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- /**************************************************************************/
- /* physical_bone_3d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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. */
- /**************************************************************************/
- #ifndef PHYSICAL_BONE_3D_H
- #define PHYSICAL_BONE_3D_H
- #include "scene/3d/physical_bone_simulator_3d.h"
- #include "scene/3d/physics/physics_body_3d.h"
- class PhysicalBoneSimulator3D;
- class PhysicalBone3D : public PhysicsBody3D {
- GDCLASS(PhysicalBone3D, PhysicsBody3D);
- public:
- enum DampMode {
- DAMP_MODE_COMBINE,
- DAMP_MODE_REPLACE,
- };
- enum JointType {
- JOINT_TYPE_NONE,
- JOINT_TYPE_PIN,
- JOINT_TYPE_CONE,
- JOINT_TYPE_HINGE,
- JOINT_TYPE_SLIDER,
- JOINT_TYPE_6DOF
- };
- struct JointData {
- virtual JointType get_joint_type() { return JOINT_TYPE_NONE; }
- /// "j" is used to set the parameter inside the PhysicsServer3D
- virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
- virtual bool _get(const StringName &p_name, Variant &r_ret) const;
- virtual void _get_property_list(List<PropertyInfo> *p_list) const;
- virtual ~JointData() {}
- };
- struct PinJointData : public JointData {
- virtual JointType get_joint_type() { return JOINT_TYPE_PIN; }
- virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
- virtual bool _get(const StringName &p_name, Variant &r_ret) const;
- virtual void _get_property_list(List<PropertyInfo> *p_list) const;
- real_t bias = 0.3;
- real_t damping = 1.0;
- real_t impulse_clamp = 0.0;
- };
- struct ConeJointData : public JointData {
- virtual JointType get_joint_type() { return JOINT_TYPE_CONE; }
- virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
- virtual bool _get(const StringName &p_name, Variant &r_ret) const;
- virtual void _get_property_list(List<PropertyInfo> *p_list) const;
- real_t swing_span = Math_PI * 0.25;
- real_t twist_span = Math_PI;
- real_t bias = 0.3;
- real_t softness = 0.8;
- real_t relaxation = 1.;
- };
- struct HingeJointData : public JointData {
- virtual JointType get_joint_type() { return JOINT_TYPE_HINGE; }
- virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
- virtual bool _get(const StringName &p_name, Variant &r_ret) const;
- virtual void _get_property_list(List<PropertyInfo> *p_list) const;
- bool angular_limit_enabled = false;
- real_t angular_limit_upper = Math_PI * 0.5;
- real_t angular_limit_lower = -Math_PI * 0.5;
- real_t angular_limit_bias = 0.3;
- real_t angular_limit_softness = 0.9;
- real_t angular_limit_relaxation = 1.;
- };
- struct SliderJointData : public JointData {
- virtual JointType get_joint_type() { return JOINT_TYPE_SLIDER; }
- virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
- virtual bool _get(const StringName &p_name, Variant &r_ret) const;
- virtual void _get_property_list(List<PropertyInfo> *p_list) const;
- real_t linear_limit_upper = 1.0;
- real_t linear_limit_lower = -1.0;
- real_t linear_limit_softness = 1.0;
- real_t linear_limit_restitution = 0.7;
- real_t linear_limit_damping = 1.0;
- real_t angular_limit_upper = 0.0;
- real_t angular_limit_lower = 0.0;
- real_t angular_limit_softness = 1.0;
- real_t angular_limit_restitution = 0.7;
- real_t angular_limit_damping = 1.0;
- };
- struct SixDOFJointData : public JointData {
- struct SixDOFAxisData {
- bool linear_limit_enabled = true;
- real_t linear_limit_upper = 0.0;
- real_t linear_limit_lower = 0.0;
- real_t linear_limit_softness = 0.7;
- real_t linear_restitution = 0.5;
- real_t linear_damping = 1.0;
- bool linear_spring_enabled = false;
- real_t linear_spring_stiffness = 0.0;
- real_t linear_spring_damping = 0.0;
- real_t linear_equilibrium_point = 0.0;
- bool angular_limit_enabled = true;
- real_t angular_limit_upper = 0.0;
- real_t angular_limit_lower = 0.0;
- real_t angular_limit_softness = 0.5;
- real_t angular_restitution = 0.0;
- real_t angular_damping = 1.0;
- real_t erp = 0.5;
- bool angular_spring_enabled = false;
- real_t angular_spring_stiffness = 0.0;
- real_t angular_spring_damping = 0.0;
- real_t angular_equilibrium_point = 0.0;
- };
- virtual JointType get_joint_type() { return JOINT_TYPE_6DOF; }
- virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
- virtual bool _get(const StringName &p_name, Variant &r_ret) const;
- virtual void _get_property_list(List<PropertyInfo> *p_list) const;
- SixDOFAxisData axis_data[3];
- SixDOFJointData() {}
- };
- private:
- #ifdef TOOLS_ENABLED
- // if false gizmo move body
- bool gizmo_move_joint = false;
- #endif
- JointData *joint_data = nullptr;
- Transform3D joint_offset;
- RID joint;
- ObjectID simulator_id;
- Transform3D body_offset;
- Transform3D body_offset_inverse;
- bool simulate_physics = false;
- bool _internal_simulate_physics = false;
- int bone_id = -1;
- String bone_name;
- real_t bounce = 0.0;
- real_t mass = 1.0;
- real_t friction = 1.0;
- Vector3 linear_velocity;
- Vector3 angular_velocity;
- real_t gravity_scale = 1.0;
- bool can_sleep = true;
- bool custom_integrator = false;
- DampMode linear_damp_mode = DAMP_MODE_COMBINE;
- DampMode angular_damp_mode = DAMP_MODE_COMBINE;
- real_t linear_damp = 0.0;
- real_t angular_damp = 0.0;
- protected:
- bool _set(const StringName &p_name, const Variant &p_value);
- bool _get(const StringName &p_name, Variant &r_ret) const;
- void _get_property_list(List<PropertyInfo> *p_list) const;
- void _notification(int p_what);
- GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *)
- static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
- void _body_state_changed(PhysicsDirectBodyState3D *p_state);
- static void _bind_methods();
- private:
- void _sync_body_state(PhysicsDirectBodyState3D *p_state);
- void _update_joint_offset();
- void _fix_joint_offset();
- void _reload_joint();
- void _update_simulator_path();
- public:
- void _on_bone_parent_changed();
- PhysicalBoneSimulator3D *get_simulator() const;
- Skeleton3D *get_skeleton() const;
- void set_linear_velocity(const Vector3 &p_velocity);
- Vector3 get_linear_velocity() const override;
- void set_angular_velocity(const Vector3 &p_velocity);
- Vector3 get_angular_velocity() const override;
- void set_use_custom_integrator(bool p_enable);
- bool is_using_custom_integrator();
- #ifdef TOOLS_ENABLED
- void _set_gizmo_move_joint(bool p_move_joint);
- virtual Transform3D get_global_gizmo_transform() const override;
- virtual Transform3D get_local_gizmo_transform() const override;
- #endif
- const JointData *get_joint_data() const;
- int get_bone_id() const {
- return bone_id;
- }
- void set_joint_type(JointType p_joint_type);
- JointType get_joint_type() const;
- void set_joint_offset(const Transform3D &p_offset);
- const Transform3D &get_joint_offset() const;
- void set_joint_rotation(const Vector3 &p_euler_rad);
- Vector3 get_joint_rotation() const;
- void set_body_offset(const Transform3D &p_offset);
- const Transform3D &get_body_offset() const;
- void set_simulate_physics(bool p_simulate);
- bool get_simulate_physics();
- bool is_simulating_physics();
- void set_bone_name(const String &p_name);
- const String &get_bone_name() const;
- void set_mass(real_t p_mass);
- real_t get_mass() const;
- void set_friction(real_t p_friction);
- real_t get_friction() const;
- void set_bounce(real_t p_bounce);
- real_t get_bounce() const;
- void set_gravity_scale(real_t p_gravity_scale);
- real_t get_gravity_scale() const;
- void set_linear_damp_mode(DampMode p_mode);
- DampMode get_linear_damp_mode() const;
- void set_angular_damp_mode(DampMode p_mode);
- DampMode get_angular_damp_mode() const;
- void set_linear_damp(real_t p_linear_damp);
- real_t get_linear_damp() const;
- void set_angular_damp(real_t p_angular_damp);
- real_t get_angular_damp() const;
- void set_can_sleep(bool p_active);
- bool is_able_to_sleep() const;
- void apply_central_impulse(const Vector3 &p_impulse);
- void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3());
- void reset_physics_simulation_state();
- void reset_to_rest_position();
- PhysicalBone3D();
- ~PhysicalBone3D();
- private:
- void update_bone_id();
- void update_offset();
- void _start_physics_simulation();
- void _stop_physics_simulation();
- };
- VARIANT_ENUM_CAST(PhysicalBone3D::JointType);
- VARIANT_ENUM_CAST(PhysicalBone3D::DampMode);
- #endif // PHYSICAL_BONE_3D_H
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