#ifndef PHYSICAL_BONE_H #define PHYSICAL_BONE_H /*************************************************************************/ /* physical_bone.h */ /*************************************************************************/ /* 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 "core/containers/vset.h" #include "core/object/reference.h" #include "scene/3d/collision_object.h" #include "scene/3d/physics_body.h" #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 *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; 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 *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 *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 *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 *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 *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