godot/scene/3d/spring_bone_collision_3d.cpp
Silc Lizard (Tokage) Renew 5472558a98 Implement SpringBoneSimulator3D to wiggle chained bones
Co-authored-by: lyuma <xn.lyuma@gmail.com>
Co-authored-by: fire <ernest.lee@chibifire.com>
Co-authored-by: SaracenOne <SaracenOne@gmail.com>
2025-01-14 05:43:57 +09:00

192 lines
7.2 KiB
C++

/**************************************************************************/
/* spring_bone_collision_3d.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "spring_bone_collision_3d.h"
#include "scene/3d/spring_bone_simulator_3d.h"
PackedStringArray SpringBoneCollision3D::get_configuration_warnings() const {
PackedStringArray warnings = Node3D::get_configuration_warnings();
SpringBoneSimulator3D *parent = Object::cast_to<SpringBoneSimulator3D>(get_parent());
if (!parent) {
warnings.push_back(RTR("Parent node should be a SpringBoneSimulator3D node."));
}
return warnings;
}
void SpringBoneCollision3D::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "bone_name") {
Skeleton3D *sk = get_skeleton();
if (sk) {
p_property.hint = PROPERTY_HINT_ENUM_SUGGESTION;
p_property.hint_string = sk->get_concatenated_bone_names();
} else {
p_property.hint = PROPERTY_HINT_NONE;
p_property.hint_string = "";
}
} else if (bone < 0 && (p_property.name == "position_offset" || p_property.name == "rotation_offset")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
}
Skeleton3D *SpringBoneCollision3D::get_skeleton() const {
SpringBoneSimulator3D *parent = Object::cast_to<SpringBoneSimulator3D>(get_parent());
if (!parent) {
return nullptr;
}
return parent->get_skeleton();
}
void SpringBoneCollision3D::set_bone_name(const String &p_name) {
bone_name = p_name;
Skeleton3D *sk = get_skeleton();
if (sk) {
set_bone(sk->find_bone(bone_name));
}
}
String SpringBoneCollision3D::get_bone_name() const {
return bone_name;
}
void SpringBoneCollision3D::set_bone(int p_bone) {
bone = p_bone;
Skeleton3D *sk = get_skeleton();
if (sk) {
if (bone <= -1 || bone >= sk->get_bone_count()) {
WARN_PRINT("Bone index out of range! Cannot connect BoneAttachment to node!");
bone = -1;
} else {
bone_name = sk->get_bone_name(bone);
}
}
notify_property_list_changed();
}
int SpringBoneCollision3D::get_bone() const {
return bone;
}
void SpringBoneCollision3D::set_position_offset(const Vector3 &p_offset) {
if (position_offset == p_offset) {
return;
}
position_offset = p_offset;
sync_pose();
#ifdef TOOLS_ENABLED
update_gizmos();
#endif // TOOLS_ENABLED
}
Vector3 SpringBoneCollision3D::get_position_offset() const {
return position_offset;
}
void SpringBoneCollision3D::set_rotation_offset(const Quaternion &p_offset) {
if (rotation_offset == p_offset) {
return;
}
rotation_offset = p_offset;
sync_pose();
#ifdef TOOLS_ENABLED
update_gizmos();
#endif // TOOLS_ENABLED
}
Quaternion SpringBoneCollision3D::get_rotation_offset() const {
return rotation_offset;
}
void SpringBoneCollision3D::sync_pose() {
if (bone >= 0) {
Skeleton3D *sk = get_skeleton();
if (sk) {
Transform3D tr = sk->get_global_transform() * sk->get_bone_global_pose(bone);
tr.origin += tr.basis.get_rotation_quaternion().xform(position_offset);
tr.basis *= Basis(rotation_offset);
set_global_transform(tr);
}
}
}
Transform3D SpringBoneCollision3D::get_transform_from_skeleton(const Transform3D &p_center) const {
Transform3D gtr = get_global_transform();
Skeleton3D *sk = get_skeleton();
if (sk) {
Transform3D tr = sk->get_global_transform();
gtr = tr.affine_inverse() * p_center * gtr;
}
return gtr;
}
void SpringBoneCollision3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_skeleton"), &SpringBoneCollision3D::get_skeleton);
ClassDB::bind_method(D_METHOD("set_bone_name", "bone_name"), &SpringBoneCollision3D::set_bone_name);
ClassDB::bind_method(D_METHOD("get_bone_name"), &SpringBoneCollision3D::get_bone_name);
ClassDB::bind_method(D_METHOD("set_bone", "bone"), &SpringBoneCollision3D::set_bone);
ClassDB::bind_method(D_METHOD("get_bone"), &SpringBoneCollision3D::get_bone);
ClassDB::bind_method(D_METHOD("set_position_offset", "offset"), &SpringBoneCollision3D::set_position_offset);
ClassDB::bind_method(D_METHOD("get_position_offset"), &SpringBoneCollision3D::get_position_offset);
ClassDB::bind_method(D_METHOD("set_rotation_offset", "offset"), &SpringBoneCollision3D::set_rotation_offset);
ClassDB::bind_method(D_METHOD("get_rotation_offset"), &SpringBoneCollision3D::get_rotation_offset);
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bone_name"), "set_bone_name", "get_bone_name");
ADD_PROPERTY(PropertyInfo(Variant::INT, "bone", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_bone", "get_bone");
ADD_GROUP("Offset", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position_offset"), "set_position_offset", "get_position_offset");
ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "rotation_offset"), "set_rotation_offset", "get_rotation_offset");
}
Vector3 SpringBoneCollision3D::collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const {
return _collide(p_center, p_bone_radius, p_bone_length, p_current);
}
Vector3 SpringBoneCollision3D::_collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const {
return Vector3(0, 0, 0);
}
#ifdef TOOLS_ENABLED
void SpringBoneCollision3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_EDITOR_PRE_SAVE: {
sync_pose();
} break;
}
}
#endif // TOOLS_ENABLED