spring_bone_simulator_3d.h 12 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. #pragma once
  31. #include "scene/3d/skeleton_modifier_3d.h"
  32. class SpringBoneSimulator3D : public SkeletonModifier3D {
  33. GDCLASS(SpringBoneSimulator3D, SkeletonModifier3D);
  34. #ifdef TOOLS_ENABLED
  35. bool saving = false;
  36. #endif //TOOLS_ENABLED
  37. bool joints_dirty = false;
  38. LocalVector<ObjectID> collisions; // To process collisions for sync position with skeleton.
  39. bool collisions_dirty = false;
  40. void _find_collisions();
  41. void _process_collisions();
  42. void _make_collisions_dirty();
  43. public:
  44. enum BoneDirection {
  45. BONE_DIRECTION_PLUS_X,
  46. BONE_DIRECTION_MINUS_X,
  47. BONE_DIRECTION_PLUS_Y,
  48. BONE_DIRECTION_MINUS_Y,
  49. BONE_DIRECTION_PLUS_Z,
  50. BONE_DIRECTION_MINUS_Z,
  51. BONE_DIRECTION_FROM_PARENT,
  52. };
  53. enum CenterFrom {
  54. CENTER_FROM_WORLD_ORIGIN,
  55. CENTER_FROM_NODE,
  56. CENTER_FROM_BONE,
  57. };
  58. enum RotationAxis {
  59. ROTATION_AXIS_X,
  60. ROTATION_AXIS_Y,
  61. ROTATION_AXIS_Z,
  62. ROTATION_AXIS_ALL,
  63. ROTATION_AXIS_CUSTOM,
  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. Vector3 rotation_axis_vector = Vector3(1, 0, 0);
  77. Vector3 get_rotation_axis_vector() const {
  78. Vector3 ret;
  79. switch (rotation_axis) {
  80. case ROTATION_AXIS_X:
  81. ret = Vector3(1, 0, 0);
  82. break;
  83. case ROTATION_AXIS_Y:
  84. ret = Vector3(0, 1, 0);
  85. break;
  86. case ROTATION_AXIS_Z:
  87. ret = Vector3(0, 0, 1);
  88. break;
  89. case ROTATION_AXIS_ALL:
  90. ret = Vector3(0, 0, 0);
  91. break;
  92. case ROTATION_AXIS_CUSTOM:
  93. ret = rotation_axis_vector;
  94. break;
  95. }
  96. return ret;
  97. }
  98. float radius = 0.1;
  99. float stiffness = 1.0;
  100. float drag = 0.0;
  101. float gravity = 0.0;
  102. Vector3 gravity_direction = Vector3(0, -1, 0);
  103. // To process.
  104. SpringBone3DVerletInfo *verlet = nullptr;
  105. };
  106. struct SpringBone3DSetting {
  107. bool joints_dirty = false;
  108. String root_bone_name;
  109. int root_bone = -1;
  110. String end_bone_name;
  111. int end_bone = -1;
  112. // To make virtual end joint.
  113. bool extend_end_bone = false;
  114. BoneDirection end_bone_direction = BONE_DIRECTION_FROM_PARENT;
  115. float end_bone_length = 0.0;
  116. CenterFrom center_from = CENTER_FROM_WORLD_ORIGIN;
  117. NodePath center_node;
  118. String center_bone_name;
  119. int center_bone = -1;
  120. // Cache into joints.
  121. bool individual_config = false;
  122. float radius = 0.02;
  123. Ref<Curve> radius_damping_curve;
  124. float stiffness = 1.0;
  125. Ref<Curve> stiffness_damping_curve;
  126. float drag = 0.4;
  127. Ref<Curve> drag_damping_curve;
  128. float gravity = 0.0;
  129. Ref<Curve> gravity_damping_curve;
  130. Vector3 gravity_direction = Vector3(0, -1, 0);
  131. RotationAxis rotation_axis = ROTATION_AXIS_ALL;
  132. Vector3 rotation_axis_vector = Vector3(1, 0, 0);
  133. Vector<SpringBone3DJointSetting *> joints;
  134. // Cache into collisions.
  135. bool enable_all_child_collisions = true;
  136. Vector<NodePath> collisions;
  137. Vector<NodePath> exclude_collisions;
  138. LocalVector<ObjectID> cached_collisions;
  139. // To process.
  140. bool simulation_dirty = false;
  141. Transform3D cached_center;
  142. Transform3D cached_inverted_center;
  143. };
  144. protected:
  145. Vector<SpringBone3DSetting *> settings;
  146. Vector3 external_force;
  147. bool _get(const StringName &p_path, Variant &r_ret) const;
  148. bool _set(const StringName &p_path, const Variant &p_value);
  149. void _get_property_list(List<PropertyInfo> *p_list) const;
  150. void _validate_dynamic_prop(PropertyInfo &p_property) const;
  151. void _notification(int p_what);
  152. virtual void _validate_bone_names() override;
  153. virtual void _skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) override;
  154. static void _bind_methods();
  155. virtual void _set_active(bool p_active) override;
  156. virtual void _process_modification(double p_delta) override;
  157. void _init_joints(Skeleton3D *p_skeleton, SpringBone3DSetting *p_setting);
  158. 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);
  159. void _make_joints_dirty(int p_index);
  160. void _make_all_joints_dirty();
  161. void _update_joint_array(int p_index);
  162. void _update_joints();
  163. virtual void add_child_notify(Node *p_child) override;
  164. virtual void move_child_notify(Node *p_child) override;
  165. virtual void remove_child_notify(Node *p_child) override;
  166. void _validate_rotation_axes(Skeleton3D *p_skeleton) const;
  167. void _validate_rotation_axis(Skeleton3D *p_skeleton, int p_index, int p_joint) const;
  168. public:
  169. // Setting.
  170. void set_root_bone_name(int p_index, const String &p_bone_name);
  171. String get_root_bone_name(int p_index) const;
  172. void set_root_bone(int p_index, int p_bone);
  173. int get_root_bone(int p_index) const;
  174. void set_end_bone_name(int p_index, const String &p_bone_name);
  175. String get_end_bone_name(int p_index) const;
  176. void set_end_bone(int p_index, int p_bone);
  177. int get_end_bone(int p_index) const;
  178. void set_extend_end_bone(int p_index, bool p_enabled);
  179. bool is_end_bone_extended(int p_index) const;
  180. void set_end_bone_direction(int p_index, BoneDirection p_bone_direction);
  181. BoneDirection get_end_bone_direction(int p_index) const;
  182. void set_end_bone_length(int p_index, float p_length);
  183. float get_end_bone_length(int p_index) const;
  184. Vector3 get_end_bone_axis(int p_end_bone, BoneDirection p_direction) const; // Helper.
  185. void set_center_from(int p_index, CenterFrom p_center_from);
  186. CenterFrom get_center_from(int p_index) const;
  187. void set_center_node(int p_index, const NodePath &p_node_path);
  188. NodePath get_center_node(int p_index) const;
  189. void set_center_bone_name(int p_index, const String &p_bone_name);
  190. String get_center_bone_name(int p_index) const;
  191. void set_center_bone(int p_index, int p_bone);
  192. int get_center_bone(int p_index) const;
  193. void set_rotation_axis(int p_index, RotationAxis p_axis);
  194. RotationAxis get_rotation_axis(int p_index) const;
  195. void set_rotation_axis_vector(int p_index, const Vector3 &p_vector);
  196. Vector3 get_rotation_axis_vector(int p_index) const;
  197. void set_radius(int p_index, float p_radius);
  198. float get_radius(int p_index) const;
  199. void set_radius_damping_curve(int p_index, const Ref<Curve> &p_damping_curve);
  200. Ref<Curve> get_radius_damping_curve(int p_index) const;
  201. void set_stiffness(int p_index, float p_stiffness);
  202. float get_stiffness(int p_index) const;
  203. void set_stiffness_damping_curve(int p_index, const Ref<Curve> &p_damping_curve);
  204. Ref<Curve> get_stiffness_damping_curve(int p_index) const;
  205. void set_drag(int p_index, float p_drag);
  206. float get_drag(int p_index) const;
  207. void set_drag_damping_curve(int p_index, const Ref<Curve> &p_damping_curve);
  208. Ref<Curve> get_drag_damping_curve(int p_index) const;
  209. void set_gravity(int p_index, float p_gravity);
  210. float get_gravity(int p_index) const;
  211. void set_gravity_damping_curve(int p_index, const Ref<Curve> &p_damping_curve);
  212. Ref<Curve> get_gravity_damping_curve(int p_index) const;
  213. void set_gravity_direction(int p_index, const Vector3 &p_gravity_direction);
  214. Vector3 get_gravity_direction(int p_index) const;
  215. void set_setting_count(int p_count);
  216. int get_setting_count() const;
  217. void clear_settings();
  218. // Individual joints.
  219. void set_individual_config(int p_index, bool p_enabled);
  220. bool is_config_individual(int p_index) const;
  221. void set_joint_bone_name(int p_index, int p_joint, const String &p_bone_name);
  222. String get_joint_bone_name(int p_index, int p_joint) const;
  223. void set_joint_bone(int p_index, int p_joint, int p_bone);
  224. int get_joint_bone(int p_index, int p_joint) const;
  225. void set_joint_rotation_axis(int p_index, int p_joint, RotationAxis p_axis);
  226. RotationAxis get_joint_rotation_axis(int p_index, int p_joint) const;
  227. void set_joint_rotation_axis_vector(int p_index, int p_joint, const Vector3 &p_vector);
  228. Vector3 get_joint_rotation_axis_vector(int p_index, int p_joint) const;
  229. void set_joint_radius(int p_index, int p_joint, float p_radius);
  230. float get_joint_radius(int p_index, int p_joint) const;
  231. void set_joint_stiffness(int p_index, int p_joint, float p_stiffness);
  232. float get_joint_stiffness(int p_index, int p_joint) const;
  233. void set_joint_drag(int p_index, int p_joint, float p_drag);
  234. float get_joint_drag(int p_index, int p_joint) const;
  235. void set_joint_gravity(int p_index, int p_joint, float p_gravity);
  236. float get_joint_gravity(int p_index, int p_joint) const;
  237. void set_joint_gravity_direction(int p_index, int p_joint, const Vector3 &p_gravity_direction);
  238. Vector3 get_joint_gravity_direction(int p_index, int p_joint) const;
  239. void set_joint_count(int p_index, int p_count);
  240. int get_joint_count(int p_index) const;
  241. // Individual collisions.
  242. void set_enable_all_child_collisions(int p_index, bool p_enabled);
  243. bool are_all_child_collisions_enabled(int p_index) const;
  244. void set_exclude_collision_path(int p_index, int p_collision, const NodePath &p_node_path);
  245. NodePath get_exclude_collision_path(int p_index, int p_collision) const;
  246. void set_exclude_collision_count(int p_index, int p_count);
  247. int get_exclude_collision_count(int p_index) const;
  248. void clear_exclude_collisions(int p_index);
  249. void set_collision_path(int p_index, int p_collision, const NodePath &p_node_path);
  250. NodePath get_collision_path(int p_index, int p_collision) const;
  251. void set_collision_count(int p_index, int p_count);
  252. int get_collision_count(int p_index) const;
  253. void clear_collisions(int p_index);
  254. LocalVector<ObjectID> get_valid_collision_instance_ids(int p_index);
  255. void set_external_force(const Vector3 &p_force);
  256. Vector3 get_external_force() const;
  257. // To process manually.
  258. void reset();
  259. #ifdef TOOLS_ENABLED
  260. virtual bool is_processed_on_saving() const override { return true; }
  261. #endif
  262. ~SpringBoneSimulator3D();
  263. };
  264. VARIANT_ENUM_CAST(SpringBoneSimulator3D::BoneDirection);
  265. VARIANT_ENUM_CAST(SpringBoneSimulator3D::CenterFrom);
  266. VARIANT_ENUM_CAST(SpringBoneSimulator3D::RotationAxis);