godot/scene/resources/skeleton_modification_3d_jiggle.cpp
PouleyKetchoupp acbd24ea84 Use parameter classes instead of arguments for all physics queries
Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.

Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
2021-11-04 11:44:39 -07:00

583 lines
27 KiB
C++

/*************************************************************************/
/* skeleton_modification_3d_jiggle.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 "scene/resources/skeleton_modification_3d_jiggle.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/skeleton_modification_3d.h"
bool SkeletonModification3DJiggle::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
if (path.begins_with("joint_data/")) {
const int jiggle_size = jiggle_data_chain.size();
int which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
ERR_FAIL_INDEX_V(which, jiggle_size, false);
if (what == "bone_name") {
set_jiggle_joint_bone_name(which, p_value);
} else if (what == "bone_index") {
set_jiggle_joint_bone_index(which, p_value);
} else if (what == "override_defaults") {
set_jiggle_joint_override(which, p_value);
} else if (what == "stiffness") {
set_jiggle_joint_stiffness(which, p_value);
} else if (what == "mass") {
set_jiggle_joint_mass(which, p_value);
} else if (what == "damping") {
set_jiggle_joint_damping(which, p_value);
} else if (what == "use_gravity") {
set_jiggle_joint_use_gravity(which, p_value);
} else if (what == "gravity") {
set_jiggle_joint_gravity(which, p_value);
} else if (what == "roll") {
set_jiggle_joint_roll(which, Math::deg2rad(real_t(p_value)));
}
return true;
} else {
if (path == "use_colliders") {
set_use_colliders(p_value);
} else if (path == "collision_mask") {
set_collision_mask(p_value);
}
return true;
}
return true;
}
bool SkeletonModification3DJiggle::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
if (path.begins_with("joint_data/")) {
const int jiggle_size = jiggle_data_chain.size();
int which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
ERR_FAIL_INDEX_V(which, jiggle_size, false);
if (what == "bone_name") {
r_ret = get_jiggle_joint_bone_name(which);
} else if (what == "bone_index") {
r_ret = get_jiggle_joint_bone_index(which);
} else if (what == "override_defaults") {
r_ret = get_jiggle_joint_override(which);
} else if (what == "stiffness") {
r_ret = get_jiggle_joint_stiffness(which);
} else if (what == "mass") {
r_ret = get_jiggle_joint_mass(which);
} else if (what == "damping") {
r_ret = get_jiggle_joint_damping(which);
} else if (what == "use_gravity") {
r_ret = get_jiggle_joint_use_gravity(which);
} else if (what == "gravity") {
r_ret = get_jiggle_joint_gravity(which);
} else if (what == "roll") {
r_ret = Math::rad2deg(get_jiggle_joint_roll(which));
}
return true;
} else {
if (path == "use_colliders") {
r_ret = get_use_colliders();
} else if (path == "collision_mask") {
r_ret = get_collision_mask();
}
return true;
}
return true;
}
void SkeletonModification3DJiggle::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::BOOL, "use_colliders", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (use_colliders) {
p_list->push_back(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS, "", PROPERTY_USAGE_DEFAULT));
}
for (uint32_t i = 0; i < jiggle_data_chain.size(); i++) {
String base_string = "joint_data/" + itos(i) + "/";
p_list->push_back(PropertyInfo(Variant::STRING_NAME, base_string + "bone_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::INT, base_string + "bone_index", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "roll", PROPERTY_HINT_RANGE, "-360,360,0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "override_defaults", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (jiggle_data_chain[i].override_defaults) {
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "stiffness", PROPERTY_HINT_RANGE, "0, 1000, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "mass", PROPERTY_HINT_RANGE, "0, 1000, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "damping", PROPERTY_HINT_RANGE, "0, 1, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "use_gravity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (jiggle_data_chain[i].use_gravity) {
p_list->push_back(PropertyInfo(Variant::VECTOR3, base_string + "gravity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
}
}
}
}
void SkeletonModification3DJiggle::_execute(real_t p_delta) {
ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
"Modification is not setup and therefore cannot execute!");
if (!enabled) {
return;
}
if (target_node_cache.is_null()) {
_print_execution_error(true, "Target cache is out of date. Attempting to update...");
update_cache();
return;
}
Node3D *target = Object::cast_to<Node3D>(ObjectDB::get_instance(target_node_cache));
_print_execution_error(!target || !target->is_inside_tree(), "Target node is not in the scene tree. Cannot execute modification!");
for (uint32_t i = 0; i < jiggle_data_chain.size(); i++) {
_execute_jiggle_joint(i, target, p_delta);
}
execution_error_found = false;
}
void SkeletonModification3DJiggle::_execute_jiggle_joint(int p_joint_idx, Node3D *p_target, real_t p_delta) {
// Adopted from: https://wiki.unity3d.com/index.php/JiggleBone
// With modifications by TwistedTwigleg.
if (jiggle_data_chain[p_joint_idx].bone_idx <= -2) {
jiggle_data_chain[p_joint_idx].bone_idx = stack->skeleton->find_bone(jiggle_data_chain[p_joint_idx].bone_name);
}
if (_print_execution_error(
jiggle_data_chain[p_joint_idx].bone_idx < 0 || jiggle_data_chain[p_joint_idx].bone_idx > stack->skeleton->get_bone_count(),
"Jiggle joint " + itos(p_joint_idx) + " bone index is invald. Cannot execute modification!")) {
return;
}
Transform3D bone_local_pos = stack->skeleton->get_bone_local_pose_override(jiggle_data_chain[p_joint_idx].bone_idx);
if (bone_local_pos == Transform3D()) {
bone_local_pos = stack->skeleton->get_bone_pose(jiggle_data_chain[p_joint_idx].bone_idx);
}
Transform3D new_bone_trans = stack->skeleton->local_pose_to_global_pose(jiggle_data_chain[p_joint_idx].bone_idx, bone_local_pos);
Vector3 target_position = stack->skeleton->world_transform_to_global_pose(p_target->get_global_transform()).origin;
jiggle_data_chain[p_joint_idx].force = (target_position - jiggle_data_chain[p_joint_idx].dynamic_position) * jiggle_data_chain[p_joint_idx].stiffness * p_delta;
if (jiggle_data_chain[p_joint_idx].use_gravity) {
Vector3 gravity_to_apply = new_bone_trans.basis.inverse().xform(jiggle_data_chain[p_joint_idx].gravity);
jiggle_data_chain[p_joint_idx].force += gravity_to_apply * p_delta;
}
jiggle_data_chain[p_joint_idx].acceleration = jiggle_data_chain[p_joint_idx].force / jiggle_data_chain[p_joint_idx].mass;
jiggle_data_chain[p_joint_idx].velocity += jiggle_data_chain[p_joint_idx].acceleration * (1 - jiggle_data_chain[p_joint_idx].damping);
jiggle_data_chain[p_joint_idx].dynamic_position += jiggle_data_chain[p_joint_idx].velocity + jiggle_data_chain[p_joint_idx].force;
jiggle_data_chain[p_joint_idx].dynamic_position += new_bone_trans.origin - jiggle_data_chain[p_joint_idx].last_position;
jiggle_data_chain[p_joint_idx].last_position = new_bone_trans.origin;
// Collision detection/response
if (use_colliders) {
if (execution_mode == SkeletonModificationStack3D::EXECUTION_MODE::execution_mode_physics_process) {
Ref<World3D> world_3d = stack->skeleton->get_world_3d();
ERR_FAIL_COND(world_3d.is_null());
PhysicsDirectSpaceState3D *space_state = PhysicsServer3D::get_singleton()->space_get_direct_state(world_3d->get_space());
PhysicsDirectSpaceState3D::RayResult ray_result;
// Convert to world transforms, which is what the physics server needs
Transform3D new_bone_trans_world = stack->skeleton->global_pose_to_world_transform(new_bone_trans);
Transform3D dynamic_position_world = stack->skeleton->global_pose_to_world_transform(Transform3D(Basis(), jiggle_data_chain[p_joint_idx].dynamic_position));
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = new_bone_trans_world.origin;
ray_params.to = dynamic_position_world.get_origin();
ray_params.collision_mask = collision_mask;
bool ray_hit = space_state->intersect_ray(ray_params, ray_result);
if (ray_hit) {
jiggle_data_chain[p_joint_idx].dynamic_position = jiggle_data_chain[p_joint_idx].last_noncollision_position;
jiggle_data_chain[p_joint_idx].acceleration = Vector3(0, 0, 0);
jiggle_data_chain[p_joint_idx].velocity = Vector3(0, 0, 0);
} else {
jiggle_data_chain[p_joint_idx].last_noncollision_position = jiggle_data_chain[p_joint_idx].dynamic_position;
}
} else {
WARN_PRINT_ONCE("Jiggle modifier: You cannot detect colliders without the stack mode being set to _physics_process!");
}
}
// Get the forward direction that the basis is facing in right now.
stack->skeleton->update_bone_rest_forward_vector(jiggle_data_chain[p_joint_idx].bone_idx);
Vector3 forward_vector = stack->skeleton->get_bone_axis_forward_vector(jiggle_data_chain[p_joint_idx].bone_idx);
// Rotate the bone using the dynamic position!
new_bone_trans.basis.rotate_to_align(forward_vector, new_bone_trans.origin.direction_to(jiggle_data_chain[p_joint_idx].dynamic_position));
// Roll
new_bone_trans.basis.rotate_local(forward_vector, jiggle_data_chain[p_joint_idx].roll);
new_bone_trans = stack->skeleton->global_pose_to_local_pose(jiggle_data_chain[p_joint_idx].bone_idx, new_bone_trans);
stack->skeleton->set_bone_local_pose_override(jiggle_data_chain[p_joint_idx].bone_idx, new_bone_trans, stack->strength, true);
stack->skeleton->force_update_bone_children_transforms(jiggle_data_chain[p_joint_idx].bone_idx);
}
void SkeletonModification3DJiggle::_update_jiggle_joint_data() {
for (uint32_t i = 0; i < jiggle_data_chain.size(); i++) {
if (!jiggle_data_chain[i].override_defaults) {
set_jiggle_joint_stiffness(i, stiffness);
set_jiggle_joint_mass(i, mass);
set_jiggle_joint_damping(i, damping);
set_jiggle_joint_use_gravity(i, use_gravity);
set_jiggle_joint_gravity(i, gravity);
}
}
}
void SkeletonModification3DJiggle::_setup_modification(SkeletonModificationStack3D *p_stack) {
stack = p_stack;
if (stack) {
is_setup = true;
execution_error_found = false;
if (stack->skeleton) {
for (uint32_t i = 0; i < jiggle_data_chain.size(); i++) {
int bone_idx = jiggle_data_chain[i].bone_idx;
if (bone_idx > 0 && bone_idx < stack->skeleton->get_bone_count()) {
jiggle_data_chain[i].dynamic_position = stack->skeleton->local_pose_to_global_pose(bone_idx, stack->skeleton->get_bone_local_pose_override(bone_idx)).origin;
}
}
}
update_cache();
}
}
void SkeletonModification3DJiggle::update_cache() {
if (!is_setup || !stack) {
_print_execution_error(true, "Cannot update target cache: modification is not properly setup!");
return;
}
target_node_cache = ObjectID();
if (stack->skeleton) {
if (stack->skeleton->is_inside_tree()) {
if (stack->skeleton->has_node(target_node)) {
Node *node = stack->skeleton->get_node(target_node);
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
"Cannot update target cache: node is this modification's skeleton or cannot be found!");
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
"Cannot update target cache: node is not in the scene tree!");
target_node_cache = node->get_instance_id();
execution_error_found = false;
}
}
}
}
void SkeletonModification3DJiggle::set_target_node(const NodePath &p_target_node) {
target_node = p_target_node;
update_cache();
}
NodePath SkeletonModification3DJiggle::get_target_node() const {
return target_node;
}
void SkeletonModification3DJiggle::set_stiffness(real_t p_stiffness) {
ERR_FAIL_COND_MSG(p_stiffness < 0, "Stiffness cannot be set to a negative value!");
stiffness = p_stiffness;
_update_jiggle_joint_data();
}
real_t SkeletonModification3DJiggle::get_stiffness() const {
return stiffness;
}
void SkeletonModification3DJiggle::set_mass(real_t p_mass) {
ERR_FAIL_COND_MSG(p_mass < 0, "Mass cannot be set to a negative value!");
mass = p_mass;
_update_jiggle_joint_data();
}
real_t SkeletonModification3DJiggle::get_mass() const {
return mass;
}
void SkeletonModification3DJiggle::set_damping(real_t p_damping) {
ERR_FAIL_COND_MSG(p_damping < 0, "Damping cannot be set to a negative value!");
ERR_FAIL_COND_MSG(p_damping > 1, "Damping cannot be more than one!");
damping = p_damping;
_update_jiggle_joint_data();
}
real_t SkeletonModification3DJiggle::get_damping() const {
return damping;
}
void SkeletonModification3DJiggle::set_use_gravity(bool p_use_gravity) {
use_gravity = p_use_gravity;
_update_jiggle_joint_data();
}
bool SkeletonModification3DJiggle::get_use_gravity() const {
return use_gravity;
}
void SkeletonModification3DJiggle::set_gravity(Vector3 p_gravity) {
gravity = p_gravity;
_update_jiggle_joint_data();
}
Vector3 SkeletonModification3DJiggle::get_gravity() const {
return gravity;
}
void SkeletonModification3DJiggle::set_use_colliders(bool p_use_collider) {
use_colliders = p_use_collider;
notify_property_list_changed();
}
bool SkeletonModification3DJiggle::get_use_colliders() const {
return use_colliders;
}
void SkeletonModification3DJiggle::set_collision_mask(int p_mask) {
collision_mask = p_mask;
}
int SkeletonModification3DJiggle::get_collision_mask() const {
return collision_mask;
}
// Jiggle joint data functions
int SkeletonModification3DJiggle::get_jiggle_data_chain_length() {
return jiggle_data_chain.size();
}
void SkeletonModification3DJiggle::set_jiggle_data_chain_length(int p_length) {
ERR_FAIL_COND(p_length < 0);
jiggle_data_chain.resize(p_length);
execution_error_found = false;
notify_property_list_changed();
}
void SkeletonModification3DJiggle::set_jiggle_joint_bone_name(int p_joint_idx, String p_name) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].bone_name = p_name;
if (stack && stack->skeleton) {
jiggle_data_chain[p_joint_idx].bone_idx = stack->skeleton->find_bone(p_name);
}
execution_error_found = false;
notify_property_list_changed();
}
String SkeletonModification3DJiggle::get_jiggle_joint_bone_name(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, "");
return jiggle_data_chain[p_joint_idx].bone_name;
}
int SkeletonModification3DJiggle::get_jiggle_joint_bone_index(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
return jiggle_data_chain[p_joint_idx].bone_idx;
}
void SkeletonModification3DJiggle::set_jiggle_joint_bone_index(int p_joint_idx, int p_bone_idx) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
jiggle_data_chain[p_joint_idx].bone_idx = p_bone_idx;
if (stack) {
if (stack->skeleton) {
jiggle_data_chain[p_joint_idx].bone_name = stack->skeleton->get_bone_name(p_bone_idx);
}
}
execution_error_found = false;
notify_property_list_changed();
}
void SkeletonModification3DJiggle::set_jiggle_joint_override(int p_joint_idx, bool p_override) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].override_defaults = p_override;
_update_jiggle_joint_data();
notify_property_list_changed();
}
bool SkeletonModification3DJiggle::get_jiggle_joint_override(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
return jiggle_data_chain[p_joint_idx].override_defaults;
}
void SkeletonModification3DJiggle::set_jiggle_joint_stiffness(int p_joint_idx, real_t p_stiffness) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_COND_MSG(p_stiffness < 0, "Stiffness cannot be set to a negative value!");
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].stiffness = p_stiffness;
}
real_t SkeletonModification3DJiggle::get_jiggle_joint_stiffness(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
return jiggle_data_chain[p_joint_idx].stiffness;
}
void SkeletonModification3DJiggle::set_jiggle_joint_mass(int p_joint_idx, real_t p_mass) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_COND_MSG(p_mass < 0, "Mass cannot be set to a negative value!");
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].mass = p_mass;
}
real_t SkeletonModification3DJiggle::get_jiggle_joint_mass(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
return jiggle_data_chain[p_joint_idx].mass;
}
void SkeletonModification3DJiggle::set_jiggle_joint_damping(int p_joint_idx, real_t p_damping) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_COND_MSG(p_damping < 0, "Damping cannot be set to a negative value!");
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].damping = p_damping;
}
real_t SkeletonModification3DJiggle::get_jiggle_joint_damping(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
return jiggle_data_chain[p_joint_idx].damping;
}
void SkeletonModification3DJiggle::set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].use_gravity = p_use_gravity;
notify_property_list_changed();
}
bool SkeletonModification3DJiggle::get_jiggle_joint_use_gravity(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
return jiggle_data_chain[p_joint_idx].use_gravity;
}
void SkeletonModification3DJiggle::set_jiggle_joint_gravity(int p_joint_idx, Vector3 p_gravity) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].gravity = p_gravity;
}
Vector3 SkeletonModification3DJiggle::get_jiggle_joint_gravity(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, Vector3(0, 0, 0));
return jiggle_data_chain[p_joint_idx].gravity;
}
void SkeletonModification3DJiggle::set_jiggle_joint_roll(int p_joint_idx, real_t p_roll) {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
jiggle_data_chain[p_joint_idx].roll = p_roll;
}
real_t SkeletonModification3DJiggle::get_jiggle_joint_roll(int p_joint_idx) const {
const int bone_chain_size = jiggle_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, 0.0);
return jiggle_data_chain[p_joint_idx].roll;
}
void SkeletonModification3DJiggle::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification3DJiggle::set_target_node);
ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification3DJiggle::get_target_node);
ClassDB::bind_method(D_METHOD("set_jiggle_data_chain_length", "length"), &SkeletonModification3DJiggle::set_jiggle_data_chain_length);
ClassDB::bind_method(D_METHOD("get_jiggle_data_chain_length"), &SkeletonModification3DJiggle::get_jiggle_data_chain_length);
ClassDB::bind_method(D_METHOD("set_stiffness", "stiffness"), &SkeletonModification3DJiggle::set_stiffness);
ClassDB::bind_method(D_METHOD("get_stiffness"), &SkeletonModification3DJiggle::get_stiffness);
ClassDB::bind_method(D_METHOD("set_mass", "mass"), &SkeletonModification3DJiggle::set_mass);
ClassDB::bind_method(D_METHOD("get_mass"), &SkeletonModification3DJiggle::get_mass);
ClassDB::bind_method(D_METHOD("set_damping", "damping"), &SkeletonModification3DJiggle::set_damping);
ClassDB::bind_method(D_METHOD("get_damping"), &SkeletonModification3DJiggle::get_damping);
ClassDB::bind_method(D_METHOD("set_use_gravity", "use_gravity"), &SkeletonModification3DJiggle::set_use_gravity);
ClassDB::bind_method(D_METHOD("get_use_gravity"), &SkeletonModification3DJiggle::get_use_gravity);
ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &SkeletonModification3DJiggle::set_gravity);
ClassDB::bind_method(D_METHOD("get_gravity"), &SkeletonModification3DJiggle::get_gravity);
ClassDB::bind_method(D_METHOD("set_use_colliders", "use_colliders"), &SkeletonModification3DJiggle::set_use_colliders);
ClassDB::bind_method(D_METHOD("get_use_colliders"), &SkeletonModification3DJiggle::get_use_colliders);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &SkeletonModification3DJiggle::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &SkeletonModification3DJiggle::get_collision_mask);
// Jiggle joint data functions
ClassDB::bind_method(D_METHOD("set_jiggle_joint_bone_name", "joint_idx", "name"), &SkeletonModification3DJiggle::set_jiggle_joint_bone_name);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_bone_name", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_bone_name);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_bone_index", "joint_idx", "bone_idx"), &SkeletonModification3DJiggle::set_jiggle_joint_bone_index);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_bone_index", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_bone_index);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_override", "joint_idx", "override"), &SkeletonModification3DJiggle::set_jiggle_joint_override);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_override", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_override);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_stiffness", "joint_idx", "stiffness"), &SkeletonModification3DJiggle::set_jiggle_joint_stiffness);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_stiffness", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_stiffness);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_mass", "joint_idx", "mass"), &SkeletonModification3DJiggle::set_jiggle_joint_mass);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_mass", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_mass);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_damping", "joint_idx", "damping"), &SkeletonModification3DJiggle::set_jiggle_joint_damping);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_damping", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_damping);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_use_gravity", "joint_idx", "use_gravity"), &SkeletonModification3DJiggle::set_jiggle_joint_use_gravity);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_use_gravity", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_use_gravity);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_gravity", "joint_idx", "gravity"), &SkeletonModification3DJiggle::set_jiggle_joint_gravity);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_gravity", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_gravity);
ClassDB::bind_method(D_METHOD("set_jiggle_joint_roll", "joint_idx", "roll"), &SkeletonModification3DJiggle::set_jiggle_joint_roll);
ClassDB::bind_method(D_METHOD("get_jiggle_joint_roll", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_roll);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_target_node", "get_target_node");
ADD_PROPERTY(PropertyInfo(Variant::INT, "jiggle_data_chain_length", PROPERTY_HINT_RANGE, "0,100,1"), "set_jiggle_data_chain_length", "get_jiggle_data_chain_length");
ADD_GROUP("Default Joint Settings", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "stiffness"), "set_stiffness", "get_stiffness");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0, 1, 0.01"), "set_damping", "get_damping");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_gravity"), "set_use_gravity", "get_use_gravity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
ADD_GROUP("", "");
}
SkeletonModification3DJiggle::SkeletonModification3DJiggle() {
stack = nullptr;
is_setup = false;
jiggle_data_chain = Vector<Jiggle_Joint_Data>();
stiffness = 3;
mass = 0.75;
damping = 0.75;
use_gravity = false;
gravity = Vector3(0, -6.0, 0);
enabled = true;
}
SkeletonModification3DJiggle::~SkeletonModification3DJiggle() {
}