/**************************************************************************/ /* 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 *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 *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 *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 *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 *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 *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 *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