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New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
/*************************************************************************/
/* skeleton_modification_3d_jiggle.cpp */
/*************************************************************************/
/* 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). */
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
/* */
/* 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 "scene/resources/skeleton_modification_3d_jiggle.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/skeleton_modification_3d.h"
bool SkeletonModification3DJiggle::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
if (path.begins_with("joint_data/")) {
const int jiggle_size = jiggle_data_chain.size();
int which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
ERR_FAIL_INDEX_V(which, jiggle_size, false);
if (what == "bone_name") {
set_jiggle_joint_bone_name(which, p_value);
} else if (what == "bone_index") {
set_jiggle_joint_bone_index(which, p_value);
} else if (what == "override_defaults") {
set_jiggle_joint_override(which, p_value);
} else if (what == "stiffness") {
set_jiggle_joint_stiffness(which, p_value);
} else if (what == "mass") {
set_jiggle_joint_mass(which, p_value);
} else if (what == "damping") {
set_jiggle_joint_damping(which, p_value);
} else if (what == "use_gravity") {
set_jiggle_joint_use_gravity(which, p_value);
} else if (what == "gravity") {
set_jiggle_joint_gravity(which, p_value);
} else if (what == "roll") {
set_jiggle_joint_roll(which, Math::deg_to_rad(real_t(p_value)));
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
}
return true;
} else {
if (path == "use_colliders") {
set_use_colliders(p_value);
} else if (path == "collision_mask") {
set_collision_mask(p_value);
}
return true;
}
return true;
}
bool SkeletonModification3DJiggle::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
if (path.begins_with("joint_data/")) {
const int jiggle_size = jiggle_data_chain.size();
int which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
ERR_FAIL_INDEX_V(which, jiggle_size, false);
if (what == "bone_name") {
r_ret = get_jiggle_joint_bone_name(which);
} else if (what == "bone_index") {
r_ret = get_jiggle_joint_bone_index(which);
} else if (what == "override_defaults") {
r_ret = get_jiggle_joint_override(which);
} else if (what == "stiffness") {
r_ret = get_jiggle_joint_stiffness(which);
} else if (what == "mass") {
r_ret = get_jiggle_joint_mass(which);
} else if (what == "damping") {
r_ret = get_jiggle_joint_damping(which);
} else if (what == "use_gravity") {
r_ret = get_jiggle_joint_use_gravity(which);
} else if (what == "gravity") {
r_ret = get_jiggle_joint_gravity(which);
} else if (what == "roll") {
r_ret = Math::rad_to_deg(get_jiggle_joint_roll(which));
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
}
return true;
} else {
if (path == "use_colliders") {
r_ret = get_use_colliders();
} else if (path == "collision_mask") {
r_ret = get_collision_mask();
}
return true;
}
return true;
}
void SkeletonModification3DJiggle::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::BOOL, "use_colliders", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (use_colliders) {
p_list->push_back(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS, "", PROPERTY_USAGE_DEFAULT));
}
for (uint32_t i = 0; i < jiggle_data_chain.size(); i++) {
String base_string = "joint_data/" + itos(i) + "/";
p_list->push_back(PropertyInfo(Variant::STRING_NAME, base_string + "bone_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::INT, base_string + "bone_index", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "roll", PROPERTY_HINT_RANGE, "-360,360,0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "override_defaults", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (jiggle_data_chain[i].override_defaults) {
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "stiffness", PROPERTY_HINT_RANGE, "0, 1000, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "mass", PROPERTY_HINT_RANGE, "0, 1000, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "damping", PROPERTY_HINT_RANGE, "0, 1, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "use_gravity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (jiggle_data_chain[i].use_gravity) {
p_list->push_back(PropertyInfo(Variant::VECTOR3, base_string + "gravity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
}
}
}
}
void SkeletonModification3DJiggle::_execute(real_t p_delta) {
ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
"Modification is not setup and therefore cannot execute!");
if (!enabled) {
return;
}
if (target_node_cache.is_null()) {
_print_execution_error(true, "Target cache is out of date. Attempting to update...");
update_cache();
return;
}
Node3D *target = Object::cast_to<Node3D>(ObjectDB::get_instance(target_node_cache));
_print_execution_error(!target || !target->is_inside_tree(), "Target node is not in the scene tree. Cannot execute modification!");
for (uint32_t i = 0; i < jiggle_data_chain.size(); i++) {
_execute_jiggle_joint(i, target, p_delta);
}
execution_error_found = false;
}
void SkeletonModification3DJiggle::_execute_jiggle_joint(int p_joint_idx, Node3D *p_target, real_t p_delta) {
// Adopted from: https://wiki.unity3d.com/index.php/JiggleBone
// With modifications by TwistedTwigleg.
if (jiggle_data_chain[p_joint_idx].bone_idx <= -2) {
jiggle_data_chain[p_joint_idx].bone_idx = stack->skeleton->find_bone(jiggle_data_chain[p_joint_idx].bone_name);
}
if (_print_execution_error(
jiggle_data_chain[p_joint_idx].bone_idx < 0 || jiggle_data_chain[p_joint_idx].bone_idx > stack->skeleton->get_bone_count(),
"Jiggle joint " + itos(p_joint_idx) + " bone index is invalid. Cannot execute modification!")) {
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
return;
}
Transform3D bone_local_pos = stack->skeleton->get_bone_local_pose_override(jiggle_data_chain[p_joint_idx].bone_idx);
if (bone_local_pos == Transform3D()) {
bone_local_pos = stack->skeleton->get_bone_pose(jiggle_data_chain[p_joint_idx].bone_idx);
}
Transform3D new_bone_trans = stack->skeleton->local_pose_to_global_pose(jiggle_data_chain[p_joint_idx].bone_idx, bone_local_pos);
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
Vector3 target_position = stack->skeleton->world_transform_to_global_pose(p_target->get_global_transform()).origin;
jiggle_data_chain[p_joint_idx].force = (target_position - jiggle_data_chain[p_joint_idx].dynamic_position) * jiggle_data_chain[p_joint_idx].stiffness * p_delta;
if (jiggle_data_chain[p_joint_idx].use_gravity) {
Vector3 gravity_to_apply = new_bone_trans.basis.inverse().xform(jiggle_data_chain[p_joint_idx].gravity);
jiggle_data_chain[p_joint_idx].force += gravity_to_apply * p_delta;
}
jiggle_data_chain[p_joint_idx].acceleration = jiggle_data_chain[p_joint_idx].force / jiggle_data_chain[p_joint_idx].mass;
jiggle_data_chain[p_joint_idx].velocity += jiggle_data_chain[p_joint_idx].acceleration * (1 - jiggle_data_chain[p_joint_idx].damping);
jiggle_data_chain[p_joint_idx].dynamic_position += jiggle_data_chain[p_joint_idx].velocity + jiggle_data_chain[p_joint_idx].force;
jiggle_data_chain[p_joint_idx].dynamic_position += new_bone_trans.origin - jiggle_data_chain[p_joint_idx].last_position;
jiggle_data_chain[p_joint_idx].last_position = new_bone_trans.origin;
// Collision detection/response
if (use_colliders) {
if (execution_mode == SkeletonModificationStack3D::EXECUTION_MODE::execution_mode_physics_process) {
Ref<World3D> world_3d = stack->skeleton->get_world_3d();
ERR_FAIL_COND(world_3d.is_null());
PhysicsDirectSpaceState3D *space_state = PhysicsServer3D::get_singleton()->space_get_direct_state(world_3d->get_space());
PhysicsDirectSpaceState3D::RayResult ray_result;
// Convert to world transforms, which is what the physics server needs
Transform3D new_bone_trans_world = stack->skeleton->global_pose_to_world_transform(new_bone_trans);
Transform3D dynamic_position_world = stack->skeleton->global_pose_to_world_transform(Transform3D(Basis(), jiggle_data_chain[p_joint_idx].dynamic_position));
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = new_bone_trans_world.origin;
ray_params.to = dynamic_position_world.get_origin();
ray_params.collision_mask = collision_mask;
bool ray_hit = space_state->intersect_ray(ray_params, ray_result);
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
if (ray_hit) {
jiggle_data_chain[p_joint_idx].dynamic_position = jiggle_data_chain[p_joint_idx].last_noncollision_position;
jiggle_data_chain[p_joint_idx].acceleration = Vector3(0, 0, 0);
jiggle_data_chain[p_joint_idx].velocity = Vector3(0, 0, 0);
} else {
jiggle_data_chain[p_joint_idx].last_noncollision_position = jiggle_data_chain[p_joint_idx].dynamic_position;
}
} else {
WARN_PRINT_ONCE("Jiggle modifier: You cannot detect colliders without the stack mode being set to _physics_process!");
}
}
// Get the forward direction that the basis is facing in right now.
stack->skeleton->update_bone_rest_forward_vector(jiggle_data_chain[p_joint_idx].bone_idx);
Vector3 forward_vector = stack->skeleton->get_bone_axis_forward_vector(jiggle_data_chain[p_joint_idx].bone_idx);
// Rotate the bone using the dynamic position!
new_bone_trans.basis.rotate_to_align(forward_vector, new_bone_trans.origin.direction_to(jiggle_data_chain[p_joint_idx].dynamic_position));
// Roll
new_bone_trans.basis.rotate_local(forward_vector, jiggle_data_chain[p_joint_idx].roll);
new_bone_trans = stack->skeleton->global_pose_to_local_pose(jiggle_data_chain[p_joint_idx].bone_idx, new_bone_trans);
stack->skeleton->set_bone_local_pose_override(jiggle_data_chain[p_joint_idx].bone_idx, new_bone_trans, stack->strength, true);
stack->skeleton->force_update_bone_children_transforms(jiggle_data_chain[p_joint_idx].bone_idx);
}
void SkeletonModification3DJiggle::_update_jiggle_joint_data() {
for (uint32_t i = 0; i < jiggle_data_chain.size(); i++) {
if (!jiggle_data_chain[i].override_defaults) {
set_jiggle_joint_stiffness(i, stiffness);
set_jiggle_joint_mass(i, mass);
set_jiggle_joint_damping(i, damping);
set_jiggle_joint_use_gravity(i, use_gravity);
set_jiggle_joint_gravity(i, gravity);
}
}
}
void SkeletonModification3DJiggle::_setup_modification(SkeletonModificationStack3D *p_stack) {
stack = p_stack;
if (stack) {
is_setup = true;
execution_error_found = false;
if (stack->skeleton) {
for (uint32_t i = 0; i < jiggle_data_chain.size(); i++) {
int bone_idx = jiggle_data_chain[i].bone_idx;
if (bone_idx > 0 && bone_idx < stack->skeleton->get_bone_count()) {
jiggle_data_chain[i].dynamic_position = stack->skeleton->local_pose_to_global_pose(bone_idx, stack->skeleton->get_bone_local_pose_override(bone_idx)).origin;
}
}
}
update_cache();
}
}
void SkeletonModification3DJiggle::update_cache() {
if (!is_setup || !stack) {
_print_execution_error(true, "Cannot update target cache: modification is not properly setup!");
return;
}
target_node_cache = ObjectID();
if (stack->skeleton) {
if (stack->skeleton->is_inside_tree()) {
if (stack->skeleton->has_node(target_node)) {
Node *node = stack->skeleton->get_node(target_node);
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
"Cannot update target cache: node is this modification's skeleton or cannot be found!");
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
"Cannot update target cache: node is not in the scene tree!");
target_node_cache = node->get_instance_id();
execution_error_found = false;
}
}
}
}
void SkeletonModification3DJiggle::set_target_node(const NodePath &p_target_node) {
target_node = p_target_node;
update_cache();
}
NodePath SkeletonModification3DJiggle::get_target_node() const {
return target_node;
}
void SkeletonModification3DJiggle::set_stiffness(real_t p_stiffness) {
ERR_FAIL_COND_MSG(p_stiffness < 0, "Stiffness cannot be set to a negative value!");
stiffness = p_stiffness;
_update_jiggle_joint_data();
}
real_t SkeletonModification3DJiggle::get_stiffness() const {
return stiffness;
}
void SkeletonModification3DJiggle::set_mass(real_t p_mass) {
ERR_FAIL_COND_MSG(p_mass < 0, "Mass cannot be set to a negative value!");
mass = p_mass;
_update_jiggle_joint_data();
}
real_t SkeletonModification3DJiggle::get_mass() const {
return mass;
}
void SkeletonModification3DJiggle::set_damping(real_t p_damping) {
ERR_FAIL_COND_MSG(p_damping < 0, "Damping cannot be set to a negative value!");
ERR_FAIL_COND_MSG(p_damping > 1, "Damping cannot be more than one!");
damping = p_damping;
_update_jiggle_joint_data();
}
real_t SkeletonModification3DJiggle::get_damping() const {
return damping;
}
void SkeletonModification3DJiggle::set_use_gravity(bool p_use_gravity) {
use_gravity = p_use_gravity;
_update_jiggle_joint_data();
}
bool SkeletonModification3DJiggle::get_use_gravity() const {
return use_gravity;
}
void SkeletonModification3DJiggle::set_gravity(Vector3 p_gravity) {
gravity = p_gravity;
_update_jiggle_joint_data();
}
Vector3 SkeletonModification3DJiggle::get_gravity() const {
return gravity;
}
void SkeletonModification3DJiggle::set_use_colliders(bool p_use_collider) {
use_colliders = p_use_collider;
notify_property_list_changed();
}
bool SkeletonModification3DJiggle::get_use_colliders() const {
return use_colliders;
}
void SkeletonModification3DJiggle::set_collision_mask(int p_mask) {
collision_mask = p_mask;
}
int SkeletonModification3DJiggle::get_collision_mask() const {
return collision_mask;
}
// Jiggle joint data functions
int SkeletonModification3DJiggle::get_jiggle_data_chain_length() {
return jiggle_data_chain.size();
}
void SkeletonModification3DJiggle::set_jiggle_data_chain_length(int p_length) {
ERR_FAIL_COND(p_length < 0);
jiggle_data_chain.resize(p_length);
execution_error_found = false;
notify_property_list_changed();
}
void SkeletonModification3DJiggle::set_jiggle_joint_bone_name(int p_joint_idx, String p_name) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].bone_name = p_name;
if (stack && stack->skeleton) {
jiggle_data_chain[p_joint_idx].bone_idx = stack->skeleton->find_bone(p_name);
}
execution_error_found = false;
notify_property_list_changed();
}
String SkeletonModification3DJiggle::get_jiggle_joint_bone_name(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, "");
return jiggle_data_chain[p_joint_idx].bone_name;
}
int SkeletonModification3DJiggle::get_jiggle_joint_bone_index(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
return jiggle_data_chain[p_joint_idx].bone_idx;
}
void SkeletonModification3DJiggle::set_jiggle_joint_bone_index(int p_joint_idx, int p_bone_idx) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
jiggle_data_chain[p_joint_idx].bone_idx = p_bone_idx;
if (stack) {
if (stack->skeleton) {
jiggle_data_chain[p_joint_idx].bone_name = stack->skeleton->get_bone_name(p_bone_idx);
}
}
execution_error_found = false;
notify_property_list_changed();
}
void SkeletonModification3DJiggle::set_jiggle_joint_override(int p_joint_idx, bool p_override) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].override_defaults = p_override;
_update_jiggle_joint_data();
notify_property_list_changed();
}
bool SkeletonModification3DJiggle::get_jiggle_joint_override(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
return jiggle_data_chain[p_joint_idx].override_defaults;
}
void SkeletonModification3DJiggle::set_jiggle_joint_stiffness(int p_joint_idx, real_t p_stiffness) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_COND_MSG(p_stiffness < 0, "Stiffness cannot be set to a negative value!");
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].stiffness = p_stiffness;
}
real_t SkeletonModification3DJiggle::get_jiggle_joint_stiffness(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
return jiggle_data_chain[p_joint_idx].stiffness;
}
void SkeletonModification3DJiggle::set_jiggle_joint_mass(int p_joint_idx, real_t p_mass) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_COND_MSG(p_mass < 0, "Mass cannot be set to a negative value!");
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].mass = p_mass;
}
real_t SkeletonModification3DJiggle::get_jiggle_joint_mass(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
return jiggle_data_chain[p_joint_idx].mass;
}
void SkeletonModification3DJiggle::set_jiggle_joint_damping(int p_joint_idx, real_t p_damping) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_COND_MSG(p_damping < 0, "Damping cannot be set to a negative value!");
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].damping = p_damping;
}
real_t SkeletonModification3DJiggle::get_jiggle_joint_damping(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
return jiggle_data_chain[p_joint_idx].damping;
}
void SkeletonModification3DJiggle::set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].use_gravity = p_use_gravity;
notify_property_list_changed();
}
bool SkeletonModification3DJiggle::get_jiggle_joint_use_gravity(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
return jiggle_data_chain[p_joint_idx].use_gravity;
}
void SkeletonModification3DJiggle::set_jiggle_joint_gravity(int p_joint_idx, Vector3 p_gravity) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].gravity = p_gravity;
}
Vector3 SkeletonModification3DJiggle::get_jiggle_joint_gravity(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, Vector3(0, 0, 0));
return jiggle_data_chain[p_joint_idx].gravity;
}
void SkeletonModification3DJiggle::set_jiggle_joint_roll(int p_joint_idx, real_t p_roll) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].roll = p_roll;
}
real_t SkeletonModification3DJiggle::get_jiggle_joint_roll(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, 0.0);
return jiggle_data_chain[p_joint_idx].roll;
}
void SkeletonModification3DJiggle::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification3DJiggle::set_target_node);
ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification3DJiggle::get_target_node);
ClassDB::bind_method(D_METHOD("set_jiggle_data_chain_length", "length"), &SkeletonModification3DJiggle::set_jiggle_data_chain_length);
ClassDB::bind_method(D_METHOD("get_jiggle_data_chain_length"), &SkeletonModification3DJiggle::get_jiggle_data_chain_length);
ClassDB::bind_method(D_METHOD("set_stiffness", "stiffness"), &SkeletonModification3DJiggle::set_stiffness);
ClassDB::bind_method(D_METHOD("get_stiffness"), &SkeletonModification3DJiggle::get_stiffness);
ClassDB::bind_method(D_METHOD("set_mass", "mass"), &SkeletonModification3DJiggle::set_mass);
ClassDB::bind_method(D_METHOD("get_mass"), &SkeletonModification3DJiggle::get_mass);
ClassDB::bind_method(D_METHOD("set_damping", "damping"), &SkeletonModification3DJiggle::set_damping);
ClassDB::bind_method(D_METHOD("get_damping"), &SkeletonModification3DJiggle::get_damping);
ClassDB::bind_method(D_METHOD("set_use_gravity", "use_gravity"), &SkeletonModification3DJiggle::set_use_gravity);
ClassDB::bind_method(D_METHOD("get_use_gravity"), &SkeletonModification3DJiggle::get_use_gravity);
ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &SkeletonModification3DJiggle::set_gravity);
ClassDB::bind_method(D_METHOD("get_gravity"), &SkeletonModification3DJiggle::get_gravity);
ClassDB::bind_method(D_METHOD("set_use_colliders", "use_colliders"), &SkeletonModification3DJiggle::set_use_colliders);
ClassDB::bind_method(D_METHOD("get_use_colliders"), &SkeletonModification3DJiggle::get_use_colliders);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &SkeletonModification3DJiggle::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &SkeletonModification3DJiggle::get_collision_mask);
// Jiggle joint data functions
ClassDB::bind_method(D_METHOD("set_jiggle_joint_bone_name", "joint_idx", "name"), &SkeletonModification3DJiggle::set_jiggle_joint_bone_name);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_bone_name", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_bone_name);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_bone_index", "joint_idx", "bone_idx"), &SkeletonModification3DJiggle::set_jiggle_joint_bone_index);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_bone_index", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_bone_index);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_override", "joint_idx", "override"), &SkeletonModification3DJiggle::set_jiggle_joint_override);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_override", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_override);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_stiffness", "joint_idx", "stiffness"), &SkeletonModification3DJiggle::set_jiggle_joint_stiffness);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_stiffness", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_stiffness);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_mass", "joint_idx", "mass"), &SkeletonModification3DJiggle::set_jiggle_joint_mass);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_mass", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_mass);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_damping", "joint_idx", "damping"), &SkeletonModification3DJiggle::set_jiggle_joint_damping);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_damping", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_damping);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_use_gravity", "joint_idx", "use_gravity"), &SkeletonModification3DJiggle::set_jiggle_joint_use_gravity);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_use_gravity", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_use_gravity);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_gravity", "joint_idx", "gravity"), &SkeletonModification3DJiggle::set_jiggle_joint_gravity);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_gravity", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_gravity);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_roll", "joint_idx", "roll"), &SkeletonModification3DJiggle::set_jiggle_joint_roll);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_roll", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_roll);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_target_node", "get_target_node");
ADD_PROPERTY(PropertyInfo(Variant::INT, "jiggle_data_chain_length", PROPERTY_HINT_RANGE, "0,100,1"), "set_jiggle_data_chain_length", "get_jiggle_data_chain_length");
ADD_GROUP("Default Joint Settings", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "stiffness"), "set_stiffness", "get_stiffness");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0, 1, 0.01"), "set_damping", "get_damping");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_gravity"), "set_use_gravity", "get_use_gravity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
ADD_GROUP("", "");
}
SkeletonModification3DJiggle::SkeletonModification3DJiggle() {
stack = nullptr;
is_setup = false;
jiggle_data_chain = Vector<Jiggle_Joint_Data>();
stiffness = 3;
mass = 0.75;
damping = 0.75;
use_gravity = false;
gravity = Vector3(0, -6.0, 0);
enabled = true;
}
SkeletonModification3DJiggle::~SkeletonModification3DJiggle() {
}