initial commit, 4.5 stable
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105
scene/3d/physics/physical_bone_simulator_3d.h
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105
scene/3d/physics/physical_bone_simulator_3d.h
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/**************************************************************************/
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/* physical_bone_simulator_3d.h */
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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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#pragma once
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#include "scene/3d/skeleton_modifier_3d.h"
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class PhysicalBone3D;
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class PhysicalBoneSimulator3D : public SkeletonModifier3D {
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GDCLASS(PhysicalBoneSimulator3D, SkeletonModifier3D);
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bool simulating = false;
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struct SimulatedBone {
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int parent;
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Vector<int> child_bones;
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Transform3D global_pose;
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PhysicalBone3D *physical_bone = nullptr;
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PhysicalBone3D *cache_parent_physical_bone = nullptr;
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SimulatedBone() {
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parent = -1;
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global_pose = Transform3D();
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physical_bone = nullptr;
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cache_parent_physical_bone = nullptr;
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}
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};
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Vector<SimulatedBone> bones;
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/// This is a slow API, so it's cached
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PhysicalBone3D *_get_physical_bone_parent(int p_bone);
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void _rebuild_physical_bones_cache();
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void _reset_physical_bones_state();
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protected:
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static void _bind_methods();
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virtual void _set_active(bool p_active) override;
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void _bone_list_changed();
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void _pose_updated();
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void _bone_pose_updated(Skeleton3D *skeleton, int p_bone_id);
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virtual void _process_modification(double p_delta) override;
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virtual void _skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) override;
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public:
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#ifndef DISABLE_DEPRECATED
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bool is_compat = false;
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#endif // _DISABLE_DEPRECATED
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bool is_simulating_physics() const;
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int find_bone(const String &p_name) const;
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String get_bone_name(int p_bone) const;
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int get_bone_count() const;
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bool is_bone_parent_of(int p_bone_id, int p_parent_bone_id) const;
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Transform3D get_bone_global_pose(int p_bone) const;
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void set_bone_global_pose(int p_bone, const Transform3D &p_pose);
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void bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone);
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void unbind_physical_bone_from_bone(int p_bone);
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PhysicalBone3D *get_physical_bone(int p_bone);
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PhysicalBone3D *get_physical_bone_parent(int p_bone);
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void physical_bones_stop_simulation();
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void physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones);
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void physical_bones_add_collision_exception(RID p_exception);
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void physical_bones_remove_collision_exception(RID p_exception);
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PhysicalBoneSimulator3D();
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};
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