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