pandemonium_engine/modules/skeleton_3d/nodes/physical_bone.h

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#ifndef PHYSICAL_BONE_H
#define PHYSICAL_BONE_H
/*************************************************************************/
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/* physical_bone.h */
/*************************************************************************/
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/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 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. */
/*************************************************************************/
#include "core/containers/vset.h"
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#include "core/object/reference.h"
#include "scene/3d/collision_object.h"
#include "scene/3d/physics_body.h"
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#include "servers/physics_server.h"
class PhysicsMaterial;
class Skeleton;
class PhysicalBone : public PhysicsBody {
GDCLASS(PhysicalBone, PhysicsBody);
public:
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 PhysicsServer
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;
real_t damping;
real_t impulse_clamp;
PinJointData() :
bias(0.3),
damping(1.),
impulse_clamp(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;
real_t twist_span;
real_t bias;
real_t softness;
real_t relaxation;
ConeJointData() :
swing_span(Math_PI * 0.25),
twist_span(Math_PI),
bias(0.3),
softness(0.8),
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;
real_t angular_limit_upper;
real_t angular_limit_lower;
real_t angular_limit_bias;
real_t angular_limit_softness;
real_t angular_limit_relaxation;
HingeJointData() :
angular_limit_enabled(false),
angular_limit_upper(Math_PI * 0.5),
angular_limit_lower(-Math_PI * 0.5),
angular_limit_bias(0.3),
angular_limit_softness(0.9),
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;
real_t linear_limit_lower;
real_t linear_limit_softness;
real_t linear_limit_restitution;
real_t linear_limit_damping;
real_t angular_limit_upper;
real_t angular_limit_lower;
real_t angular_limit_softness;
real_t angular_limit_restitution;
real_t angular_limit_damping;
SliderJointData() :
linear_limit_upper(1.),
linear_limit_lower(-1.),
linear_limit_softness(1.),
linear_limit_restitution(0.7),
linear_limit_damping(1.),
angular_limit_upper(0),
angular_limit_lower(0),
angular_limit_softness(1.),
angular_limit_restitution(0.7),
angular_limit_damping(1.) {}
};
struct SixDOFJointData : public JointData {
struct SixDOFAxisData {
bool linear_limit_enabled;
real_t linear_limit_upper;
real_t linear_limit_lower;
real_t linear_limit_softness;
real_t linear_restitution;
real_t linear_damping;
bool linear_spring_enabled;
real_t linear_spring_stiffness;
real_t linear_spring_damping;
real_t linear_equilibrium_point;
bool angular_limit_enabled;
real_t angular_limit_upper;
real_t angular_limit_lower;
real_t angular_limit_softness;
real_t angular_restitution;
real_t angular_damping;
real_t erp;
bool angular_spring_enabled;
real_t angular_spring_stiffness;
real_t angular_spring_damping;
real_t angular_equilibrium_point;
SixDOFAxisData() :
linear_limit_enabled(true),
linear_limit_upper(0),
linear_limit_lower(0),
linear_limit_softness(0.7),
linear_restitution(0.5),
linear_damping(1.),
linear_spring_enabled(false),
linear_spring_stiffness(0),
linear_spring_damping(0),
linear_equilibrium_point(0),
angular_limit_enabled(true),
angular_limit_upper(0),
angular_limit_lower(0),
angular_limit_softness(0.5),
angular_restitution(0),
angular_damping(1.),
erp(0.5),
angular_spring_enabled(false),
angular_spring_stiffness(0),
angular_spring_damping(0.),
angular_equilibrium_point(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;
#endif
JointData *joint_data;
Transform joint_offset;
RID joint;
Skeleton *parent_skeleton;
Transform body_offset;
Transform body_offset_inverse;
bool simulate_physics;
bool _internal_simulate_physics;
int bone_id;
String bone_name;
real_t bounce;
real_t mass;
real_t friction;
real_t gravity_scale;
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);
void _direct_state_changed(Object *p_state);
static void _bind_methods();
private:
static Skeleton *find_skeleton_parent(Node *p_parent);
void _fix_joint_offset();
void _reload_joint();
public:
void _on_bone_parent_changed();
void _set_gizmo_move_joint(bool p_move_joint);
public:
#ifdef TOOLS_ENABLED
virtual Transform get_global_gizmo_transform() const;
virtual Transform get_local_gizmo_transform() const;
#endif
const JointData *get_joint_data() const;
Skeleton *find_skeleton_parent();
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 Transform &p_offset);
const Transform &get_joint_offset() const;
void set_body_offset(const Transform &p_offset);
const Transform &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_weight(real_t p_weight);
real_t get_weight() 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 apply_central_impulse(const Vector3 &p_impulse);
void apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse);
void reset_physics_simulation_state();
void reset_to_rest_position();
PhysicalBone();
~PhysicalBone();
private:
void update_bone_id();
void update_offset();
void _start_physics_simulation();
void _stop_physics_simulation();
};
VARIANT_ENUM_CAST(PhysicalBone::JointType);
#endif // PHYSICS_BODY__H