness_damping_curve(which);
  205. } else {
  206. return false;
  207. }
  208. } else if (what == "drag") {
  209. String opt = path.get_slicec('/', 3);
  210. if (opt == "value") {
  211. r_ret = get_drag(which);
  212. } else if (opt == "damping_curve") {
  213. r_ret = get_drag_damping_curve(which);
  214. } else {
  215. return false;
  216. }
  217. } else if (what == "gravity") {
  218. String opt = path.get_slicec('/', 3);
  219. if (opt == "value") {
  220. r_ret = get_gravity(which);
  221. } else if (opt == "damping_curve") {
  222. r_ret = get_gravity_damping_curve(which);
  223. } else if (opt == "direction") {
  224. r_ret = get_gravity_direction(which);
  225. } else {
  226. return false;
  227. }
  228. } else if (what == "enable_all_child_collisions") {
  229. r_ret = are_all_child_collisions_enabled(which);
  230. } else if (what == "joint_count") {
  231. r_ret = get_joint_count(which);
  232. } else if (what == "joints") {
  233. int idx = path.get_slicec('/', 3).to_int();
  234. String prop = path.get_slicec('/', 4);
  235. if (prop == "bone_name") {
  236. r_ret = get_joint_bone_name(which, idx);
  237. } else if (prop == "bone") {
  238. r_ret = get_joint_bone(which, idx);
  239. } else if (prop == "rotation_axis") {
  240. r_ret = (int)get_joint_rotation_axis(which, idx);
  241. } else if (prop == "rotation_axis_vector") {
  242. r_ret = get_joint_rotation_axis_vector(which, idx);
  243. } else if (prop == "radius") {
  244. r_ret = get_joint_radius(which, idx);
  245. } else if (prop == "stiffness") {
  246. r_ret = get_joint_stiffness(which, idx);
  247. } else if (prop == "drag") {
  248. r_ret = get_joint_drag(which, idx);
  249. } else if (prop == "gravity") {
  250. r_ret = get_joint_gravity(which, idx);
  251. } else if (prop == "gravity_direction") {
  252. r_ret = get_joint_gravity_direction(which, idx);
  253. } else {
  254. return false;
  255. }
  256. } else if (what == "exclude_collision_count") {
  257. r_ret = get_exclude_collision_count(which);
  258. } else if (what == "exclude_collisions") {
  259. int idx = path.get_slicec('/', 3).to_int();
  260. r_ret = get_exclude_collision_path(which, idx);
  261. } else if (what == "collision_count") {
  262. r_ret = get_collision_count(which);
  263. } else if (what == "collisions") {
  264. int idx = path.get_slicec('/', 3).to_int();
  265. r_ret = get_collision_path(which, idx);
  266. } else {
  267. return false;
  268. }
  269. }
  270. return true;
  271. }
  272. void SpringBoneSimulator3D::_get_property_list(List<PropertyInfo> *p_list) const {
  273. String enum_hint;
  274. Skeleton3D *skeleton = get_skeleton();
  275. if (skeleton) {
  276. enum_hint = skeleton->get_concatenated_bone_names();
  277. }
  278. LocalVector<PropertyInfo> props;
  279. for (uint32_t i = 0; i < settings.size(); i++) {
  280. String path = "settings/" + itos(i) + "/";
  281. props.push_back(PropertyInfo(Variant::STRING, path + "root_bone_name", PROPERTY_HINT_ENUM_SUGGESTION, enum_hint));
  282. props.push_back(PropertyInfo(Variant::INT, path + "root_bone", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  283. props.push_back(PropertyInfo(Variant::STRING, path + "end_bone_name", PROPERTY_HINT_ENUM_SUGGESTION, enum_hint));
  284. props.push_back(PropertyInfo(Variant::INT, path + "end_bone", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  285. props.push_back(PropertyInfo(Variant::BOOL, path + "extend_end_bone"));
  286. props.push_back(PropertyInfo(Variant::INT, path + "end_bone/direction", PROPERTY_HINT_ENUM, SkeletonModifier3D::get_hint_bone_direction()));
  287. props.push_back(PropertyInfo(Variant::FLOAT, path + "end_bone/length", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"));
  288. props.push_back(PropertyInfo(Variant::INT, path + "center_from", PROPERTY_HINT_ENUM, "WorldOrigin,Node,Bone"));
  289. props.push_back(PropertyInfo(Variant::NODE_PATH, path + "center_node"));
  290. props.push_back(PropertyInfo(Variant::STRING, path + "center_bone_name", PROPERTY_HINT_ENUM_SUGGESTION, enum_hint));
  291. props.push_back(PropertyInfo(Variant::INT, path + "center_bone", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  292. props.push_back(PropertyInfo(Variant::BOOL, path + "individual_config"));
  293. props.push_back(PropertyInfo(Variant::INT, path + "rotation_axis", PROPERTY_HINT_ENUM, SkeletonModifier3D::get_hint_rotation_axis()));
  294. props.push_back(PropertyInfo(Variant::VECTOR3, path + "rotation_axis_vector"));
  295. props.push_back(PropertyInfo(Variant::FLOAT, path + "radius/value", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"));
  296. props.push_back(PropertyInfo(Variant::OBJECT, path + "radius/damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"));
  297. props.push_back(PropertyInfo(Variant::FLOAT, path + "stiffness/value", PROPERTY_HINT_RANGE, "0,4,0.01,or_greater"));
  298. props.push_back(PropertyInfo(Variant::OBJECT, path + "stiffness/damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"));
  299. props.push_back(PropertyInfo(Variant::FLOAT, path + "drag/value", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"));
  300. props.push_back(PropertyInfo(Variant::OBJECT, path + "drag/damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"));
  301. props.push_back(PropertyInfo(Variant::FLOAT, path + "gravity/value", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater,or_less,suffix:m/s"));
  302. props.push_back(PropertyInfo(Variant::OBJECT, path + "gravity/damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"));
  303. props.push_back(PropertyInfo(Variant::VECTOR3, path + "gravity/direction"));
  304. props.push_back(PropertyInfo(Variant::INT, path + "joint_count", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_ARRAY, "Joints," + path + "joints/,static,const"));
  305. for (uint32_t j = 0; j < settings[i]->joints.size(); j++) {
  306. String joint_path = path + "joints/" + itos(j) + "/";
  307. props.push_back(PropertyInfo(Variant::STRING, joint_path + "bone_name", PROPERTY_HINT_ENUM_SUGGESTION, enum_hint, PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY));
  308. props.push_back(PropertyInfo(Variant::INT, joint_path + "bone", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_READ_ONLY));
  309. props.push_back(PropertyInfo(Variant::INT, joint_path + "rotation_axis", PROPERTY_HINT_ENUM, SkeletonModifier3D::get_hint_rotation_axis()));
  310. props.push_back(PropertyInfo(Variant::VECTOR3, joint_path + "rotation_axis_vector"));
  311. props.push_back(PropertyInfo(Variant::FLOAT, joint_path + "radius", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"));
  312. props.push_back(PropertyInfo(Variant::FLOAT, joint_path + "stiffness", PROPERTY_HINT_RANGE, "0,4,0.01,or_greater"));
  313. props.push_back(PropertyInfo(Variant::FLOAT, joint_path + "drag", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"));
  314. props.push_back(PropertyInfo(Variant::FLOAT, joint_path + "gravity", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater,or_less,suffix:m/s"));
  315. props.push_back(PropertyInfo(Variant::VECTOR3, joint_path + "gravity_direction"));
  316. }
  317. props.push_back(PropertyInfo(Variant::BOOL, path + "enable_all_child_collisions"));
  318. props.push_back(PropertyInfo(Variant::INT, path + "exclude_collision_count", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_ARRAY, "Exclude Collisions," + path + "exclude_collisions/"));
  319. for (uint32_t j = 0; j < settings[i]->exclude_collisions.size(); j++) {
  320. String collision_path = path + "exclude_collisions/" + itos(j);
  321. props.push_back(PropertyInfo(Variant::NODE_PATH, collision_path, PROPERTY_HINT_NODE_PATH_VALID_TYPES, "SpringBoneCollision3D"));
  322. }
  323. props.push_back(PropertyInfo(Variant::INT, path + "collision_count", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_ARRAY, "Collisions," + path + "collisions/"));
  324. for (uint32_t j = 0; j < settings[i]->collisions.size(); j++) {
  325. String collision_path = path + "collisions/" + itos(j);
  326. props.push_back(PropertyInfo(Variant::NODE_PATH, collision_path, PROPERTY_HINT_NODE_PATH_VALID_TYPES, "SpringBoneCollision3D"));
  327. }
  328. }
  329. for (PropertyInfo &p : props) {
  330. _validate_dynamic_prop(p);
  331. p_list->push_back(p);
  332. }
  333. }
  334. void SpringBoneSimulator3D::_validate_dynamic_prop(PropertyInfo &p_property) const {
  335. PackedStringArray split = p_property.name.split("/");
  336. if (split.size() > 2 && split[0] == "settings") {
  337. int which = split[1].to_int();
  338. // Extended end bone option.
  339. bool force_hide = false;
  340. if (split[2] == "extend_end_bone" && get_end_bone(which) == -1) {
  341. p_property.usage = PROPERTY_USAGE_NONE;
  342. force_hide = true;
  343. }
  344. if (force_hide || (split[2] == "end_bone" && !is_end_bone_extended(which) && split.size() > 3)) {
  345. p_property.usage = PROPERTY_USAGE_NONE;
  346. }
  347. // Center option.
  348. if (get_center_from(which) != CENTER_FROM_BONE && (split[2] == "center_bone" || split[2] == "center_bone_name")) {
  349. p_property.usage = PROPERTY_USAGE_NONE;
  350. }
  351. if (get_center_from(which) != CENTER_FROM_NODE && split[2] == "center_node") {
  352. p_property.usage = PROPERTY_USAGE_NONE;
  353. }
  354. // Joints option.
  355. if (is_config_individual(which)) {
  356. if (split[2] == "rotation_axis" || split[2] == "rotation_axis_vector" || split[2] == "radius" || split[2] == "radius_damping_curve" ||
  357. split[2] == "stiffness" || split[2] == "stiffness_damping_curve" ||
  358. split[2] == "drag" || split[2] == "drag_damping_curve" ||
  359. split[2] == "gravity" || split[2] == "gravity_damping_curve" || split[2] == "gravity_direction") {
  360. p_property.usage = PROPERTY_USAGE_NONE;
  361. }
  362. } else {
  363. if (split[2] == "joints" || split[2] == "joint_count") {
  364. // Don't storage them since they are overridden by _update_joints().
  365. p_property.usage ^= PROPERTY_USAGE_STORAGE;
  366. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  367. }
  368. if (split[2] == "rotation_axis_vector" && get_rotation_axis(which) != ROTATION_AXIS_CUSTOM) {
  369. p_property.usage = PROPERTY_USAGE_NONE;
  370. }
  371. }
  372. // Collisions option.
  373. if (are_all_child_collisions_enabled(which)) {
  374. if (split[2] == "collisions" || split[2] == "collision_count") {
  375. p_property.usage = PROPERTY_USAGE_NONE;
  376. }
  377. } else {
  378. if (split[2] == "exclude_collisions" || split[2] == "exclude_collision_count") {
  379. p_property.usage = PROPERTY_USAGE_NONE;
  380. }
  381. }
  382. }
  383. if (split.size() > 3 && split[0] == "settings") {
  384. int which = split[1].to_int();
  385. int joint = split[3].to_int();
  386. // Joints option.
  387. if (split[2] == "joints" && split.size() > 4) {
  388. if (split[4] == "rotation_axis_vector" && get_joint_rotation_axis(which, joint) != ROTATION_AXIS_CUSTOM) {
  389. p_property.usage = PROPERTY_USAGE_NONE;
  390. }
  391. }
  392. }
  393. }
  394. void SpringBoneSimulator3D::_notification(int p_what) {
  395. switch (p_what) {
  396. case NOTIFICATION_ENTER_TREE: {
  397. #ifdef TOOLS_ENABLED
  398. if (Engine::get_singleton()->is_editor_hint()) {
  399. set_notify_local_transform(true); // Used for updating gizmo in editor.
  400. }
  401. #endif // TOOLS_ENABLED
  402. _make_collisions_dirty();
  403. _make_all_joints_dirty();
  404. } break;
  405. #ifdef TOOLS_ENABLED
  406. case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
  407. _make_gizmo_dirty();
  408. } break;
  409. case NOTIFICATION_EDITOR_PRE_SAVE: {
  410. saving = true;
  411. } break;
  412. case NOTIFICATION_EDITOR_POST_SAVE: {
  413. saving = false;
  414. } break;
  415. #endif // TOOLS_ENABLED
  416. }
  417. }
  418. // Setting.
  419. void SpringBoneSimulator3D::set_root_bone_name(int p_index, const String &p_bone_name) {
  420. ERR_FAIL_INDEX(p_index, (int)settings.size());
  421. settings[p_index]->root_bone_name = p_bone_name;
  422. Skeleton3D *sk = get_skeleton();
  423. if (sk) {
  424. set_root_bone(p_index, sk->find_bone(settings[p_index]->root_bone_name));
  425. }
  426. }
  427. String SpringBoneSimulator3D::get_root_bone_name(int p_index) const {
  428. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), String());
  429. return settings[p_index]->root_bone_name;
  430. }
  431. void SpringBoneSimulator3D::set_root_bone(int p_index, int p_bone) {
  432. ERR_FAIL_INDEX(p_index, (int)settings.size());
  433. bool changed = settings[p_index]->root_bone != p_bone;
  434. settings[p_index]->root_bone = p_bone;
  435. Skeleton3D *sk = get_skeleton();
  436. if (sk) {
  437. if (settings[p_index]->root_bone <= -1 || settings[p_index]->root_bone >= sk->get_bone_count()) {
  438. WARN_PRINT("Root bone index out of range!");
  439. settings[p_index]->root_bone = -1;
  440. } else {
  441. settings[p_index]->root_bone_name = sk->get_bone_name(settings[p_index]->root_bone);
  442. }
  443. }
  444. if (changed) {
  445. _update_joint_array(p_index);
  446. }
  447. }
  448. int SpringBoneSimulator3D::get_root_bone(int p_index) const {
  449. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), -1);
  450. return settings[p_index]->root_bone;
  451. }
  452. void SpringBoneSimulator3D::set_end_bone_name(int p_index, const String &p_bone_name) {
  453. ERR_FAIL_INDEX(p_index, (int)settings.size());
  454. settings[p_index]->end_bone_name = p_bone_name;
  455. Skeleton3D *sk = get_skeleton();
  456. if (sk) {
  457. set_end_bone(p_index, sk->find_bone(settings[p_index]->end_bone_name));
  458. }
  459. }
  460. String SpringBoneSimulator3D::get_end_bone_name(int p_index) const {
  461. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), String());
  462. return settings[p_index]->end_bone_name;
  463. }
  464. void SpringBoneSimulator3D::set_end_bone(int p_index, int p_bone) {
  465. ERR_FAIL_INDEX(p_index, (int)settings.size());
  466. bool changed = settings[p_index]->end_bone != p_bone;
  467. settings[p_index]->end_bone = p_bone;
  468. Skeleton3D *sk = get_skeleton();
  469. if (sk) {
  470. if (settings[p_index]->end_bone <= -1 || settings[p_index]->end_bone >= sk->get_bone_count()) {
  471. WARN_PRINT("End bone index out of range!");
  472. settings[p_index]->end_bone = -1;
  473. } else {
  474. settings[p_index]->end_bone_name = sk->get_bone_name(settings[p_index]->end_bone);
  475. }
  476. }
  477. if (changed) {
  478. _update_joint_array(p_index);
  479. }
  480. notify_property_list_changed();
  481. }
  482. int SpringBoneSimulator3D::get_end_bone(int p_index) const {
  483. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), -1);
  484. return settings[p_index]->end_bone;
  485. }
  486. void SpringBoneSimulator3D::set_extend_end_bone(int p_index, bool p_enabled) {
  487. ERR_FAIL_INDEX(p_index, (int)settings.size());
  488. settings[p_index]->extend_end_bone = p_enabled;
  489. _make_joints_dirty(p_index, true);
  490. notify_property_list_changed();
  491. }
  492. bool SpringBoneSimulator3D::is_end_bone_extended(int p_index) const {
  493. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), false);
  494. return settings[p_index]->extend_end_bone;
  495. }
  496. void SpringBoneSimulator3D::set_end_bone_direction(int p_index, BoneDirection p_bone_direction) {
  497. ERR_FAIL_INDEX(p_index, (int)settings.size());
  498. settings[p_index]->end_bone_direction = p_bone_direction;
  499. #ifdef TOOLS_ENABLED
  500. _make_gizmo_dirty();
  501. #endif // TOOLS_ENABLED
  502. if (mutable_bone_axes) {
  503. return; // Chain dir will be recaluclated in _update_bone_axis().
  504. }
  505. _make_joints_dirty(p_index, true);
  506. }
  507. SkeletonModifier3D::BoneDirection SpringBoneSimulator3D::get_end_bone_direction(int p_index) const {
  508. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), BONE_DIRECTION_FROM_PARENT);
  509. return settings[p_index]->end_bone_direction;
  510. }
  511. void SpringBoneSimulator3D::set_end_bone_length(int p_index, float p_length) {
  512. ERR_FAIL_INDEX(p_index, (int)settings.size());
  513. float old = settings[p_index]->end_bone_length;
  514. settings[p_index]->end_bone_length = p_length;
  515. #ifdef TOOLS_ENABLED
  516. _make_gizmo_dirty();
  517. #endif // TOOLS_ENABLED
  518. if (mutable_bone_axes && Math::is_zero_approx(old) == Math::is_zero_approx(p_length)) {
  519. return; // If chain size is not changed, length will be recaluclated in _update_bone_axis().
  520. }
  521. _make_joints_dirty(p_index, true);
  522. }
  523. float SpringBoneSimulator3D::get_end_bone_length(int p_index) const {
  524. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
  525. return settings[p_index]->end_bone_length;
  526. }
  527. Vector3 SpringBoneSimulator3D::get_end_bone_axis(int p_end_bone, BoneDirection p_direction) const {
  528. Vector3 axis;
  529. if (p_direction == BONE_DIRECTION_FROM_PARENT) {
  530. Skeleton3D *sk = get_skeleton();
  531. if (sk) {
  532. axis = sk->get_bone_rest(p_end_bone).basis.xform_inv(mutable_bone_axes ? sk->get_bone_pose(p_end_bone).origin : sk->get_bone_rest(p_end_bone).origin);
  533. axis.normalize();
  534. }
  535. } else {
  536. axis = get_vector_from_bone_axis(static_cast<BoneAxis>((int)p_direction));
  537. }
  538. return axis;
  539. }
  540. void SpringBoneSimulator3D::set_center_from(int p_index, CenterFrom p_center_from) {
  541. ERR_FAIL_INDEX(p_index, (int)settings.size());
  542. bool center_changed = settings[p_index]->center_from != p_center_from;
  543. settings[p_index]->center_from = p_center_from;
  544. if (center_changed) {
  545. reset();
  546. }
  547. notify_property_list_changed();
  548. }
  549. SpringBoneSimulator3D::CenterFrom SpringBoneSimulator3D::get_center_from(int p_index) const {
  550. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), CENTER_FROM_WORLD_ORIGIN);
  551. return settings[p_index]->center_from;
  552. }
  553. void SpringBoneSimulator3D::set_center_node(int p_index, const NodePath &p_node_path) {
  554. ERR_FAIL_INDEX(p_index, (int)settings.size());
  555. bool center_changed = settings[p_index]->center_node != p_node_path;
  556. settings[p_index]->center_node = p_node_path;
  557. if (center_changed) {
  558. reset();
  559. }
  560. }
  561. NodePath SpringBoneSimulator3D::get_center_node(int p_index) const {
  562. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), NodePath());
  563. return settings[p_index]->center_node;
  564. }
  565. void SpringBoneSimulator3D::set_center_bone_name(int p_index, const String &p_bone_name) {
  566. ERR_FAIL_INDEX(p_index, (int)settings.size());
  567. settings[p_index]->center_bone_name = p_bone_name;
  568. Skeleton3D *sk = get_skeleton();
  569. if (sk) {
  570. set_center_bone(p_index, sk->find_bone(settings[p_index]->center_bone_name));
  571. }
  572. }
  573. String SpringBoneSimulator3D::get_center_bone_name(int p_index) const {
  574. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), String());
  575. return settings[p_index]->center_bone_name;
  576. }
  577. void SpringBoneSimulator3D::set_center_bone(int p_index, int p_bone) {
  578. ERR_FAIL_INDEX(p_index, (int)settings.size());
  579. bool center_changed = settings[p_index]->center_bone != p_bone;
  580. settings[p_index]->center_bone = p_bone;
  581. Skeleton3D *sk = get_skeleton();
  582. if (sk) {
  583. if (settings[p_index]->center_bone <= -1 || settings[p_index]->center_bone >= sk->get_bone_count()) {
  584. WARN_PRINT("Center bone index out of range!");
  585. settings[p_index]->center_bone = -1;
  586. } else {
  587. settings[p_index]->center_bone_name = sk->get_bone_name(settings[p_index]->center_bone);
  588. }
  589. }
  590. if (center_changed) {
  591. reset();
  592. }
  593. }
  594. int SpringBoneSimulator3D::get_center_bone(int p_index) const {
  595. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), -1);
  596. return settings[p_index]->center_bone;
  597. }
  598. void SpringBoneSimulator3D::set_radius(int p_index, float p_radius) {
  599. ERR_FAIL_INDEX(p_index, (int)settings.size());
  600. if (is_config_individual(p_index)) {
  601. return; // Joint config is individual mode.
  602. }
  603. settings[p_index]->radius = p_radius;
  604. _make_joints_dirty(p_index);
  605. }
  606. float SpringBoneSimulator3D::get_radius(int p_index) const {
  607. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
  608. return settings[p_index]->radius;
  609. }
  610. void SpringBoneSimulator3D::set_radius_damping_curve(int p_index, const Ref<Curve> &p_damping_curve) {
  611. ERR_FAIL_INDEX(p_index, (int)settings.size());
  612. if (is_config_individual(p_index)) {
  613. return; // Joint config is individual mode.
  614. }
  615. if (settings[p_index]->radius_damping_curve.is_valid()) {
  616. settings[p_index]->radius_damping_curve->disconnect_changed(callable_mp(this, &SpringBoneSimulator3D::_make_joints_dirty));
  617. }
  618. settings[p_index]->radius_damping_curve = p_damping_curve;
  619. if (settings[p_index]->radius_damping_curve.is_valid()) {
  620. settings[p_index]->radius_damping_curve->connect_changed(callable_mp(this, &SpringBoneSimulator3D::_make_joints_dirty).bind(p_index));
  621. }
  622. _make_joints_dirty(p_index);
  623. }
  624. Ref<Curve> SpringBoneSimulator3D::get_radius_damping_curve(int p_index) const {
  625. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), Ref<Curve>());
  626. return settings[p_index]->radius_damping_curve;
  627. }
  628. void SpringBoneSimulator3D::set_stiffness(int p_index, float p_stiffness) {
  629. ERR_FAIL_INDEX(p_index, (int)settings.size());
  630. if (is_config_individual(p_index)) {
  631. return; // Joint config is individual mode.
  632. }
  633. settings[p_index]->stiffness = p_stiffness;
  634. _make_joints_dirty(p_index);
  635. }
  636. float SpringBoneSimulator3D::get_stiffness(int p_index) const {
  637. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
  638. return settings[p_index]->stiffness;
  639. }
  640. void SpringBoneSimulator3D::set_stiffness_damping_curve(int p_index, const Ref<Curve> &p_damping_curve) {
  641. ERR_FAIL_INDEX(p_index, (int)settings.size());
  642. if (is_config_individual(p_index)) {
  643. return; // Joint config is individual mode.
  644. }
  645. if (settings[p_index]->stiffness_damping_curve.is_valid()) {
  646. settings[p_index]->stiffness_damping_curve->disconnect_changed(callable_mp(this, &SpringBoneSimulator3D::_make_joints_dirty));
  647. }
  648. settings[p_index]->stiffness_damping_curve = p_damping_curve;
  649. if (settings[p_index]->stiffness_damping_curve.is_valid()) {
  650. settings[p_index]->stiffness_damping_curve->connect_changed(callable_mp(this, &SpringBoneSimulator3D::_make_joints_dirty).bind(p_index));
  651. }
  652. _make_joints_dirty(p_index);
  653. }
  654. Ref<Curve> SpringBoneSimulator3D::get_stiffness_damping_curve(int p_index) const {
  655. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), Ref<Curve>());
  656. return settings[p_index]->stiffness_damping_curve;
  657. }
  658. void SpringBoneSimulator3D::set_drag(int p_index, float p_drag) {
  659. ERR_FAIL_INDEX(p_index, (int)settings.size());
  660. if (is_config_individual(p_index)) {
  661. return; // Joint config is individual mode.
  662. }
  663. settings[p_index]->drag = p_drag;
  664. _make_joints_dirty(p_index);
  665. }
  666. float SpringBoneSimulator3D::get_drag(int p_index) const {
  667. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
  668. return settings[p_index]->drag;
  669. }
  670. void SpringBoneSimulator3D::set_drag_damping_curve(int p_index, const Ref<Curve> &p_damping_curve) {
  671. ERR_FAIL_INDEX(p_index, (int)settings.size());
  672. if (is_config_individual(p_index)) {
  673. return; // Joint config is individual mode.
  674. }
  675. if (settings[p_index]->drag_damping_curve.is_valid()) {
  676. settings[p_index]->drag_damping_curve->disconnect_changed(callable_mp(this, &SpringBoneSimulator3D::_make_joints_dirty));
  677. }
  678. settings[p_index]->drag_damping_curve = p_damping_curve;
  679. if (settings[p_index]->drag_damping_curve.is_valid()) {
  680. settings[p_index]->drag_damping_curve->connect_changed(callable_mp(this, &SpringBoneSimulator3D::_make_joints_dirty).bind(p_index));
  681. }
  682. _make_joints_dirty(p_index);
  683. }
  684. Ref<Curve> SpringBoneSimulator3D::get_drag_damping_curve(int p_index) const {
  685. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), Ref<Curve>());
  686. return settings[p_index]->drag_damping_curve;
  687. }
  688. void SpringBoneSimulator3D::set_gravity(int p_index, float p_gravity) {
  689. ERR_FAIL_INDEX(p_index, (int)settings.size());
  690. if (is_config_individual(p_index)) {
  691. return; // Joint config is individual mode.
  692. }
  693. settings[p_index]->gravity = p_gravity;
  694. _make_joints_dirty(p_index);
  695. }
  696. float SpringBoneSimulator3D::get_gravity(int p_index) const {
  697. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
  698. return settings[p_index]->gravity;
  699. }
  700. void SpringBoneSimulator3D::set_gravity_damping_curve(int p_index, const Ref<Curve> &p_damping_curve) {
  701. ERR_FAIL_INDEX(p_index, (int)settings.size());
  702. if (is_config_individual(p_index)) {
  703. return; // Joint config is individual mode.
  704. }
  705. if (settings[p_index]->gravity_damping_curve.is_valid()) {
  706. settings[p_index]->gravity_damping_curve->disconnect_changed(callable_mp(this, &SpringBoneSimulator3D::_make_joints_dirty));
  707. }
  708. settings[p_index]->gravity_damping_curve = p_damping_curve;
  709. if (settings[p_index]->gravity_damping_curve.is_valid()) {
  710. settings[p_index]->gravity_damping_curve->connect_changed(callable_mp(this, &SpringBoneSimulator3D::_make_joints_dirty).bind(p_index));
  711. }
  712. _make_joints_dirty(p_index);
  713. }
  714. Ref<Curve> SpringBoneSimulator3D::get_gravity_damping_curve(int p_index) const {
  715. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), Ref<Curve>());
  716. return settings[p_index]->gravity_damping_curve;
  717. }
  718. void SpringBoneSimulator3D::set_gravity_direction(int p_index, const Vector3 &p_gravity_direction) {
  719. ERR_FAIL_INDEX(p_index, (int)settings.size());
  720. ERR_FAIL_COND(p_gravity_direction.is_zero_approx());
  721. if (is_config_individual(p_index)) {
  722. return; // Joint config is individual mode.
  723. }
  724. settings[p_index]->gravity_direction = p_gravity_direction;
  725. _make_joints_dirty(p_index);
  726. }
  727. Vector3 SpringBoneSimulator3D::get_gravity_direction(int p_index) const {
  728. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), Vector3(0, -1, 0));
  729. return settings[p_index]->gravity_direction;
  730. }
  731. void SpringBoneSimulator3D::set_rotation_axis(int p_index, RotationAxis p_axis) {
  732. ERR_FAIL_INDEX(p_index, (int)settings.size());
  733. if (is_config_individual(p_index)) {
  734. return; // Joint config is individual mode.
  735. }
  736. settings[p_index]->rotation_axis = p_axis;
  737. _make_joints_dirty(p_index);
  738. notify_property_list_changed();
  739. }
  740. SkeletonModifier3D::RotationAxis SpringBoneSimulator3D::get_rotation_axis(int p_index) const {
  741. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), ROTATION_AXIS_ALL);
  742. return settings[p_index]->rotation_axis;
  743. }
  744. void SpringBoneSimulator3D::set_rotation_axis_vector(int p_index, const Vector3 &p_vector) {
  745. ERR_FAIL_INDEX(p_index, (int)settings.size());
  746. if (is_config_individual(p_index) || settings[p_index]->rotation_axis != ROTATION_AXIS_CUSTOM) {
  747. return; // Joint config is individual mode.
  748. }
  749. settings[p_index]->rotation_axis_vector = p_vector;
  750. _make_joints_dirty(p_index);
  751. }
  752. Vector3 SpringBoneSimulator3D::get_rotation_axis_vector(int p_index) const {
  753. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), Vector3());
  754. Vector3 ret;
  755. switch (settings[p_index]->rotation_axis) {
  756. case ROTATION_AXIS_X:
  757. ret = Vector3(1, 0, 0);
  758. break;
  759. case ROTATION_AXIS_Y:
  760. ret = Vector3(0, 1, 0);
  761. break;
  762. case ROTATION_AXIS_Z:
  763. ret = Vector3(0, 0, 1);
  764. break;
  765. case ROTATION_AXIS_ALL:
  766. ret = Vector3(0, 0, 0);
  767. break;
  768. case ROTATION_AXIS_CUSTOM:
  769. ret = settings[p_index]->rotation_axis_vector;
  770. break;
  771. }
  772. return ret;
  773. }
  774. void SpringBoneSimulator3D::set_setting_count(int p_count) {
  775. ERR_FAIL_COND(p_count < 0);
  776. int delta = p_count - (int)settings.size();
  777. if (delta < 0) {
  778. for (int i = delta; i < 0; i++) {
  779. memdelete(settings[(int)settings.size() + i]);
  780. settings[(int)settings.size() + i] = nullptr;
  781. }
  782. }
  783. settings.resize(p_count);
  784. delta++;
  785. if (delta > 1) {
  786. for (int i = 1; i < delta; i++) {
  787. settings[p_count - i] = memnew(SpringBone3DSetting);
  788. }
  789. }
  790. notify_property_list_changed();
  791. }
  792. int SpringBoneSimulator3D::get_setting_count() const {
  793. return settings.size();
  794. }
  795. void SpringBoneSimulator3D::clear_settings() {
  796. set_setting_count(0);
  797. }
  798. // Individual joints.
  799. void SpringBoneSimulator3D::set_individual_config(int p_index, bool p_enabled) {
  800. ERR_FAIL_INDEX(p_index, (int)settings.size());
  801. settings[p_index]->individual_config = p_enabled;
  802. _make_joints_dirty(p_index, true);
  803. notify_property_list_changed();
  804. }
  805. bool SpringBoneSimulator3D::is_config_individual(int p_index) const {
  806. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), false);
  807. return settings[p_index]->individual_config;
  808. }
  809. String SpringBoneSimulator3D::get_joint_bone_name(int p_index, int p_joint) const {
  810. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), String());
  811. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  812. ERR_FAIL_INDEX_V(p_joint, (int)joints.size(), String());
  813. return joints[p_joint]->bone_name;
  814. }
  815. void SpringBoneSimulator3D::_set_joint_bone(int p_index, int p_joint, int p_bone) {
  816. ERR_FAIL_INDEX(p_index, (int)settings.size());
  817. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  818. ERR_FAIL_INDEX(p_joint, (int)joints.size());
  819. joints[p_joint]->bone = p_bone;
  820. Skeleton3D *sk = get_skeleton();
  821. if (sk) {
  822. if (joints[p_joint]->bone <= -1 || joints[p_joint]->bone >= sk->get_bone_count()) {
  823. WARN_PRINT("Joint bone index out of range!");
  824. joints[p_joint]->bone = -1;
  825. } else {
  826. joints[p_joint]->bone_name = sk->get_bone_name(joints[p_joint]->bone);
  827. }
  828. }
  829. }
  830. int SpringBoneSimulator3D::get_joint_bone(int p_index, int p_joint) const {
  831. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), -1);
  832. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  833. ERR_FAIL_INDEX_V(p_joint, (int)joints.size(), -1);
  834. return joints[p_joint]->bone;
  835. }
  836. void SpringBoneSimulator3D::set_joint_radius(int p_index, int p_joint, float p_radius) {
  837. ERR_FAIL_INDEX(p_index, (int)settings.size());
  838. if (!is_config_individual(p_index)) {
  839. return; // Joints are read-only.
  840. }
  841. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  842. ERR_FAIL_INDEX(p_joint, (int)joints.size());
  843. joints[p_joint]->radius = p_radius;
  844. #ifdef TOOLS_ENABLED
  845. _make_gizmo_dirty();
  846. #endif // TOOLS_ENABLED
  847. }
  848. float SpringBoneSimulator3D::get_joint_radius(int p_index, int p_joint) const {
  849. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
  850. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  851. ERR_FAIL_INDEX_V(p_joint, (int)joints.size(), 0);
  852. return joints[p_joint]->radius;
  853. }
  854. void SpringBoneSimulator3D::set_joint_stiffness(int p_index, int p_joint, float p_stiffness) {
  855. ERR_FAIL_INDEX(p_index, (int)settings.size());
  856. if (!is_config_individual(p_index)) {
  857. return; // Joints are read-only.
  858. }
  859. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  860. ERR_FAIL_INDEX(p_joint, (int)joints.size());
  861. joints[p_joint]->stiffness = p_stiffness;
  862. }
  863. float SpringBoneSimulator3D::get_joint_stiffness(int p_index, int p_joint) const {
  864. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
  865. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  866. ERR_FAIL_INDEX_V(p_joint, (int)joints.size(), 0);
  867. return joints[p_joint]->stiffness;
  868. }
  869. void SpringBoneSimulator3D::set_joint_drag(int p_index, int p_joint, float p_drag) {
  870. ERR_FAIL_INDEX(p_index, (int)settings.size());
  871. if (!is_config_individual(p_index)) {
  872. return; // Joints are read-only.
  873. }
  874. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  875. ERR_FAIL_INDEX(p_joint, (int)joints.size());
  876. joints[p_joint]->drag = p_drag;
  877. }
  878. float SpringBoneSimulator3D::get_joint_drag(int p_index, int p_joint) const {
  879. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
  880. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  881. ERR_FAIL_INDEX_V(p_joint, (int)joints.size(), 0);
  882. return joints[p_joint]->drag;
  883. }
  884. void SpringBoneSimulator3D::set_joint_gravity(int p_index, int p_joint, float p_gravity) {
  885. ERR_FAIL_INDEX(p_index, (int)settings.size());
  886. if (!is_config_individual(p_index)) {
  887. return; // Joints are read-only.
  888. }
  889. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  890. ERR_FAIL_INDEX(p_joint, (int)joints.size());
  891. joints[p_joint]->gravity = p_gravity;
  892. }
  893. float SpringBoneSimulator3D::get_joint_gravity(int p_index, int p_joint) const {
  894. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
  895. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  896. ERR_FAIL_INDEX_V(p_joint, (int)joints.size(), 0);
  897. return joints[p_joint]->gravity;
  898. }
  899. void SpringBoneSimulator3D::set_joint_gravity_direction(int p_index, int p_joint, const Vector3 &p_gravity_direction) {
  900. ERR_FAIL_INDEX(p_index, (int)settings.size());
  901. ERR_FAIL_COND(p_gravity_direction.is_zero_approx());
  902. if (!is_config_individual(p_index)) {
  903. return; // Joints are read-only.
  904. }
  905. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  906. ERR_FAIL_INDEX(p_joint, (int)joints.size());
  907. joints[p_joint]->gravity_direction = p_gravity_direction;
  908. }
  909. Vector3 SpringBoneSimulator3D::get_joint_gravity_direction(int p_index, int p_joint) const {
  910. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), Vector3(0, -1, 0));
  911. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  912. ERR_FAIL_INDEX_V(p_joint, (int)joints.size(), Vector3(0, -1, 0));
  913. return joints[p_joint]->gravity_direction;
  914. }
  915. void SpringBoneSimulator3D::set_joint_rotation_axis(int p_index, int p_joint, RotationAxis p_axis) {
  916. ERR_FAIL_INDEX(p_index, (int)settings.size());
  917. if (!is_config_individual(p_index)) {
  918. return; // Joints are read-only.
  919. }
  920. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  921. ERR_FAIL_INDEX(p_joint, (int)joints.size());
  922. joints[p_joint]->rotation_axis = p_axis;
  923. Skeleton3D *sk = get_skeleton();
  924. if (sk) {
  925. _validate_rotation_axis(sk, p_index, p_joint);
  926. }
  927. notify_property_list_changed();
  928. settings[p_index]->simulation_dirty = true;
  929. #ifdef TOOLS_ENABLED
  930. _make_gizmo_dirty();
  931. #endif // TOOLS_ENABLED
  932. }
  933. SkeletonModifier3D::RotationAxis SpringBoneSimulator3D::get_joint_rotation_axis(int p_index, int p_joint) const {
  934. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), ROTATION_AXIS_ALL);
  935. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  936. ERR_FAIL_INDEX_V(p_joint, (int)joints.size(), ROTATION_AXIS_ALL);
  937. return joints[p_joint]->rotation_axis;
  938. }
  939. void SpringBoneSimulator3D::set_joint_rotation_axis_vector(int p_index, int p_joint, const Vector3 &p_vector) {
  940. ERR_FAIL_INDEX(p_index, (int)settings.size());
  941. if (!is_config_individual(p_index) || settings[p_index]->rotation_axis != ROTATION_AXIS_CUSTOM) {
  942. return; // Joints are read-only.
  943. }
  944. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  945. ERR_FAIL_INDEX(p_joint, (int)joints.size());
  946. joints[p_joint]->rotation_axis_vector = p_vector;
  947. Skeleton3D *sk = get_skeleton();
  948. if (sk) {
  949. _validate_rotation_axis(sk, p_index, p_joint);
  950. }
  951. settings[p_index]->simulation_dirty = true;
  952. #ifdef TOOLS_ENABLED
  953. _make_gizmo_dirty();
  954. #endif // TOOLS_ENABLED
  955. }
  956. Vector3 SpringBoneSimulator3D::get_joint_rotation_axis_vector(int p_index, int p_joint) const {
  957. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), Vector3());
  958. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  959. ERR_FAIL_INDEX_V(p_joint, (int)joints.size(), Vector3());
  960. return joints[p_joint]->get_rotation_axis_vector();
  961. }
  962. void SpringBoneSimulator3D::set_joint_count(int p_index, int p_count) {
  963. ERR_FAIL_INDEX(p_index, (int)settings.size());
  964. ERR_FAIL_COND(p_count < 0);
  965. LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  966. int delta = p_count - joints.size();
  967. if (delta < 0) {
  968. for (int i = delta; i < 0; i++) {
  969. memdelete(joints[joints.size() + i]);
  970. joints[joints.size() + i] = nullptr;
  971. }
  972. }
  973. joints.resize(p_count);
  974. delta++;
  975. if (delta > 1) {
  976. for (int i = 1; i < delta; i++) {
  977. joints[p_count - i] = memnew(SpringBone3DJointSetting);
  978. }
  979. }
  980. notify_property_list_changed();
  981. }
  982. int SpringBoneSimulator3D::get_joint_count(int p_index) const {
  983. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
  984. const LocalVector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
  985. return joints.size();
  986. }
  987. // Individual collisions.
  988. void SpringBoneSimulator3D::set_enable_all_child_collisions(int p_index, bool p_enabled) {
  989. ERR_FAIL_INDEX(p_index, (int)settings.size());
  990. settings[p_index]->enable_all_child_collisions = p_enabled;
  991. notify_property_list_changed();
  992. }
  993. bool SpringBoneSimulator3D::are_all_child_collisions_enabled(int p_index) const {
  994. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), false);
  995. return settings[p_index]->enable_all_child_collisions;
  996. }
  997. void SpringBoneSimulator3D::set_exclude_collision_path(int p_index, int p_collision, const NodePath &p_node_path) {
  998. ERR_FAIL_INDEX(p_index, (int)settings.size());
  999. if (!are_all_child_collisions_enabled(p_index)) {
  1000. return; // Exclude collision list is disabled.
  1001. }
  1002. LocalVector<NodePath> &setting_exclude_collisions = settings[p_index]->exclude_collisions;
  1003. ERR_FAIL_INDEX(p_collision, (int)setting_exclude_collisions.size());
  1004. setting_exclude_collisions[p_collision] = NodePath(); // Reset first.
  1005. if (is_inside_tree()) {
  1006. Node *node = get_node_or_null(p_node_path);
  1007. if (!node) {
  1008. _make_collisions_dirty();
  1009. return;
  1010. }
  1011. node = node->get_parent();
  1012. if (!node || node != this) {
  1013. _make_collisions_dirty();
  1014. ERR_FAIL_EDMSG("Collision must be child of current SpringBoneSimulator3D.");
  1015. }
  1016. }
  1017. setting_exclude_collisions[p_collision] = p_node_path;
  1018. _make_collisions_dirty();
  1019. }
  1020. NodePath SpringBoneSimulator3D::get_exclude_collision_path(int p_index, int p_collision) const {
  1021. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), NodePath());
  1022. const LocalVector<NodePath> &setting_exclude_collisions = settings[p_index]->exclude_collisions;
  1023. ERR_FAIL_INDEX_V(p_collision, (int)setting_exclude_collisions.size(), NodePath());
  1024. return setting_exclude_collisions[p_collision];
  1025. }
  1026. void SpringBoneSimulator3D::set_exclude_collision_count(int p_index, int p_count) {
  1027. ERR_FAIL_INDEX(p_index, (int)settings.size());
  1028. if (!are_all_child_collisions_enabled(p_index)) {
  1029. return; // Exclude collision list is disabled.
  1030. }
  1031. LocalVector<NodePath> &setting_exclude_collisions = settings[p_index]->exclude_collisions;
  1032. setting_exclude_collisions.resize(p_count);
  1033. _make_collisions_dirty();
  1034. notify_property_list_changed();
  1035. }
  1036. int SpringBoneSimulator3D::get_exclude_collision_count(int p_index) const {
  1037. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
  1038. const LocalVector<NodePath> &setting_exclude_collisions = settings[p_index]->exclude_collisions;
  1039. return setting_exclude_collisions.size();
  1040. }
  1041. void SpringBoneSimulator3D::clear_exclude_collisions(int p_index) {
  1042. ERR_FAIL_INDEX(p_index, (int)settings.size());
  1043. if (!are_all_child_collisions_enabled(p_index)) {
  1044. return; // Exclude collision list is disabled.
  1045. }
  1046. set_exclude_collision_count(p_index, 0);
  1047. }
  1048. void SpringBoneSimulator3D::set_collision_path(int p_index, int p_collision, const NodePath &p_node_path) {
  1049. ERR_FAIL_INDEX(p_index, (int)settings.size());
  1050. if (are_all_child_collisions_enabled(p_index)) {
  1051. return; // Collision list is disabled.
  1052. }
  1053. LocalVector<NodePath> &setting_collisions = settings[p_index]->collisions;
  1054. ERR_FAIL_INDEX(p_collision, (int)setting_collisions.size());
  1055. setting_collisions[p_collision] = NodePath(); // Reset first.
  1056. if (is_inside_tree()) {
  1057. Node *node = get_node_or_null(p_node_path);
  1058. if (!node) {
  1059. _make_collisions_dirty();
  1060. return;
  1061. }
  1062. node = node->get_parent();
  1063. if (!node || node != this) {
  1064. _make_collisions_dirty();
  1065. ERR_FAIL_EDMSG("Collision must be child of current SpringBoneSimulator3D.");
  1066. }
  1067. }
  1068. setting_collisions[p_collision] = p_node_path;
  1069. _make_collisions_dirty();
  1070. }
  1071. NodePath SpringBoneSimulator3D::get_collision_path(int p_index, int p_collision) const {
  1072. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), NodePath());
  1073. const LocalVector<NodePath> &setting_collisions = settings[p_index]->collisions;
  1074. ERR_FAIL_INDEX_V(p_collision, (int)setting_collisions.size(), NodePath());
  1075. return setting_collisions[p_collision];
  1076. }
  1077. void SpringBoneSimulator3D::set_collision_count(int p_index, int p_count) {
  1078. ERR_FAIL_INDEX(p_index, (int)settings.size());
  1079. if (are_all_child_collisions_enabled(p_index)) {
  1080. return; // Collision list is disabled.
  1081. }
  1082. LocalVector<NodePath> &setting_collisions = settings[p_index]->collisions;
  1083. setting_collisions.resize(p_count);
  1084. _make_collisions_dirty();
  1085. notify_property_list_changed();
  1086. }
  1087. int SpringBoneSimulator3D::get_collision_count(int p_index) const {
  1088. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
  1089. const LocalVector<NodePath> &setting_collisions = settings[p_index]->collisions;
  1090. return setting_collisions.size();
  1091. }
  1092. void SpringBoneSimulator3D::clear_collisions(int p_index) {
  1093. ERR_FAIL_INDEX(p_index, (int)settings.size());
  1094. if (are_all_child_collisions_enabled(p_index)) {
  1095. return; // Collision list is disabled.
  1096. }
  1097. set_collision_count(p_index, 0);
  1098. }
  1099. LocalVector<ObjectID> SpringBoneSimulator3D::get_valid_collision_instance_ids(int p_index) {
  1100. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), LocalVector<ObjectID>());
  1101. if (collisions_dirty) {
  1102. _find_collisions();
  1103. }
  1104. return settings[p_index]->cached_collisions;
  1105. }
  1106. void SpringBoneSimulator3D::set_external_force(const Vector3 &p_force) {
  1107. external_force = p_force;
  1108. }
  1109. Vector3 SpringBoneSimulator3D::get_external_force() const {
  1110. return external_force;
  1111. }
  1112. void SpringBoneSimulator3D::set_mutable_bone_axes(bool p_enabled) {
  1113. mutable_bone_axes = p_enabled;
  1114. for (SpringBone3DSetting *setting : settings) {
  1115. setting->simulation_dirty = true;
  1116. }
  1117. }
  1118. bool SpringBoneSimulator3D::are_bone_axes_mutable() const {
  1119. return mutable_bone_axes;
  1120. }
  1121. void SpringBoneSimulator3D::_bind_methods() {
  1122. // Setting.
  1123. ClassDB::bind_method(D_METHOD("set_root_bone_name", "index", "bone_name"), &SpringBoneSimulator3D::set_root_bone_name);
  1124. ClassDB::bind_method(D_METHOD("get_root_bone_name", "index"), &SpringBoneSimulator3D::get_root_bone_name);
  1125. ClassDB::bind_method(D_METHOD("set_root_bone", "index", "bone"), &SpringBoneSimulator3D::set_root_bone);
  1126. ClassDB::bind_method(D_METHOD("get_root_bone", "index"), &SpringBoneSimulator3D::get_root_bone);
  1127. ClassDB::bind_method(D_METHOD("set_end_bone_name", "index", "bone_name"), &SpringBoneSimulator3D::set_end_bone_name);
  1128. ClassDB::bind_method(D_METHOD("get_end_bone_name", "index"), &SpringBoneSimulator3D::get_end_bone_name);
  1129. ClassDB::bind_method(D_METHOD("set_end_bone", "index", "bone"), &SpringBoneSimulator3D::set_end_bone);
  1130. ClassDB::bind_method(D_METHOD("get_end_bone", "index"), &SpringBoneSimulator3D::get_end_bone);
  1131. ClassDB::bind_method(D_METHOD("set_extend_end_bone", "index", "enabled"), &SpringBoneSimulator3D::set_extend_end_bone);
  1132. ClassDB::bind_method(D_METHOD("is_end_bone_extended", "index"), &SpringBoneSimulator3D::is_end_bone_extended);
  1133. ClassDB::bind_method(D_METHOD("set_end_bone_direction", "index", "bone_direction"), &SpringBoneSimulator3D::set_end_bone_direction);
  1134. ClassDB::bind_method(D_METHOD("get_end_bone_direction", "index"), &SpringBoneSimulator3D::get_end_bone_direction);
  1135. ClassDB::bind_method(D_METHOD("set_end_bone_length", "index", "length"), &SpringBoneSimulator3D::set_end_bone_length);
  1136. ClassDB::bind_method(D_METHOD("get_end_bone_length", "index"), &SpringBoneSimulator3D::get_end_bone_length);
  1137. ClassDB::bind_method(D_METHOD("set_center_from", "index", "center_from"), &SpringBoneSimulator3D::set_center_from);
  1138. ClassDB::bind_method(D_METHOD("get_center_from", "index"), &SpringBoneSimulator3D::get_center_from);
  1139. ClassDB::bind_method(D_METHOD("set_center_node", "index", "node_path"), &SpringBoneSimulator3D::set_center_node);
  1140. ClassDB::bind_method(D_METHOD("get_center_node", "index"), &SpringBoneSimulator3D::get_center_node);
  1141. ClassDB::bind_method(D_METHOD("set_center_bone_name", "index", "bone_name"), &SpringBoneSimulator3D::set_center_bone_name);
  1142. ClassDB::bind_method(D_METHOD("get_center_bone_name", "index"), &SpringBoneSimulator3D::get_center_bone_name);
  1143. ClassDB::bind_method(D_METHOD("set_center_bone", "index", "bone"), &SpringBoneSimulator3D::set_center_bone);
  1144. ClassDB::bind_method(D_METHOD("get_center_bone", "index"), &SpringBoneSimulator3D::get_center_bone);
  1145. ClassDB::bind_method(D_METHOD("set_radius", "index", "radius"), &SpringBoneSimulator3D::set_radius);
  1146. ClassDB::bind_method(D_METHOD("get_radius", "index"), &SpringBoneSimulator3D::get_radius);
  1147. ClassDB::bind_method(D_METHOD("set_rotation_axis", "index", "axis"), &SpringBoneSimulator3D::set_rotation_axis);
  1148. ClassDB::bind_method(D_METHOD("get_rotation_axis", "index"), &SpringBoneSimulator3D::get_rotation_axis);
  1149. ClassDB::bind_method(D_METHOD("set_rotation_axis_vector", "index", "vector"), &SpringBoneSimulator3D::set_rotation_axis_vector);
  1150. ClassDB::bind_method(D_METHOD("get_rotation_axis_vector", "index"), &SpringBoneSimulator3D::get_rotation_axis_vector);
  1151. ClassDB::bind_method(D_METHOD("set_radius_damping_curve", "index", "curve"), &SpringBoneSimulator3D::set_radius_damping_curve);
  1152. ClassDB::bind_method(D_METHOD("get_radius_damping_curve", "index"), &SpringBoneSimulator3D::get_radius_damping_curve);
  1153. ClassDB::bind_method(D_METHOD("set_stiffness", "index", "stiffness"), &SpringBoneSimulator3D::set_stiffness);
  1154. ClassDB::bind_method(D_METHOD("get_stiffness", "index"), &SpringBoneSimulator3D::get_stiffness);
  1155. ClassDB::bind_method(D_METHOD("set_stiffness_damping_curve", "index", "curve"), &SpringBoneSimulator3D::set_stiffness_damping_curve);
  1156. ClassDB::bind_method(D_METHOD("get_stiffness_damping_curve", "index"), &SpringBoneSimulator3D::get_stiffness_damping_curve);
  1157. ClassDB::bind_method(D_METHOD("set_drag", "index", "drag"), &SpringBoneSimulator3D::set_drag);
  1158. ClassDB::bind_method(D_METHOD("get_drag", "index"), &SpringBoneSimulator3D::get_drag);
  1159. ClassDB::bind_method(D_METHOD("set_drag_damping_curve", "index", "curve"), &SpringBoneSimulator3D::set_drag_damping_curve);
  1160. ClassDB::bind_method(D_METHOD("get_drag_damping_curve", "index"), &SpringBoneSimulator3D::get_drag_damping_curve);
  1161. ClassDB::bind_method(D_METHOD("set_gravity", "index", "gravity"), &SpringBoneSimulator3D::set_gravity);
  1162. ClassDB::bind_method(D_METHOD("get_gravity", "index"), &SpringBoneSimulator3D::get_gravity);
  1163. ClassDB::bind_method(D_METHOD("set_gravity_damping_curve", "index", "curve"), &SpringBoneSimulator3D::set_gravity_damping_curve);
  1164. ClassDB::bind_method(D_METHOD("get_gravity_damping_curve", "index"), &SpringBoneSimulator3D::get_gravity_damping_curve);
  1165. ClassDB::bind_method(D_METHOD("set_gravity_direction", "index", "gravity_direction"), &SpringBoneSimulator3D::set_gravity_direction);
  1166. ClassDB::bind_method(D_METHOD("get_gravity_direction", "index"), &SpringBoneSimulator3D::get_gravity_direction);
  1167. ClassDB::bind_method(D_METHOD("set_setting_count", "count"), &SpringBoneSimulator3D::set_setting_count);
  1168. ClassDB::bind_method(D_METHOD("get_setting_count"), &SpringBoneSimulator3D::get_setting_count);
  1169. ClassDB::bind_method(D_METHOD("clear_settings"), &SpringBoneSimulator3D::clear_settings);
  1170. // Individual joints.
  1171. ClassDB::bind_method(D_METHOD("set_individual_config", "index", "enabled"), &SpringBoneSimulator3D::set_individual_config);
  1172. ClassDB::bind_method(D_METHOD("is_config_individual", "index"), &SpringBoneSimulator3D::is_config_individual);
  1173. ClassDB::bind_method(D_METHOD("get_joint_bone_name", "index", "joint"), &SpringBoneSimulator3D::get_joint_bone_name);
  1174. ClassDB::bind_method(D_METHOD("get_joint_bone", "index", "joint"), &SpringBoneSimulator3D::get_joint_bone);
  1175. ClassDB::bind_method(D_METHOD("set_joint_rotation_axis", "index", "joint", "axis"), &SpringBoneSimulator3D::set_joint_rotation_axis);
  1176. ClassDB::bind_method(D_METHOD("get_joint_rotation_axis", "index", "joint"), &SpringBoneSimulator3D::get_joint_rotation_axis);
  1177. ClassDB::bind_method(D_METHOD("set_joint_rotation_axis_vector", "index", "joint", "vector"), &SpringBoneSimulator3D::set_joint_rotation_axis_vector);
  1178. ClassDB::bind_method(D_METHOD("get_joint_rotation_axis_vector", "index", "joint"), &SpringBoneSimulator3D::get_joint_rotation_axis_vector);
  1179. ClassDB::bind_method(D_METHOD("set_joint_radius", "index", "joint", "radius"), &SpringBoneSimulator3D::set_joint_radius);
  1180. ClassDB::bind_method(D_METHOD("get_joint_radius", "index", "joint"), &SpringBoneSimulator3D::get_joint_radius);
  1181. ClassDB::bind_method(D_METHOD("set_joint_stiffness", "index", "joint", "stiffness"), &SpringBoneSimulator3D::set_joint_stiffness);
  1182. ClassDB::bind_method(D_METHOD("get_joint_stiffness", "index", "joint"), &SpringBoneSimulator3D::get_joint_stiffness);
  1183. ClassDB::bind_method(D_METHOD("set_joint_drag", "index", "joint", "drag"), &SpringBoneSimulator3D::set_joint_drag);
  1184. ClassDB::bind_method(D_METHOD("get_joint_drag", "index", "joint"), &SpringBoneSimulator3D::get_joint_drag);
  1185. ClassDB::bind_method(D_METHOD("set_joint_gravity", "index", "joint", "gravity"), &SpringBoneSimulator3D::set_joint_gravity);
  1186. ClassDB::bind_method(D_METHOD("get_joint_gravity", "index", "joint"), &SpringBoneSimulator3D::get_joint_gravity);
  1187. ClassDB::bind_method(D_METHOD("set_joint_gravity_direction", "index", "joint", "gravity_direction"), &SpringBoneSimulator3D::set_joint_gravity_direction);
  1188. ClassDB::bind_method(D_METHOD("get_joint_gravity_direction", "index", "joint"), &SpringBoneSimulator3D::get_joint_gravity_direction);
  1189. ClassDB::bind_method(D_METHOD("get_joint_count", "index"), &SpringBoneSimulator3D::get_joint_count);
  1190. // Individual collisions.
  1191. ClassDB::bind_method(D_METHOD("set_enable_all_child_collisions", "index", "enabled"), &SpringBoneSimulator3D::set_enable_all_child_collisions);
  1192. ClassDB::bind_method(D_METHOD("are_all_child_collisions_enabled", "index"), &SpringBoneSimulator3D::are_all_child_collisions_enabled);
  1193. ClassDB::bind_method(D_METHOD("set_exclude_collision_path", "index", "collision", "node_path"), &SpringBoneSimulator3D::set_exclude_collision_path);
  1194. ClassDB::bind_method(D_METHOD("get_exclude_collision_path", "index", "collision"), &SpringBoneSimulator3D::get_exclude_collision_path);
  1195. ClassDB::bind_method(D_METHOD("set_exclude_collision_count", "index", "count"), &SpringBoneSimulator3D::set_exclude_collision_count);
  1196. ClassDB::bind_method(D_METHOD("get_exclude_collision_count", "index"), &SpringBoneSimulator3D::get_exclude_collision_count);
  1197. ClassDB::bind_method(D_METHOD("clear_exclude_collisions", "index"), &SpringBoneSimulator3D::clear_exclude_collisions);
  1198. ClassDB::bind_method(D_METHOD("set_collision_path", "index", "collision", "node_path"), &SpringBoneSimulator3D::set_collision_path);
  1199. ClassDB::bind_method(D_METHOD("get_collision_path", "index", "collision"), &SpringBoneSimulator3D::get_collision_path);
  1200. ClassDB::bind_method(D_METHOD("set_collision_count", "index", "count"), &SpringBoneSimulator3D::set_collision_count);
  1201. ClassDB::bind_method(D_METHOD("get_collision_count", "index"), &SpringBoneSimulator3D::get_collision_count);
  1202. ClassDB::bind_method(D_METHOD("clear_collisions", "index"), &SpringBoneSimulator3D::clear_collisions);
  1203. ClassDB::bind_method(D_METHOD("set_external_force", "force"), &SpringBoneSimulator3D::set_external_force);
  1204. ClassDB::bind_method(D_METHOD("get_external_force"), &SpringBoneSimulator3D::get_external_force);
  1205. ClassDB::bind_method(D_METHOD("set_mutable_bone_axes", "enabled"), &SpringBoneSimulator3D::set_mutable_bone_axes);
  1206. ClassDB::bind_method(D_METHOD("are_bone_axes_mutable"), &SpringBoneSimulator3D::are_bone_axes_mutable);
  1207. // To process manually.
  1208. ClassDB::bind_method(D_METHOD("reset"), &SpringBoneSimulator3D::reset);
  1209. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "external_force", PROPERTY_HINT_RANGE, "-99999,99999,or_greater,or_less,hide_control,suffix:m/s"), "set_external_force", "get_external_force");
  1210. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "mutable_bone_axes"), "set_mutable_bone_axes", "are_bone_axes_mutable");
  1211. ADD_ARRAY_COUNT("Settings", "setting_count", "set_setting_count", "get_setting_count", "settings/");
  1212. BIND_ENUM_CONSTANT(CENTER_FROM_WORLD_ORIGIN);
  1213. BIND_ENUM_CONSTANT(CENTER_FROM_NODE);
  1214. BIND_ENUM_CONSTANT(CENTER_FROM_BONE);
  1215. }
  1216. void SpringBoneSimulator3D::_skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) {
  1217. if (p_old && p_old->is_connected(SNAME("rest_updated"), callable_mp(this, &SpringBoneSimulator3D::_make_all_joints_dirty))) {
  1218. p_old->disconnect(SNAME("rest_updated"), callable_mp(this, &SpringBoneSimulator3D::_make_all_joints_dirty));
  1219. }
  1220. if (p_new && !p_new->is_connected(SNAME("rest_updated"), callable_mp(this, &SpringBoneSimulator3D::_make_all_joints_dirty))) {
  1221. p_new->connect(SNAME("rest_updated"), callable_mp(this, &SpringBoneSimulator3D::_make_all_joints_dirty));
  1222. }
  1223. _make_all_joints_dirty();
  1224. }
  1225. void SpringBoneSimulator3D::_validate_bone_names() {
  1226. for (uint32_t i = 0; i < settings.size(); i++) {
  1227. // Prior bone name.
  1228. if (!settings[i]->root_bone_name.is_empty()) {
  1229. set_root_bone_name(i, settings[i]->root_bone_name);
  1230. } else if (settings[i]->root_bone != -1) {
  1231. set_root_bone(i, settings[i]->root_bone);
  1232. }
  1233. // Prior bone name.
  1234. if (!settings[i]->end_bone_name.is_empty()) {
  1235. set_end_bone_name(i, settings[i]->end_bone_name);
  1236. } else if (settings[i]->end_bone != -1) {
  1237. set_end_bone(i, settings[i]->end_bone);
  1238. }
  1239. }
  1240. }
  1241. void SpringBoneSimulator3D::_make_joints_dirty(int p_index, bool p_reset) {
  1242. ERR_FAIL_INDEX(p_index, (int)settings.size());
  1243. settings[p_index]->joints_dirty = true;
  1244. if (joints_dirty) {
  1245. return;
  1246. }
  1247. joints_dirty = true;
  1248. callable_mp(this, &SpringBoneSimulator3D::_update_joints).call_deferred(p_reset);
  1249. }
  1250. void SpringBoneSimulator3D::_make_all_joints_dirty() {
  1251. for (uint32_t i = 0; i < settings.size(); i++) {
  1252. _update_joint_array(i);
  1253. }
  1254. }
  1255. void SpringBoneSimulator3D::add_child_notify(Node *p_child) {
  1256. if (Object::cast_to<SpringBoneCollision3D>(p_child)) {
  1257. _make_collisions_dirty();
  1258. }
  1259. }
  1260. void SpringBoneSimulator3D::move_child_notify(Node *p_child) {
  1261. if (Object::cast_to<SpringBoneCollision3D>(p_child)) {
  1262. _make_collisions_dirty();
  1263. }
  1264. }
  1265. void SpringBoneSimulator3D::remove_child_notify(Node *p_child) {
  1266. if (Object::cast_to<SpringBoneCollision3D>(p_child)) {
  1267. _make_collisions_dirty();
  1268. }
  1269. }
  1270. void SpringBoneSimulator3D::_validate_rotation_axes(Skeleton3D *p_skeleton) const {
  1271. for (uint32_t i = 0; i < settings.size(); i++) {
  1272. for (uint32_t j = 0; j < settings[i]->joints.size(); j++) {
  1273. _validate_rotation_axis(p_skeleton, i, j);
  1274. }
  1275. }
  1276. }
  1277. void SpringBoneSimulator3D::_validate_rotation_axis(Skeleton3D *p_skeleton, int p_index, int p_joint) const {
  1278. RotationAxis axis = settings[p_index]->joints[p_joint]->rotation_axis;
  1279. if (axis == ROTATION_AXIS_ALL) {
  1280. return;
  1281. }
  1282. Vector3 rot = get_joint_rotation_axis_vector(p_index, p_joint).normalized();
  1283. Vector3 fwd;
  1284. if (p_joint < (int)settings[p_index]->joints.size() - 1) {
  1285. fwd = p_skeleton->get_bone_rest(settings[p_index]->joints[p_joint + 1]->bone).origin;
  1286. } else if (settings[p_index]->extend_end_bone) {
  1287. fwd = get_end_bone_axis(settings[p_index]->end_bone, settings[p_index]->end_bone_direction);
  1288. if (fwd.is_zero_approx()) {
  1289. return;
  1290. }
  1291. }
  1292. fwd.normalize();
  1293. if (Math::is_equal_approx(Math::abs(rot.dot(fwd)), 1)) {
  1294. WARN_PRINT_ED("Setting: " + itos(p_index) + " Joint: " + itos(p_joint) + ": Rotation axis and forward vector are colinear. This is not advised as it may cause unwanted rotation.");
  1295. }
  1296. }
  1297. void SpringBoneSimulator3D::_find_collisions() {
  1298. if (!collisions_dirty) {
  1299. return;
  1300. }
  1301. collisions.clear();
  1302. for (int i = 0; i < get_child_count(); i++) {
  1303. SpringBoneCollision3D *c = Object::cast_to<SpringBoneCollision3D>(get_child(i));
  1304. if (c) {
  1305. collisions.push_back(c->get_instance_id());
  1306. }
  1307. }
  1308. bool setting_updated = false;
  1309. for (uint32_t i = 0; i < settings.size(); i++) {
  1310. LocalVector<ObjectID> &cache = settings[i]->cached_collisions;
  1311. cache.clear();
  1312. if (!settings[i]->enable_all_child_collisions) {
  1313. // Allow list.
  1314. LocalVector<NodePath> &setting_collisions = settings[i]->collisions;
  1315. for (uint32_t j = 0; j < setting_collisions.size(); j++) {
  1316. Node *n = get_node_or_null(setting_collisions[j]);
  1317. if (!n) {
  1318. continue;
  1319. }
  1320. ObjectID id = n->get_instance_id();
  1321. if (!collisions.has(id)) {
  1322. setting_collisions[j] = NodePath(); // Clear path if not found.
  1323. } else {
  1324. cache.push_back(id);
  1325. }
  1326. }
  1327. } else {
  1328. // Deny list.
  1329. LocalVector<uint32_t> masks;
  1330. LocalVector<NodePath> &setting_exclude_collisions = settings[i]->exclude_collisions;
  1331. for (uint32_t j = 0; j < setting_exclude_collisions.size(); j++) {
  1332. Node *n = get_node_or_null(setting_exclude_collisions[j]);
  1333. if (!n) {
  1334. continue;
  1335. }
  1336. ObjectID id = n->get_instance_id();
  1337. int find = collisions.find(id);
  1338. if (find < 0) {
  1339. setting_exclude_collisions[j] = NodePath(); // Clear path if not found.
  1340. } else {
  1341. masks.push_back((uint32_t)find);
  1342. }
  1343. }
  1344. uint32_t mask_index = 0;
  1345. for (uint32_t j = 0; j < collisions.size(); j++) {
  1346. if (mask_index < masks.size() && j == masks[mask_index]) {
  1347. mask_index++;
  1348. continue;
  1349. }
  1350. cache.push_back(collisions[j]);
  1351. }
  1352. }
  1353. }
  1354. collisions_dirty = false;
  1355. if (setting_updated) {
  1356. notify_property_list_changed();
  1357. }
  1358. }
  1359. void SpringBoneSimulator3D::_process_collisions() {
  1360. for (const ObjectID &oid : collisions) {
  1361. Object *t_obj = ObjectDB::get_instance(oid);
  1362. if (!t_obj) {
  1363. continue;
  1364. }
  1365. SpringBoneCollision3D *col = Object::cast_to<SpringBoneCollision3D>(t_obj);
  1366. if (!col) {
  1367. continue;
  1368. }
  1369. col->sync_pose();
  1370. }
  1371. }
  1372. void SpringBoneSimulator3D::_make_collisions_dirty() {
  1373. collisions_dirty = true;
  1374. }
  1375. void SpringBoneSimulator3D::_update_joint_array(int p_index) {
  1376. _make_joints_dirty(p_index, true);
  1377. Skeleton3D *sk = get_skeleton();
  1378. int current_bone = settings[p_index]->end_bone;
  1379. int root_bone = settings[p_index]->root_bone;
  1380. if (!sk || current_bone < 0 || root_bone < 0) {
  1381. set_joint_count(p_index, 0);
  1382. return;
  1383. }
  1384. // Validation.
  1385. bool valid = false;
  1386. while (current_bone >= 0) {
  1387. if (current_bone == root_bone) {
  1388. valid = true;
  1389. break;
  1390. }
  1391. current_bone = sk->get_bone_parent(current_bone);
  1392. }
  1393. if (!valid) {
  1394. set_joint_count(p_index, 0);
  1395. ERR_FAIL_EDMSG("End bone must be the same as or a child of the root bone.");
  1396. }
  1397. LocalVector<int> new_joints;
  1398. current_bone = settings[p_index]->end_bone;
  1399. while (current_bone != root_bone) {
  1400. new_joints.push_back(current_bone);
  1401. current_bone = sk->get_bone_parent(current_bone);
  1402. }
  1403. new_joints.push_back(current_bone);
  1404. new_joints.reverse();
  1405. set_joint_count(p_index, new_joints.size());
  1406. for (uint32_t i = 0; i < new_joints.size(); i++) {
  1407. _set_joint_bone(p_index, i, new_joints[i]);
  1408. }
  1409. }
  1410. void SpringBoneSimulator3D::_update_joints(bool p_reset) {
  1411. if (!joints_dirty) {
  1412. return;
  1413. }
  1414. for (uint32_t i = 0; i < settings.size(); i++) {
  1415. if (!settings[i]->joints_dirty) {
  1416. continue;
  1417. }
  1418. if (settings[i]->individual_config) {
  1419. settings[i]->simulation_dirty = p_reset;
  1420. settings[i]->joints_dirty = false;
  1421. continue; // Abort.
  1422. }
  1423. LocalVector<SpringBone3DJointSetting *> &joints = settings[i]->joints;
  1424. float unit = joints.size() > 0 ? (1.0 / float(joints.size() - 1)) : 0.0;
  1425. for (uint32_t j = 0; j < joints.size(); j++) {
  1426. float offset = j * unit;
  1427. if (settings[i]->radius_damping_curve.is_valid()) {
  1428. joints[j]->radius = settings[i]->radius * settings[i]->radius_damping_curve->sample_baked(offset);
  1429. } else {
  1430. joints[j]->radius = settings[i]->radius;
  1431. }
  1432. if (settings[i]->stiffness_damping_curve.is_valid()) {
  1433. joints[j]->stiffness = settings[i]->stiffness * settings[i]->stiffness_damping_curve->sample_baked(offset);
  1434. } else {
  1435. joints[j]->stiffness = settings[i]->stiffness;
  1436. }
  1437. if (settings[i]->drag_damping_curve.is_valid()) {
  1438. joints[j]->drag = settings[i]->drag * settings[i]->drag_damping_curve->sample_baked(offset);
  1439. } else {
  1440. joints[j]->drag = settings[i]->drag;
  1441. }
  1442. if (settings[i]->gravity_damping_curve.is_valid()) {
  1443. joints[j]->gravity = settings[i]->gravity * settings[i]->gravity_damping_curve->sample_baked(offset);
  1444. } else {
  1445. joints[j]->gravity = settings[i]->gravity;
  1446. }
  1447. joints[j]->gravity_direction = settings[i]->gravity_direction;
  1448. joints[j]->rotation_axis = settings[i]->rotation_axis;
  1449. joints[j]->rotation_axis_vector = settings[i]->rotation_axis_vector;
  1450. }
  1451. settings[i]->simulation_dirty = p_reset;
  1452. settings[i]->joints_dirty = false;
  1453. }
  1454. joints_dirty = false;
  1455. Skeleton3D *sk = get_skeleton();
  1456. if (sk) {
  1457. _validate_rotation_axes(sk);
  1458. }
  1459. #ifdef TOOLS_ENABLED
  1460. _make_gizmo_dirty();
  1461. #endif // TOOLS_ENABLED
  1462. }
  1463. void SpringBoneSimulator3D::_update_bone_axis(Skeleton3D *p_skeleton, SpringBone3DSetting *p_setting) {
  1464. #ifdef TOOLS_ENABLED
  1465. bool changed = false;
  1466. #endif // TOOLS_ENABLED
  1467. const LocalVector<SpringBone3DJointSetting *> &joints = p_setting->joints;
  1468. int len = (int)joints.size() - 1;
  1469. for (int j = 0; j < len; j++) {
  1470. if (!joints[j]->verlet) {
  1471. continue;
  1472. }
  1473. Vector3 axis = p_skeleton->get_bone_pose(joints[j + 1]->bone).origin;
  1474. if (axis.is_zero_approx()) {
  1475. continue;
  1476. }
  1477. // Less computing.
  1478. #ifdef TOOLS_ENABLED
  1479. if (!changed) {
  1480. Vector3 old_v = joints[j]->verlet->forward_vector;
  1481. joints[j]->verlet->forward_vector = snap_vector_to_plane(joints[j]->get_rotation_axis_vector(), axis.normalized());
  1482. changed = changed || !old_v.is_equal_approx(joints[j]->verlet->forward_vector);
  1483. float old_l = joints[j]->verlet->length;
  1484. joints[j]->verlet->length = axis.length();
  1485. changed = changed || !Math::is_equal_approx(old_l, joints[j]->verlet->length);
  1486. } else {
  1487. joints[j]->verlet->forward_vector = snap_vector_to_plane(joints[j]->get_rotation_axis_vector(), axis.normalized());
  1488. joints[j]->verlet->length = axis.length();
  1489. }
  1490. #else
  1491. joints[j]->verlet->forward_vector = snap_vector_to_plane(joints[j]->get_rotation_axis_vector(), axis.normalized());
  1492. joints[j]->verlet->length = axis.length();
  1493. #endif // TOOLS_ENABLED
  1494. }
  1495. if (p_setting->extend_end_bone && len >= 0) {
  1496. if (joints[len]->verlet) {
  1497. Vector3 axis = get_end_bone_axis(p_setting->end_bone, p_setting->end_bone_direction);
  1498. if (!axis.is_zero_approx()) {
  1499. joints[len]->verlet->forward_vector = snap_vector_to_plane(joints[len]->get_rotation_axis_vector(), axis.normalized());
  1500. joints[len]->verlet->length = p_setting->end_bone_length;
  1501. }
  1502. }
  1503. }
  1504. #ifdef TOOLS_ENABLED
  1505. if (changed) {
  1506. _make_gizmo_dirty();
  1507. }
  1508. #endif // TOOLS_ENABLED
  1509. }
  1510. #ifdef TOOLS_ENABLED
  1511. Vector3 SpringBoneSimulator3D::get_bone_vector(int p_index, int p_joint) const {
  1512. Skeleton3D *skeleton = get_skeleton();
  1513. if (!skeleton) {
  1514. return Vector3();
  1515. }
  1516. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), Vector3());
  1517. SpringBone3DSetting *setting = settings[p_index];
  1518. if (!setting) {
  1519. return Vector3();
  1520. }
  1521. const LocalVector<SpringBone3DJointSetting *> &joints = setting->joints;
  1522. ERR_FAIL_INDEX_V(p_joint, (int)joints.size(), Vector3());
  1523. if (!joints[p_joint]->verlet) {
  1524. if (p_joint == (int)joints.size() - 1) {
  1525. return get_end_bone_axis(setting->end_bone, setting->end_bone_direction) * setting->end_bone_length;
  1526. }
  1527. return mutable_bone_axes ? skeleton->get_bone_pose(joints[p_joint + 1]->bone).origin : skeleton->get_bone_rest(joints[p_joint + 1]->bone).origin;
  1528. }
  1529. return joints[p_joint]->verlet->forward_vector * joints[p_joint]->verlet->length;
  1530. }
  1531. void SpringBoneSimulator3D::_make_gizmo_dirty() {
  1532. if (gizmo_dirty) {
  1533. return;
  1534. }
  1535. gizmo_dirty = true;
  1536. callable_mp(this, &SpringBoneSimulator3D::_redraw_gizmo).call_deferred();
  1537. }
  1538. void SpringBoneSimulator3D::_redraw_gizmo() {
  1539. update_gizmos();
  1540. gizmo_dirty = false;
  1541. }
  1542. #endif
  1543. void SpringBoneSimulator3D::_set_active(bool p_active) {
  1544. if (p_active) {
  1545. reset();
  1546. }
  1547. }
  1548. void SpringBoneSimulator3D::_process_modification(double p_delta) {
  1549. Skeleton3D *skeleton = get_skeleton();
  1550. if (!skeleton) {
  1551. return;
  1552. }
  1553. _find_collisions();
  1554. _process_collisions();
  1555. #ifdef TOOLS_ENABLED
  1556. if (saving) {
  1557. return; // Collision position has been reset but we don't want to process simulating on saving. Abort.
  1558. }
  1559. #endif // TOOLS_ENABLED
  1560. for (uint32_t i = 0; i < settings.size(); i++) {
  1561. _init_joints(skeleton, settings[i]);
  1562. _process_joints(p_delta, skeleton, settings[i]->joints, get_valid_collision_instance_ids(i), settings[i]->cached_center, settings[i]->cached_inverted_center, settings[i]->cached_inverted_center.basis.get_rotation_quaternion());
  1563. }
  1564. }
  1565. void SpringBoneSimulator3D::reset() {
  1566. if (!is_inside_tree()) {
  1567. return;
  1568. }
  1569. Skeleton3D *skeleton = get_skeleton();
  1570. if (!skeleton) {
  1571. return;
  1572. }
  1573. _find_collisions();
  1574. _process_collisions();
  1575. for (uint32_t i = 0; i < settings.size(); i++) {
  1576. _make_joints_dirty(i, true);
  1577. _init_joints(skeleton, settings[i]);
  1578. }
  1579. }
  1580. void SpringBoneSimulator3D::_init_joints(Skeleton3D *p_skeleton, SpringBone3DSetting *setting) {
  1581. if (setting->center_from == CENTER_FROM_WORLD_ORIGIN) {
  1582. setting->cached_center = p_skeleton->get_global_transform_interpolated();
  1583. } else if (setting->center_from == CENTER_FROM_NODE) {
  1584. if (setting->center_node == NodePath()) {
  1585. setting->cached_center = Transform3D();
  1586. } else {
  1587. Node3D *nd = Object::cast_to<Node3D>(get_node_or_null(setting->center_node));
  1588. if (!nd) {
  1589. setting->cached_center = Transform3D();
  1590. } else {
  1591. setting->cached_center = nd->get_global_transform_interpolated().affine_inverse() * p_skeleton->get_global_transform_interpolated();
  1592. }
  1593. }
  1594. } else {
  1595. if (setting->center_bone >= 0) {
  1596. setting->cached_center = p_skeleton->get_bone_global_pose(setting->center_bone);
  1597. } else {
  1598. setting->cached_center = Transform3D();
  1599. }
  1600. }
  1601. setting->cached_inverted_center = setting->cached_center.affine_inverse();
  1602. if (!setting->simulation_dirty) {
  1603. if (mutable_bone_axes) {
  1604. _update_bone_axis(p_skeleton, setting);
  1605. }
  1606. return;
  1607. }
  1608. for (uint32_t i = 0; i < setting->joints.size(); i++) {
  1609. if (setting->joints[i]->verlet) {
  1610. memdelete(setting->joints[i]->verlet);
  1611. setting->joints[i]->verlet = nullptr;
  1612. }
  1613. if (i < setting->joints.size() - 1) {
  1614. Vector3 axis = p_skeleton->get_bone_rest(setting->joints[i + 1]->bone).origin;
  1615. if (axis.is_zero_approx()) {
  1616. continue;
  1617. }
  1618. setting->joints[i]->verlet = memnew(SpringBone3DVerletInfo);
  1619. setting->joints[i]->verlet->current_tail = setting->cached_center.xform(p_skeleton->get_bone_global_pose(setting->joints[i]->bone).xform(axis));
  1620. setting->joints[i]->verlet->prev_tail = setting->joints[i]->verlet->current_tail;
  1621. setting->joints[i]->verlet->forward_vector = snap_vector_to_plane(setting->joints[i]->get_rotation_axis_vector(), axis.normalized());
  1622. setting->joints[i]->verlet->length = axis.length();
  1623. setting->joints[i]->verlet->current_rot = Quaternion(0, 0, 0, 1);
  1624. } else if (setting->extend_end_bone && setting->end_bone_length > 0) {
  1625. Vector3 axis = get_end_bone_axis(setting->end_bone, setting->end_bone_direction);
  1626. if (axis.is_zero_approx()) {
  1627. continue;
  1628. }
  1629. setting->joints[i]->verlet = memnew(SpringBone3DVerletInfo);
  1630. setting->joints[i]->verlet->forward_vector = snap_vector_to_plane(setting->joints[i]->get_rotation_axis_vector(), axis.normalized());
  1631. setting->joints[i]->verlet->length = setting->end_bone_length;
  1632. setting->joints[i]->verlet->current_tail = setting->cached_center.xform(p_skeleton->get_bone_global_pose(setting->joints[i]->bone).xform(axis * setting->end_bone_length));
  1633. setting->joints[i]->verlet->prev_tail = setting->joints[i]->verlet->current_tail;
  1634. setting->joints[i]->verlet->current_rot = Quaternion(0, 0, 0, 1);
  1635. }
  1636. }
  1637. if (mutable_bone_axes) {
  1638. _update_bone_axis(p_skeleton, setting);
  1639. #ifdef TOOLS_ENABLED
  1640. } else {
  1641. _make_gizmo_dirty();
  1642. #endif // TOOLS_ENABLED
  1643. }
  1644. setting->simulation_dirty = false;
  1645. }
  1646. void SpringBoneSimulator3D::_process_joints(double p_delta, Skeleton3D *p_skeleton, LocalVector<SpringBone3DJointSetting *> &p_joints, const LocalVector<ObjectID> &p_collisions, const Transform3D &p_center_transform, const Transform3D &p_inverted_center_transform, const Quaternion &p_inverted_center_rotation) {
  1647. for (uint32_t i = 0; i < p_joints.size(); i++) {
  1648. SpringBone3DVerletInfo *verlet = p_joints[i]->verlet;
  1649. if (!verlet) {
  1650. continue; // Means not extended end bone.
  1651. }
  1652. Transform3D current_global_pose = p_skeleton->get_bone_global_pose(p_joints[i]->bone);
  1653. Transform3D current_world_pose = p_center_transform * current_global_pose;
  1654. Quaternion current_rot = current_global_pose.basis.get_rotation_quaternion();
  1655. Vector3 current_origin = p_center_transform.xform(current_global_pose.origin);
  1656. Vector3 external = p_inverted_center_rotation.xform((external_force + p_joints[i]->gravity_direction * p_joints[i]->gravity) * p_delta);
  1657. // Integration of velocity by verlet.
  1658. Vector3 next_tail = verlet->current_tail +
  1659. (verlet->current_tail - verlet->prev_tail) * (1.0 - p_joints[i]->drag) +
  1660. p_center_transform.basis.get_rotation_quaternion().xform(current_rot.xform(verlet->forward_vector * (p_joints[i]->stiffness * p_delta)) + external);
  1661. // Snap to plane if axis locked.
  1662. if (p_joints[i]->rotation_axis != ROTATION_AXIS_ALL) {
  1663. next_tail = current_world_pose.origin + current_world_pose.basis.get_rotation_quaternion().xform(snap_vector_to_plane(p_joints[i]->get_rotation_axis_vector(), current_world_pose.basis.get_rotation_quaternion().xform_inv(next_tail - current_world_pose.origin)));
  1664. }
  1665. // Limit bone length.
  1666. next_tail = limit_length(current_origin, next_tail, verlet->length);
  1667. // Collision movement.
  1668. for (uint32_t j = 0; j < p_collisions.size(); j++) {
  1669. Object *obj = ObjectDB::get_instance(p_collisions[j]);
  1670. if (!obj) {
  1671. continue;
  1672. }
  1673. SpringBoneCollision3D *col = Object::cast_to<SpringBoneCollision3D>(obj);
  1674. if (col) {
  1675. // Collider movement should separate from the effect of the center.
  1676. next_tail = col->collide(p_center_transform, p_joints[i]->radius, verlet->length, next_tail);
  1677. // Snap to plane if axis locked.
  1678. if (p_joints[i]->rotation_axis != ROTATION_AXIS_ALL) {
  1679. next_tail = current_world_pose.origin + current_world_pose.basis.get_rotation_quaternion().xform(snap_vector_to_plane(p_joints[i]->get_rotation_axis_vector(), current_world_pose.basis.get_rotation_quaternion().xform_inv(next_tail - current_world_pose.origin)));
  1680. }
  1681. // Limit bone length.
  1682. next_tail = limit_length(current_origin, next_tail, verlet->length);
  1683. }
  1684. }
  1685. // Store current tails for next process.
  1686. verlet->prev_tail = verlet->current_tail;
  1687. verlet->current_tail = next_tail;
  1688. // Convert position to rotation.
  1689. Vector3 from = current_rot.xform(verlet->forward_vector);
  1690. Vector3 to = p_inverted_center_transform.basis.xform(next_tail - current_origin);
  1691. from.normalize();
  1692. to.normalize();
  1693. Quaternion from_to = get_from_to_rotation(from, to, verlet->current_rot);
  1694. verlet->current_rot = from_to;
  1695. // Apply rotation.
  1696. from_to *= current_rot;
  1697. from_to = get_local_pose_rotation(p_skeleton, p_joints[i]->bone, from_to);
  1698. p_skeleton->set_bone_pose_rotation(p_joints[i]->bone, from_to);
  1699. }
  1700. }
  1701. SpringBoneSimulator3D::~SpringBoneSimulator3D() {
  1702. clear_settings();
  1703. }