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415 lines
14 KiB
C++
415 lines
14 KiB
C++
/**************************************************************************/
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/* physical_bone_simulator_3d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "physical_bone_simulator_3d.h"
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void PhysicalBoneSimulator3D::_skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) {
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if (p_old) {
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if (p_old->is_connected(SNAME("bone_list_changed"), callable_mp(this, &PhysicalBoneSimulator3D::_bone_list_changed))) {
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p_old->disconnect(SNAME("bone_list_changed"), callable_mp(this, &PhysicalBoneSimulator3D::_bone_list_changed));
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}
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if (p_old->is_connected(SceneStringName(pose_updated), callable_mp(this, &PhysicalBoneSimulator3D::_pose_updated))) {
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p_old->disconnect(SceneStringName(pose_updated), callable_mp(this, &PhysicalBoneSimulator3D::_pose_updated));
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}
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}
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if (p_new) {
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if (!p_new->is_connected(SNAME("bone_list_changed"), callable_mp(this, &PhysicalBoneSimulator3D::_bone_list_changed))) {
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p_new->connect(SNAME("bone_list_changed"), callable_mp(this, &PhysicalBoneSimulator3D::_bone_list_changed));
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}
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if (!p_new->is_connected(SceneStringName(pose_updated), callable_mp(this, &PhysicalBoneSimulator3D::_pose_updated))) {
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p_new->connect(SceneStringName(pose_updated), callable_mp(this, &PhysicalBoneSimulator3D::_pose_updated));
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}
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}
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_bone_list_changed();
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}
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void PhysicalBoneSimulator3D::_bone_list_changed() {
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bones.clear();
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Skeleton3D *skeleton = get_skeleton();
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if (!skeleton) {
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return;
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}
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for (int i = 0; i < skeleton->get_bone_count(); i++) {
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SimulatedBone sb;
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sb.parent = skeleton->get_bone_parent(i);
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sb.child_bones = skeleton->get_bone_children(i);
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bones.push_back(sb);
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}
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_rebuild_physical_bones_cache();
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_pose_updated();
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}
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void PhysicalBoneSimulator3D::_pose_updated() {
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Skeleton3D *skeleton = get_skeleton();
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if (!skeleton || simulating) {
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return;
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}
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ERR_FAIL_COND(skeleton->get_bone_count() != bones.size());
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for (int i = 0; i < skeleton->get_bone_count(); i++) {
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bones.write[i].global_pose = skeleton->get_bone_global_pose(i);
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}
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}
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void PhysicalBoneSimulator3D::_set_active(bool p_active) {
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if (!Engine::get_singleton()->is_editor_hint()) {
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_reset_physical_bones_state();
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}
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}
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void PhysicalBoneSimulator3D::_reset_physical_bones_state() {
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for (int i = 0; i < bones.size(); i += 1) {
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if (bones[i].physical_bone) {
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bones[i].physical_bone->reset_physics_simulation_state();
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}
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}
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}
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bool PhysicalBoneSimulator3D::is_simulating_physics() const {
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return simulating;
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}
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int PhysicalBoneSimulator3D::find_bone(const String &p_name) const {
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Skeleton3D *skeleton = get_skeleton();
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if (!skeleton) {
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return -1;
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}
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return skeleton->find_bone(p_name);
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}
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String PhysicalBoneSimulator3D::get_bone_name(int p_bone) const {
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Skeleton3D *skeleton = get_skeleton();
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if (!skeleton) {
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return String();
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}
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return skeleton->get_bone_name(p_bone);
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}
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int PhysicalBoneSimulator3D::get_bone_count() const {
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return bones.size();
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}
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bool PhysicalBoneSimulator3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
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Skeleton3D *skeleton = get_skeleton();
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if (!skeleton) {
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return false;
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}
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return skeleton->is_bone_parent_of(p_bone, p_parent_bone_id);
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}
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void PhysicalBoneSimulator3D::bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone) {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX(p_bone, bone_size);
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ERR_FAIL_COND(bones[p_bone].physical_bone);
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ERR_FAIL_NULL(p_physical_bone);
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bones.write[p_bone].physical_bone = p_physical_bone;
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_rebuild_physical_bones_cache();
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}
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void PhysicalBoneSimulator3D::unbind_physical_bone_from_bone(int p_bone) {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX(p_bone, bone_size);
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bones.write[p_bone].physical_bone = nullptr;
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_rebuild_physical_bones_cache();
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}
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PhysicalBone3D *PhysicalBoneSimulator3D::get_physical_bone(int p_bone) {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr);
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return bones[p_bone].physical_bone;
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}
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PhysicalBone3D *PhysicalBoneSimulator3D::get_physical_bone_parent(int p_bone) {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr);
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if (bones[p_bone].cache_parent_physical_bone) {
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return bones[p_bone].cache_parent_physical_bone;
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}
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return _get_physical_bone_parent(p_bone);
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}
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PhysicalBone3D *PhysicalBoneSimulator3D::_get_physical_bone_parent(int p_bone) {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr);
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const int parent_bone = bones[p_bone].parent;
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if (parent_bone < 0) {
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return nullptr;
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}
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PhysicalBone3D *pb = bones[parent_bone].physical_bone;
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if (pb) {
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return pb;
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} else {
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return get_physical_bone_parent(parent_bone);
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}
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}
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void PhysicalBoneSimulator3D::_rebuild_physical_bones_cache() {
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const int b_size = bones.size();
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for (int i = 0; i < b_size; ++i) {
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PhysicalBone3D *parent_pb = _get_physical_bone_parent(i);
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if (parent_pb != bones[i].cache_parent_physical_bone) {
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bones.write[i].cache_parent_physical_bone = parent_pb;
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if (bones[i].physical_bone) {
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bones[i].physical_bone->_on_bone_parent_changed();
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}
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}
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}
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}
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#ifndef DISABLE_DEPRECATED
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void _pb_stop_simulation_compat(Node *p_node) {
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PhysicalBoneSimulator3D *ps = Object::cast_to<PhysicalBoneSimulator3D>(p_node);
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if (ps) {
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return; // Prevent conflict.
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}
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for (int i = p_node->get_child_count() - 1; i >= 0; --i) {
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_pb_stop_simulation_compat(p_node->get_child(i));
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}
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PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
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if (pb) {
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pb->set_simulate_physics(false);
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}
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}
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#endif // _DISABLE_DEPRECATED
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void _pb_stop_simulation(Node *p_node) {
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for (int i = p_node->get_child_count() - 1; i >= 0; --i) {
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PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node->get_child(i));
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if (!pb) {
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continue;
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}
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_pb_stop_simulation(pb);
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}
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PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
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if (pb) {
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pb->set_simulate_physics(false);
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}
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}
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void PhysicalBoneSimulator3D::physical_bones_stop_simulation() {
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simulating = false;
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_reset_physical_bones_state();
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#ifndef DISABLE_DEPRECATED
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if (is_compat) {
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Skeleton3D *sk = get_skeleton();
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if (sk) {
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_pb_stop_simulation_compat(sk);
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}
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} else {
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_pb_stop_simulation(this);
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}
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#else
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_pb_stop_simulation(this);
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#endif // _DISABLE_DEPRECATED
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}
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#ifndef DISABLE_DEPRECATED
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void _pb_start_simulation_compat(const PhysicalBoneSimulator3D *p_simulator, Node *p_node, const Vector<int> &p_sim_bones) {
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PhysicalBoneSimulator3D *ps = Object::cast_to<PhysicalBoneSimulator3D>(p_node);
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if (ps) {
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return; // Prevent conflict.
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}
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for (int i = p_node->get_child_count() - 1; i >= 0; --i) {
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_pb_start_simulation_compat(p_simulator, p_node->get_child(i), p_sim_bones);
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}
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PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
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if (pb) {
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if (p_sim_bones.is_empty()) { // If no bones are specified, activate ragdoll on full body.
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pb->set_simulate_physics(true);
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} else {
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for (int i = p_sim_bones.size() - 1; i >= 0; --i) {
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if (p_sim_bones[i] == pb->get_bone_id() || p_simulator->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
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pb->set_simulate_physics(true);
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break;
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}
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}
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}
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}
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}
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#endif // _DISABLE_DEPRECATED
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void _pb_start_simulation(const PhysicalBoneSimulator3D *p_simulator, Node *p_node, const Vector<int> &p_sim_bones) {
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for (int i = p_node->get_child_count() - 1; i >= 0; --i) {
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PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node->get_child(i));
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if (!pb) {
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continue;
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}
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_pb_start_simulation(p_simulator, pb, p_sim_bones);
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}
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PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
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if (pb) {
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if (p_sim_bones.is_empty()) { // If no bones are specified, activate ragdoll on full body.
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pb->set_simulate_physics(true);
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} else {
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for (int i = p_sim_bones.size() - 1; i >= 0; --i) {
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if (p_sim_bones[i] == pb->get_bone_id() || p_simulator->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
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pb->set_simulate_physics(true);
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break;
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}
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}
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}
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}
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}
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void PhysicalBoneSimulator3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) {
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simulating = true;
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_reset_physical_bones_state();
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_pose_updated();
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Vector<int> sim_bones;
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if (p_bones.size() > 0) {
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sim_bones.resize(p_bones.size());
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int c = 0;
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for (int i = sim_bones.size() - 1; i >= 0; --i) {
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int bone_id = find_bone(p_bones[i]);
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if (bone_id != -1) {
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sim_bones.write[c++] = bone_id;
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}
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}
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sim_bones.resize(c);
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}
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#ifndef DISABLE_DEPRECATED
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if (is_compat) {
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Skeleton3D *sk = get_skeleton();
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if (sk) {
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_pb_start_simulation_compat(this, sk, sim_bones);
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}
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} else {
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_pb_start_simulation(this, this, sim_bones);
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}
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#else
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_pb_start_simulation(this, this, sim_bones);
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#endif // _DISABLE_DEPRECATED
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}
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void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RID p_exception) {
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for (int i = p_node->get_child_count() - 1; i >= 0; --i) {
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_physical_bones_add_remove_collision_exception(p_add, p_node->get_child(i), p_exception);
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}
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CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_node);
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if (co) {
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if (p_add) {
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PhysicsServer3D::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception);
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} else {
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PhysicsServer3D::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception);
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}
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}
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}
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void PhysicalBoneSimulator3D::physical_bones_add_collision_exception(RID p_exception) {
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_physical_bones_add_remove_collision_exception(true, this, p_exception);
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}
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void PhysicalBoneSimulator3D::physical_bones_remove_collision_exception(RID p_exception) {
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_physical_bones_add_remove_collision_exception(false, this, p_exception);
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}
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Transform3D PhysicalBoneSimulator3D::get_bone_global_pose(int p_bone) const {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
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return bones[p_bone].global_pose;
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}
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void PhysicalBoneSimulator3D::set_bone_global_pose(int p_bone, const Transform3D &p_pose) {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX(p_bone, bone_size);
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bones.write[p_bone].global_pose = p_pose;
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}
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void PhysicalBoneSimulator3D::_process_modification() {
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Skeleton3D *skeleton = get_skeleton();
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if (!skeleton) {
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return;
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}
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if (!enabled) {
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for (int i = 0; i < bones.size(); i++) {
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if (bones[i].physical_bone) {
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if (bones[i].physical_bone->is_simulating_physics() == false) {
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bones[i].physical_bone->reset_to_rest_position();
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}
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}
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}
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} else {
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ERR_FAIL_COND(skeleton->get_bone_count() != bones.size());
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for (int i = 0; i < skeleton->get_bone_count(); i++) {
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if (!bones[i].physical_bone) {
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continue;
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}
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skeleton->set_bone_global_pose(i, bones[i].global_pose);
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}
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// TODO:
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// The above method is performance heavy and needs to be improved.
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// Ideally, the processing of set_bone_global_pose within Skeleton3D should be improved,
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// but the workaround available now is to convert the global pose to a local pose on the SkeletonModifier side.
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// However, the follow method needs recursive processing for deformations within PhysicalBoneSimulator3D to account for update order.
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/*
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ERR_FAIL_COND(skeleton->get_bone_count() != bones.size());
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LocalVector<Transform3D> local_poses;
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for (int i = 0; i < skeleton->get_bone_count(); i++) {
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Transform3D pt;
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if (skeleton->get_bone_parent(i) >= 0) {
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pt = get_bone_global_pose(skeleton->get_bone_parent(i));
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}
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local_poses.push_back(pt.affine_inverse() * bones[i].global_pose);
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}
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for (int i = 0; i < skeleton->get_bone_count(); i++) {
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if (!bones[i].physical_bone) {
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continue;
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}
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skeleton->set_bone_pose_position(i, local_poses[i].origin);
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skeleton->set_bone_pose_rotation(i, local_poses[i].basis.get_rotation_quaternion());
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skeleton->set_bone_pose_scale(i, local_poses[i].basis.get_scale());
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}
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*/
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}
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}
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void PhysicalBoneSimulator3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBoneSimulator3D::is_simulating_physics);
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ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &PhysicalBoneSimulator3D::physical_bones_stop_simulation);
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ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &PhysicalBoneSimulator3D::physical_bones_start_simulation_on, DEFVAL(Array()));
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ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &PhysicalBoneSimulator3D::physical_bones_add_collision_exception);
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ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &PhysicalBoneSimulator3D::physical_bones_remove_collision_exception);
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}
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PhysicalBoneSimulator3D::PhysicalBoneSimulator3D() {
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}
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