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+/**************************************************************************/
+/* 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/physics/physics_body_3d.h"
+#include "scene/3d/skeleton_3d.h"
+
+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<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 = 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<PropertyInfo> *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<PropertyInfo> *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<PropertyInfo> *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<PropertyInfo> *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;
+
+ Skeleton3D *parent_skeleton = nullptr;
+ 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<PropertyInfo> *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);
+ static Skeleton3D *find_skeleton_parent(Node *p_parent);
+
+ void _update_joint_offset();
+ void _fix_joint_offset();
+ void _reload_joint();
+
+public:
+ void _on_bone_parent_changed();
+
+ 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;
+ Skeleton3D *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 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