spring_bone_simulator_3d.h 11 KB

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  1. /**************************************************************************/
  2. /* spring_bone_simulator_3d.h */
  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. #ifndef SPRING_BONE_SIMULATOR_3D_H
  31. #define SPRING_BONE_SIMULATOR_3D_H
  32. #include "scene/3d/skeleton_modifier_3d.h"
  33. class SpringBoneSimulator3D : public SkeletonModifier3D {
  34. GDCLASS(SpringBoneSimulator3D, SkeletonModifier3D);
  35. #ifdef TOOLS_ENABLED
  36. bool saving = false;
  37. #endif //TOOLS_ENABLED
  38. bool joints_dirty = false;
  39. LocalVector<ObjectID> collisions; // To process collisions for sync position with skeleton.
  40. bool collisions_dirty = false;
  41. void _find_collisions();
  42. void _process_collisions();
  43. void _make_collisions_dirty();
  44. public:
  45. enum BoneDirection {
  46. BONE_DIRECTION_PLUS_X,
  47. BONE_DIRECTION_MINUS_X,
  48. BONE_DIRECTION_PLUS_Y,
  49. BONE_DIRECTION_MINUS_Y,
  50. BONE_DIRECTION_PLUS_Z,
  51. BONE_DIRECTION_MINUS_Z,
  52. BONE_DIRECTION_FROM_PARENT,
  53. };
  54. enum CenterFrom {
  55. CENTER_FROM_WORLD_ORIGIN,
  56. CENTER_FROM_NODE,
  57. CENTER_FROM_BONE,
  58. };
  59. enum RotationAxis {
  60. ROTATION_AXIS_X,
  61. ROTATION_AXIS_Y,
  62. ROTATION_AXIS_Z,
  63. ROTATION_AXIS_ALL,
  64. };
  65. struct SpringBone3DVerletInfo {
  66. Vector3 prev_tail;
  67. Vector3 current_tail;
  68. Vector3 forward_vector;
  69. Quaternion current_rot;
  70. float length = 0.0;
  71. };
  72. struct SpringBone3DJointSetting {
  73. String bone_name;
  74. int bone = -1;
  75. RotationAxis rotation_axis = ROTATION_AXIS_ALL;
  76. float radius = 0.1;
  77. float stiffness = 1.0;
  78. float drag = 0.0;
  79. float gravity = 0.0;
  80. Vector3 gravity_direction = Vector3(0, -1, 0);
  81. // To process.
  82. SpringBone3DVerletInfo *verlet = nullptr;
  83. };
  84. struct SpringBone3DSetting {
  85. bool joints_dirty = false;
  86. String root_bone_name;
  87. int root_bone = -1;
  88. String end_bone_name;
  89. int end_bone = -1;
  90. // To make virtual end joint.
  91. bool extend_end_bone = false;
  92. BoneDirection end_bone_direction = BONE_DIRECTION_FROM_PARENT;
  93. float end_bone_length = 0.0;
  94. CenterFrom center_from = CENTER_FROM_WORLD_ORIGIN;
  95. NodePath center_node;
  96. String center_bone_name;
  97. int center_bone = -1;
  98. // Cache into joints.
  99. bool individual_config = false;
  100. float radius = 0.02;
  101. Ref<Curve> radius_damping_curve;
  102. float stiffness = 1.0;
  103. Ref<Curve> stiffness_damping_curve;
  104. float drag = 0.4;
  105. Ref<Curve> drag_damping_curve;
  106. float gravity = 0.0;
  107. Ref<Curve> gravity_damping_curve;
  108. Vector3 gravity_direction = Vector3(0, -1, 0);
  109. RotationAxis rotation_axis = ROTATION_AXIS_ALL;
  110. Vector<SpringBone3DJointSetting *> joints;
  111. // Cache into collisions.
  112. bool enable_all_child_collisions = true;
  113. Vector<NodePath> collisions;
  114. Vector<NodePath> exclude_collisions;
  115. LocalVector<ObjectID> cached_collisions;
  116. // To process.
  117. bool simulation_dirty = false;
  118. Transform3D cached_center;
  119. Transform3D cached_inverted_center;
  120. };
  121. protected:
  122. Vector<SpringBone3DSetting *> settings;
  123. bool _get(const StringName &p_path, Variant &r_ret) const;
  124. bool _set(const StringName &p_path, const Variant &p_value);
  125. void _get_property_list(List<PropertyInfo> *p_list) const;
  126. void _validate_property(PropertyInfo &p_property) const;
  127. void _notification(int p_what);
  128. static void _bind_methods();
  129. virtual void _set_active(bool p_active) override;
  130. virtual void _process_modification() override;
  131. void _init_joints(Skeleton3D *p_skeleton, SpringBone3DSetting *p_setting);
  132. void _process_joints(double p_delta, Skeleton3D *p_skeleton, Vector<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);
  133. void _make_joints_dirty(int p_index);
  134. void _make_all_joints_dirty();
  135. void _update_joint_array(int p_index);
  136. void _update_joints();
  137. virtual void add_child_notify(Node *p_child) override;
  138. virtual void move_child_notify(Node *p_child) override;
  139. virtual void remove_child_notify(Node *p_child) override;
  140. void _validate_rotation_axes(Skeleton3D *p_skeleton) const;
  141. void _validate_rotation_axis(Skeleton3D *p_skeleton, int p_index, int p_joint) const;
  142. public:
  143. // Setting.
  144. void set_root_bone_name(int p_index, const String &p_bone_name);
  145. String get_root_bone_name(int p_index) const;
  146. void set_root_bone(int p_index, int p_bone);
  147. int get_root_bone(int p_index) const;
  148. void set_end_bone_name(int p_index, const String &p_bone_name);
  149. String get_end_bone_name(int p_index) const;
  150. void set_end_bone(int p_index, int p_bone);
  151. int get_end_bone(int p_index) const;
  152. void set_extend_end_bone(int p_index, bool p_enabled);
  153. bool is_end_bone_extended(int p_index) const;
  154. void set_end_bone_direction(int p_index, BoneDirection p_bone_direction);
  155. BoneDirection get_end_bone_direction(int p_index) const;
  156. void set_end_bone_length(int p_index, float p_length);
  157. float get_end_bone_length(int p_index) const;
  158. Vector3 get_end_bone_axis(int p_end_bone, BoneDirection p_direction) const; // Helper.
  159. void set_center_from(int p_index, CenterFrom p_center_from);
  160. CenterFrom get_center_from(int p_index) const;
  161. void set_center_node(int p_index, const NodePath &p_node_path);
  162. NodePath get_center_node(int p_index) const;
  163. void set_center_bone_name(int p_index, const String &p_bone_name);
  164. String get_center_bone_name(int p_index) const;
  165. void set_center_bone(int p_index, int p_bone);
  166. int get_center_bone(int p_index) const;
  167. void set_rotation_axis(int p_index, RotationAxis p_axis);
  168. RotationAxis get_rotation_axis(int p_index) const;
  169. void set_radius(int p_index, float p_radius);
  170. float get_radius(int p_index) const;
  171. void set_radius_damping_curve(int p_index, const Ref<Curve> &p_damping_curve);
  172. Ref<Curve> get_radius_damping_curve(int p_index) const;
  173. void set_stiffness(int p_index, float p_stiffness);
  174. float get_stiffness(int p_index) const;
  175. void set_stiffness_damping_curve(int p_index, const Ref<Curve> &p_damping_curve);
  176. Ref<Curve> get_stiffness_damping_curve(int p_index) const;
  177. void set_drag(int p_index, float p_drag);
  178. float get_drag(int p_index) const;
  179. void set_drag_damping_curve(int p_index, const Ref<Curve> &p_damping_curve);
  180. Ref<Curve> get_drag_damping_curve(int p_index) const;
  181. void set_gravity(int p_index, float p_gravity);
  182. float get_gravity(int p_index) const;
  183. void set_gravity_damping_curve(int p_index, const Ref<Curve> &p_damping_curve);
  184. Ref<Curve> get_gravity_damping_curve(int p_index) const;
  185. void set_gravity_direction(int p_index, const Vector3 &p_gravity_direction);
  186. Vector3 get_gravity_direction(int p_index) const;
  187. void set_setting_count(int p_count);
  188. int get_setting_count() const;
  189. void clear_settings();
  190. // Individual joints.
  191. void set_individual_config(int p_index, bool p_enabled);
  192. bool is_config_individual(int p_index) const;
  193. void set_joint_bone_name(int p_index, int p_joint, const String &p_bone_name);
  194. String get_joint_bone_name(int p_index, int p_joint) const;
  195. void set_joint_bone(int p_index, int p_joint, int p_bone);
  196. int get_joint_bone(int p_index, int p_joint) const;
  197. void set_joint_rotation_axis(int p_index, int p_joint, RotationAxis p_axis);
  198. RotationAxis get_joint_rotation_axis(int p_index, int p_joint) const;
  199. void set_joint_radius(int p_index, int p_joint, float p_radius);
  200. float get_joint_radius(int p_index, int p_joint) const;
  201. void set_joint_stiffness(int p_index, int p_joint, float p_stiffness);
  202. float get_joint_stiffness(int p_index, int p_joint) const;
  203. void set_joint_drag(int p_index, int p_joint, float p_drag);
  204. float get_joint_drag(int p_index, int p_joint) const;
  205. void set_joint_gravity(int p_index, int p_joint, float p_gravity);
  206. float get_joint_gravity(int p_index, int p_joint) const;
  207. void set_joint_gravity_direction(int p_index, int p_joint, const Vector3 &p_gravity_direction);
  208. Vector3 get_joint_gravity_direction(int p_index, int p_joint) const;
  209. void set_joint_count(int p_index, int p_count);
  210. int get_joint_count(int p_index) const;
  211. // Individual collisions.
  212. void set_enable_all_child_collisions(int p_index, bool p_enabled);
  213. bool are_all_child_collisions_enabled(int p_index) const;
  214. void set_exclude_collision_path(int p_index, int p_collision, const NodePath &p_node_path);
  215. NodePath get_exclude_collision_path(int p_index, int p_collision) const;
  216. void set_exclude_collision_count(int p_index, int p_count);
  217. int get_exclude_collision_count(int p_index) const;
  218. void clear_exclude_collisions(int p_index);
  219. void set_collision_path(int p_index, int p_collision, const NodePath &p_node_path);
  220. NodePath get_collision_path(int p_index, int p_collision) const;
  221. void set_collision_count(int p_index, int p_count);
  222. int get_collision_count(int p_index) const;
  223. void clear_collisions(int p_index);
  224. LocalVector<ObjectID> get_valid_collision_instance_ids(int p_index);
  225. // Helper.
  226. static Quaternion get_local_pose_rotation(Skeleton3D *p_skeleton, int p_bone, const Quaternion &p_global_pose_rotation);
  227. static Quaternion get_from_to_rotation(const Vector3 &p_from, const Vector3 &p_to, const Quaternion &p_prev_rot);
  228. static Vector3 snap_position_to_plane(const Transform3D &p_rest, RotationAxis p_axis, const Vector3 &p_position);
  229. static Vector3 limit_length(const Vector3 &p_origin, const Vector3 &p_destination, float p_length);
  230. // To process manually.
  231. void reset();
  232. #ifdef TOOLS_ENABLED
  233. virtual bool is_processed_on_saving() const override { return true; }
  234. #endif
  235. };
  236. VARIANT_ENUM_CAST(SpringBoneSimulator3D::BoneDirection);
  237. VARIANT_ENUM_CAST(SpringBoneSimulator3D::CenterFrom);
  238. VARIANT_ENUM_CAST(SpringBoneSimulator3D::RotationAxis);
  239. #endif // SPRING_BONE_SIMULATOR_3D_H