godot/scene/resources/skeleton_modification_3d_jiggle.h
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00

139 lines
5.7 KiB
C++

/*************************************************************************/
/* 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/templates/local_vector.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/skeleton_modification_3d.h"
#ifndef SKELETON_MODIFICATION_3D_JIGGLE_H
#define SKELETON_MODIFICATION_3D_JIGGLE_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