/**************************************************************************/ /* physical_bone_simulator_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_SIMULATOR_3D_H #define PHYSICAL_BONE_SIMULATOR_3D_H #include "scene/3d/skeleton_modifier_3d.h" #include "scene/3d/physics/physical_bone_3d.h" class PhysicalBone3D; class PhysicalBoneSimulator3D : public SkeletonModifier3D { GDCLASS(PhysicalBoneSimulator3D, SkeletonModifier3D); bool simulating = false; struct SimulatedBone { int parent; Vector child_bones; Transform3D global_pose; PhysicalBone3D *physical_bone = nullptr; PhysicalBone3D *cache_parent_physical_bone = nullptr; SimulatedBone() { parent = -1; global_pose = Transform3D(); physical_bone = nullptr; cache_parent_physical_bone = nullptr; } }; Vector bones; /// This is a slow API, so it's cached PhysicalBone3D *_get_physical_bone_parent(int p_bone); void _rebuild_physical_bones_cache(); void _reset_physical_bones_state(); protected: static void _bind_methods(); virtual void _set_active(bool p_active) override; void _bone_list_changed(); void _pose_updated(); void _bone_pose_updated(Skeleton3D *skeleton, int p_bone_id); virtual void _process_modification() override; virtual void _skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) override; public: #ifndef DISABLE_DEPRECATED bool is_compat = false; #endif // _DISABLE_DEPRECATED bool is_simulating_physics() const; int find_bone(const String &p_name) const; String get_bone_name(int p_bone) const; int get_bone_count() const; bool is_bone_parent_of(int p_bone_id, int p_parent_bone_id) const; Transform3D get_bone_global_pose(int p_bone) const; void set_bone_global_pose(int p_bone, const Transform3D &p_pose); void bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone); void unbind_physical_bone_from_bone(int p_bone); PhysicalBone3D *get_physical_bone(int p_bone); PhysicalBone3D *get_physical_bone_parent(int p_bone); void physical_bones_stop_simulation(); void physical_bones_start_simulation_on(const TypedArray &p_bones); void physical_bones_add_collision_exception(RID p_exception); void physical_bones_remove_collision_exception(RID p_exception); PhysicalBoneSimulator3D(); }; #endif // PHYSICAL_BONE_SIMULATOR_3D_H