/*************************************************************************/ /* skeleton_modification_3d_jiggle.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "core/templates/local_vector.h" #include "scene/3d/skeleton_3d.h" #include "scene/resources/skeleton_modification_3d.h" #ifndef SKELETONMODIFICATION3DJIGGLE_H #define SKELETONMODIFICATION3DJIGGLE_H class SkeletonModification3DJiggle : public SkeletonModification3D { GDCLASS(SkeletonModification3DJiggle, SkeletonModification3D); private: struct Jiggle_Joint_Data { String bone_name = ""; int bone_idx = -1; bool override_defaults = false; real_t stiffness = 3; real_t mass = 0.75; real_t damping = 0.75; bool use_gravity = false; Vector3 gravity = Vector3(0, -6.0, 0); real_t roll = 0; Vector3 cached_rotation = Vector3(0, 0, 0); Vector3 force = Vector3(0, 0, 0); Vector3 acceleration = Vector3(0, 0, 0); Vector3 velocity = Vector3(0, 0, 0); Vector3 last_position = Vector3(0, 0, 0); Vector3 dynamic_position = Vector3(0, 0, 0); Vector3 last_noncollision_position = Vector3(0, 0, 0); }; NodePath target_node; ObjectID target_node_cache; LocalVector jiggle_data_chain; real_t stiffness = 3; real_t mass = 0.75; real_t damping = 0.75; bool use_gravity = false; Vector3 gravity = Vector3(0, -6.0, 0); bool use_colliders = false; uint32_t collision_mask = 1; void update_cache(); void _execute_jiggle_joint(int p_joint_idx, Node3D *p_target, real_t p_delta); void _update_jiggle_joint_data(); protected: static void _bind_methods(); bool _get(const StringName &p_path, Variant &r_ret) const; bool _set(const StringName &p_path, const Variant &p_value); void _get_property_list(List *p_list) const; public: virtual void _execute(real_t p_delta) override; virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override; void set_target_node(const NodePath &p_target_node); NodePath get_target_node() const; void set_stiffness(real_t p_stiffness); real_t get_stiffness() const; void set_mass(real_t p_mass); real_t get_mass() const; void set_damping(real_t p_damping); real_t get_damping() const; void set_use_gravity(bool p_use_gravity); bool get_use_gravity() const; void set_gravity(Vector3 p_gravity); Vector3 get_gravity() const; void set_use_colliders(bool p_use_colliders); bool get_use_colliders() const; void set_collision_mask(int p_mask); int get_collision_mask() const; int get_jiggle_data_chain_length(); void set_jiggle_data_chain_length(int p_new_length); void set_jiggle_joint_bone_name(int p_joint_idx, String p_name); String get_jiggle_joint_bone_name(int p_joint_idx) const; void set_jiggle_joint_bone_index(int p_joint_idx, int p_idx); int get_jiggle_joint_bone_index(int p_joint_idx) const; void set_jiggle_joint_override(int p_joint_idx, bool p_override); bool get_jiggle_joint_override(int p_joint_idx) const; void set_jiggle_joint_stiffness(int p_joint_idx, real_t p_stiffness); real_t get_jiggle_joint_stiffness(int p_joint_idx) const; void set_jiggle_joint_mass(int p_joint_idx, real_t p_mass); real_t get_jiggle_joint_mass(int p_joint_idx) const; void set_jiggle_joint_damping(int p_joint_idx, real_t p_damping); real_t get_jiggle_joint_damping(int p_joint_idx) const; void set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity); bool get_jiggle_joint_use_gravity(int p_joint_idx) const; void set_jiggle_joint_gravity(int p_joint_idx, Vector3 p_gravity); Vector3 get_jiggle_joint_gravity(int p_joint_idx) const; void set_jiggle_joint_roll(int p_joint_idx, real_t p_roll); real_t get_jiggle_joint_roll(int p_joint_idx) const; SkeletonModification3DJiggle(); ~SkeletonModification3DJiggle(); }; #endif //SKELETONMODIFICATION3DJIGGLE_H