mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 11:56:49 +01:00
149 lines
5.6 KiB
C++
149 lines
5.6 KiB
C++
#ifndef SKELETON_MODIFICATION_3D_JIGGLE_H
|
|
#define SKELETON_MODIFICATION_3D_JIGGLE_H
|
|
|
|
/*************************************************************************/
|
|
/* skeleton_modification_3d_jiggle.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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/local_vector.h"
|
|
#include "skeleton_modification_3d.h"
|
|
|
|
class SkeletonModification3DJiggle : public SkeletonModification3D {
|
|
GDCLASS(SkeletonModification3DJiggle, SkeletonModification3D);
|
|
|
|
private:
|
|
struct Jiggle_Joint_Data {
|
|
String bone_name;
|
|
int bone_idx;
|
|
|
|
bool override_defaults;
|
|
real_t stiffness;
|
|
real_t mass;
|
|
real_t damping;
|
|
bool use_gravity;
|
|
Vector3 gravity;
|
|
real_t roll;
|
|
|
|
Vector3 cached_rotation;
|
|
Vector3 force;
|
|
Vector3 acceleration;
|
|
Vector3 velocity;
|
|
Vector3 last_position;
|
|
Vector3 dynamic_position;
|
|
|
|
Vector3 last_noncollision_position;
|
|
|
|
Jiggle_Joint_Data() {
|
|
bone_idx = -1;
|
|
override_defaults = false;
|
|
stiffness = 3;
|
|
mass = 0.75;
|
|
damping = 0.75;
|
|
use_gravity = false;
|
|
gravity = Vector3(0, -6.0, 0);
|
|
roll = 0;
|
|
}
|
|
};
|
|
|
|
NodePath target_node;
|
|
ObjectID target_node_cache;
|
|
LocalVector<Jiggle_Joint_Data> jiggle_data_chain;
|
|
|
|
real_t stiffness;
|
|
real_t mass;
|
|
real_t damping;
|
|
bool use_gravity;
|
|
Vector3 gravity;
|
|
|
|
bool use_colliders;
|
|
uint32_t collision_mask;
|
|
|
|
void update_cache();
|
|
void _execute_jiggle_joint(int p_joint_idx, Spatial *p_target, real_t p_delta);
|
|
void _update_jiggle_joint_data();
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
bool _get(const StringName &p_path, Variant &r_ret) const;
|
|
bool _set(const StringName &p_path, const Variant &p_value);
|
|
void _get_property_list(List<PropertyInfo> *p_list) const;
|
|
|
|
public:
|
|
virtual void _execute(real_t p_delta);
|
|
virtual void _setup_modification(Ref<SkeletonModificationStack3D> p_stack);
|
|
|
|
void set_target_node(const NodePath &p_target_node);
|
|
NodePath get_target_node() const;
|
|
|
|
void set_stiffness(real_t p_stiffness);
|
|
real_t get_stiffness() const;
|
|
void set_mass(real_t p_mass);
|
|
real_t get_mass() const;
|
|
void set_damping(real_t p_damping);
|
|
real_t get_damping() const;
|
|
|
|
void set_use_gravity(bool p_use_gravity);
|
|
bool get_use_gravity() const;
|
|
void set_gravity(Vector3 p_gravity);
|
|
Vector3 get_gravity() const;
|
|
|
|
void set_use_colliders(bool p_use_colliders);
|
|
bool get_use_colliders() const;
|
|
void set_collision_mask(int p_mask);
|
|
int get_collision_mask() const;
|
|
|
|
int get_jiggle_data_chain_length();
|
|
void set_jiggle_data_chain_length(int p_new_length);
|
|
|
|
void set_jiggle_joint_bone_name(int p_joint_idx, String p_name);
|
|
String get_jiggle_joint_bone_name(int p_joint_idx) const;
|
|
void set_jiggle_joint_bone_index(int p_joint_idx, int p_idx);
|
|
int get_jiggle_joint_bone_index(int p_joint_idx) const;
|
|
|
|
void set_jiggle_joint_override(int p_joint_idx, bool p_override);
|
|
bool get_jiggle_joint_override(int p_joint_idx) const;
|
|
void set_jiggle_joint_stiffness(int p_joint_idx, real_t p_stiffness);
|
|
real_t get_jiggle_joint_stiffness(int p_joint_idx) const;
|
|
void set_jiggle_joint_mass(int p_joint_idx, real_t p_mass);
|
|
real_t get_jiggle_joint_mass(int p_joint_idx) const;
|
|
void set_jiggle_joint_damping(int p_joint_idx, real_t p_damping);
|
|
real_t get_jiggle_joint_damping(int p_joint_idx) const;
|
|
void set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity);
|
|
bool get_jiggle_joint_use_gravity(int p_joint_idx) const;
|
|
void set_jiggle_joint_gravity(int p_joint_idx, Vector3 p_gravity);
|
|
Vector3 get_jiggle_joint_gravity(int p_joint_idx) const;
|
|
void set_jiggle_joint_roll(int p_joint_idx, real_t p_roll);
|
|
real_t get_jiggle_joint_roll(int p_joint_idx) const;
|
|
|
|
SkeletonModification3DJiggle();
|
|
~SkeletonModification3DJiggle();
|
|
};
|
|
|
|
#endif // SKELETON_MODIFICATION_3D_JIGGLE_H
|