virtualx-engine/scene/resources/skeleton_modification_3d_jiggle.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

138 lines
5.7 KiB
C++

/**************************************************************************/
/* skeleton_modification_3d_jiggle.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 SKELETON_MODIFICATION_3D_JIGGLE_H
#define SKELETON_MODIFICATION_3D_JIGGLE_H
#include "core/templates/local_vector.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/skeleton_modification_3d.h"
class SkeletonModification3DJiggle : public SkeletonModification3D {
GDCLASS(SkeletonModification3DJiggle, SkeletonModification3D);
private:
struct Jiggle_Joint_Data {
String bone_name = "";
int bone_idx = -1;
bool override_defaults = false;
real_t stiffness = 3;
real_t mass = 0.75;
real_t damping = 0.75;
bool use_gravity = false;
Vector3 gravity = Vector3(0, -6.0, 0);
real_t roll = 0;
Vector3 cached_rotation = Vector3(0, 0, 0);
Vector3 force = Vector3(0, 0, 0);
Vector3 acceleration = Vector3(0, 0, 0);
Vector3 velocity = Vector3(0, 0, 0);
Vector3 last_position = Vector3(0, 0, 0);
Vector3 dynamic_position = Vector3(0, 0, 0);
Vector3 last_noncollision_position = Vector3(0, 0, 0);
};
NodePath target_node;
ObjectID target_node_cache;
LocalVector<Jiggle_Joint_Data> jiggle_data_chain;
real_t stiffness = 3;
real_t mass = 0.75;
real_t damping = 0.75;
bool use_gravity = false;
Vector3 gravity = Vector3(0, -6.0, 0);
bool use_colliders = false;
uint32_t collision_mask = 1;
void update_cache();
void _execute_jiggle_joint(int p_joint_idx, Node3D *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) override;
virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
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