/*************************************************************************/ /* skeleton_modification_3d_jiggle.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* 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 "skeleton_modification_3d_jiggle.h" #include "../nodes/skeleton.h" #include "scene/resources/world_3d.h" #include "servers/physics_server.h" #include "skeleton_modification_stack_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::deg2rad(real_t(p_value))); } 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::rad2deg(get_jiggle_joint_roll(which)); } 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 *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::REAL, 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::REAL, base_string + "stiffness", PROPERTY_HINT_RANGE, "0, 1000, 0.01", PROPERTY_USAGE_DEFAULT)); p_list->push_back(PropertyInfo(Variant::REAL, base_string + "mass", PROPERTY_HINT_RANGE, "0, 1000, 0.01", PROPERTY_USAGE_DEFAULT)); p_list->push_back(PropertyInfo(Variant::REAL, 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 == 0) { _print_execution_error(true, "Target cache is out of date. Attempting to update..."); update_cache(); return; } Spatial *target = Object::cast_to(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, Spatial *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!")) { return; } Transform bone_local_pos = stack->skeleton->get_bone_local_pose_override(jiggle_data_chain[p_joint_idx].bone_idx); if (bone_local_pos == Transform()) { bone_local_pos = stack->skeleton->get_bone_pose(jiggle_data_chain[p_joint_idx].bone_idx); } Transform new_bone_trans = stack->skeleton->local_pose_to_global_pose(jiggle_data_chain[p_joint_idx].bone_idx, bone_local_pos); 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 world_3d = stack->skeleton->get_world_3d(); ERR_FAIL_COND(world_3d.is_null()); PhysicsDirectSpaceState *space_state = PhysicsServer::get_singleton()->space_get_direct_state(world_3d->get_space()); PhysicsDirectSpaceState::RayResult ray_result; // Convert to world transforms, which is what the physics server needs Transform new_bone_trans_world = stack->skeleton->global_pose_to_world_transform(new_bone_trans); Transform dynamic_position_world = stack->skeleton->global_pose_to_world_transform(Transform(Basis(), jiggle_data_chain[p_joint_idx].dynamic_position)); bool ray_hit = space_state->intersect_ray(new_bone_trans_world.origin, dynamic_position_world.get_origin(), ray_result, RBSet(), collision_mask); 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(Ref p_stack) { stack = p_stack.ptr(); 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; property_list_changed_notify(); } 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; property_list_changed_notify(); } 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; property_list_changed_notify(); } 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; property_list_changed_notify(); } 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(); property_list_changed_notify(); } 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; property_list_changed_notify(); } 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, "Spatial"), "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::REAL, "stiffness"), "set_stiffness", "get_stiffness"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass"), "set_mass", "get_mass"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "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; target_node_cache = 0; stiffness = 3; mass = 0.75; damping = 0.75; use_gravity = false; gravity = Vector3(0, -6.0, 0); enabled = true; use_colliders = false; collision_mask = 1; } SkeletonModification3DJiggle::~SkeletonModification3DJiggle() { }