Class reference

SpringBoneSimulator3D

Inherits SkeletonModifier3D

A SkeletonModifier3D to apply inertial wavering to bone chains.

Description

This SkeletonModifier3D can be used to wiggle hair, cloth, and tails. This modifier behaves differently from PhysicalBoneSimulator3D as it attempts to return the original pose after modification. If you setup set_root_bone() and set_end_bone(), it is treated as one bone chain. Note that it does not support a branched chain like Y-shaped chains. When a bone chain is created, an array is generated from the bones that exist in between and listed in the joint list. Several properties can be applied to each joint, such as set_joint_stiffness(), set_joint_drag(), and set_joint_gravity(). For simplicity, you can set values to all joints at the same time by using a Curve. If you want to specify detailed values individually, set set_individual_config() to true. For physical simulation, SpringBoneSimulator3D can have children as self-standing collisions that are not related to PhysicsServer3D, see also SpringBoneCollision3D. Warning: A scaled SpringBoneSimulator3D will likely not behave as expected. Make sure that the parent Skeleton3D and its bones are not scaled.

Properties

Vector3 external_force = Vector3(0, 0, 0)

The constant force that always affected bones. It is equal to the result when the parent Skeleton3D moves at this speed in the opposite direction. This is useful for effects such as wind and anti-gravity.

bool mutable_bone_axes = true

If true, the solver retrieves the bone axis from the bone pose every frame. If false, the solver retrieves the bone axis from the bone rest and caches it, which increases performance slightly, but position changes in the bone pose made before processing this SpringBoneSimulator3D are ignored.

int setting_count = 0

The number of settings.

Methods

bool are_all_child_collisions_enabled(int index) const

Returns true if all child SpringBoneCollision3Ds are contained in the collision list at index in the settings.

void clear_settings()

Clears all settings.

int get_center_bone(int index) const

Returns the center bone index of the bone chain.

String get_center_bone_name(int index) const

Returns the center bone name of the bone chain.

int get_center_from(int index) const

Returns what the center originates from in the bone chain.

NodePath get_center_node(int index) const

Returns the center node path of the bone chain.

float get_drag(int index) const

Returns the drag force damping curve of the bone chain.

Curve get_drag_damping_curve(int index) const

Returns the drag force damping curve of the bone chain.

int get_end_bone(int index) const

Returns the end bone index of the bone chain.

int get_end_bone_direction(int index) const

Returns the tail direction of the end bone of the bone chain when is_end_bone_extended() is true.

String get_end_bone_name(int index) const

Returns the end bone name of the bone chain.

float get_gravity(int index) const

Returns the gravity amount of the bone chain.

Curve get_gravity_damping_curve(int index) const

Returns the gravity amount damping curve of the bone chain.

Vector3 get_gravity_direction(int index) const

Returns the gravity direction of the bone chain.

int get_joint_bone(int index, int joint) const

Returns the bone index at joint in the bone chain's joint list.

String get_joint_bone_name(int index, int joint) const

Returns the bone name at joint in the bone chain's joint list.

int get_joint_count(int index) const

Returns the joint count of the bone chain's joint list.

float get_joint_drag(int index, int joint) const

Returns the drag force at joint in the bone chain's joint list.

float get_joint_gravity(int index, int joint) const

Returns the gravity amount at joint in the bone chain's joint list.

Vector3 get_joint_gravity_direction(int index, int joint) const

Returns the gravity direction at joint in the bone chain's joint list.

float get_joint_radius(int index, int joint) const

Returns the radius at joint in the bone chain's joint list.

int get_joint_rotation_axis(int index, int joint) const

Returns the rotation axis at joint in the bone chain's joint list.

Vector3 get_joint_rotation_axis_vector(int index, int joint) const

Returns the rotation axis vector for the specified joint in the bone chain. This vector represents the axis around which the joint can rotate. It is determined based on the rotation axis set for the joint. If get_joint_rotation_axis() is SkeletonModifier3D.ROTATION_AXIS_ALL, this method returns Vector3(0, 0, 0).

float get_joint_stiffness(int index, int joint) const

Returns the stiffness force at joint in the bone chain's joint list.

float get_radius(int index) const

Returns the joint radius of the bone chain.

Curve get_radius_damping_curve(int index) const

Returns the joint radius damping curve of the bone chain.

int get_root_bone(int index) const

Returns the root bone index of the bone chain.

String get_root_bone_name(int index) const

Returns the root bone name of the bone chain.

int get_rotation_axis(int index) const

Returns the rotation axis of the bone chain.

Vector3 get_rotation_axis_vector(int index) const

Returns the rotation axis vector of the bone chain. This vector represents the axis around which the bone chain can rotate. It is determined based on the rotation axis set for the bone chain. If get_rotation_axis() is SkeletonModifier3D.ROTATION_AXIS_ALL, this method returns Vector3(0, 0, 0).

float get_stiffness(int index) const

Returns the stiffness force of the bone chain.

Curve get_stiffness_damping_curve(int index) const

Returns the stiffness force damping curve of the bone chain.

bool is_config_individual(int index) const

Returns true if the config can be edited individually for each joint.

bool is_end_bone_extended(int index) const

Returns true if the end bone is extended to have a tail.

void reset()

Resets a simulating state with respect to the current bone pose. It is useful to prevent the simulation result getting violent. For example, calling this immediately after a call to AnimationPlayer.play() without a fading, or within the previous SkeletonModifier3D.modification_processed signal if it's condition changes significantly.

void set_center_bone(int index, int bone)

Sets the center bone index of the bone chain.

void set_center_bone_name(int index, String bone_name)

Sets the center bone name of the bone chain.

void set_center_from(int index, int center_from)

Sets what the center originates from in the bone chain. Bone movement is calculated based on the difference in relative distance between center and bone in the previous and next frames. For example, if the parent Skeleton3D is used as the center, the bones are considered to have not moved if the Skeleton3D moves in the world. In this case, only a change in the bone pose is considered to be a bone movement.

void set_center_node(int index, NodePath node_path)

Sets the center node path of the bone chain.

void set_drag(int index, float drag)

Sets the drag force of the bone chain. The greater the value, the more suppressed the wiggling. The value is scaled by set_drag_damping_curve() and cached in each joint setting in the joint list.

void set_drag_damping_curve(int index, Curve curve)

Sets the drag force damping curve of the bone chain.

void set_end_bone(int index, int bone)

Sets the end bone index of the bone chain.

void set_end_bone_direction(int index, int bone_direction)

Sets the end bone tail direction of the bone chain when is_end_bone_extended() is true.

void set_end_bone_name(int index, String bone_name)

Sets the end bone name of the bone chain. Note: End bone must be the root bone or a child of the root bone. If they are the same, the tail must be extended by set_extend_end_bone() to jiggle the bone.

void set_extend_end_bone(int index, bool enabled)

If enabled is true, the end bone is extended to have a tail. The extended tail config is allocated to the last element in the joint list. In other words, if you set enabled to false, the config of the last element in the joint list has no effect in the simulated result.

void set_gravity(int index, float gravity)

Sets the gravity amount of the bone chain. This value is not an acceleration, but a constant velocity of movement in set_gravity_direction(). If gravity is not 0, the modified pose will not return to the original pose since it is always affected by gravity. The value is scaled by set_gravity_damping_curve() and cached in each joint setting in the joint list.

void set_gravity_damping_curve(int index, Curve curve)

Sets the gravity amount damping curve of the bone chain.

void set_gravity_direction(int index, Vector3 gravity_direction)

Sets the gravity direction of the bone chain. This value is internally normalized and then multiplied by set_gravity(). The value is cached in each joint setting in the joint list.

void set_individual_config(int index, bool enabled)

If enabled is true, the config can be edited individually for each joint.

void set_joint_gravity_direction(int index, int joint, Vector3 gravity_direction)

Sets the gravity direction at joint in the bone chain's joint list when is_config_individual() is true.

void set_joint_rotation_axis_vector(int index, int joint, Vector3 vector)

Sets the rotation axis vector for the specified joint in the bone chain. This vector is normalized by an internal process and represents the axis around which the bone chain can rotate. If the vector length is 0, it is considered synonymous with SkeletonModifier3D.ROTATION_AXIS_ALL.

void set_radius_damping_curve(int index, Curve curve)

Sets the joint radius damping curve of the bone chain.

void set_root_bone(int index, int bone)

Sets the root bone index of the bone chain.

void set_root_bone_name(int index, String bone_name)

Sets the root bone name of the bone chain.

void set_rotation_axis(int index, int axis)

Sets the rotation axis of the bone chain. If set to a specific axis, it acts like a hinge joint. The value is cached in each joint setting in the joint list. The axes are based on the Skeleton3D.get_bone_rest()'s space, if axis is SkeletonModifier3D.ROTATION_AXIS_CUSTOM, you can specify any axis. Note: The rotation axis vector and the forward vector shouldn't be colinear to avoid unintended rotation since SpringBoneSimulator3D does not factor in twisting forces.

void set_rotation_axis_vector(int index, Vector3 vector)

Sets the rotation axis vector of the bone chain. The value is cached in each joint setting in the joint list. This vector is normalized by an internal process and represents the axis around which the bone chain can rotate. If the vector length is 0, it is considered synonymous with SkeletonModifier3D.ROTATION_AXIS_ALL.

void set_stiffness(int index, float stiffness)

Sets the stiffness force of the bone chain. The greater the value, the faster it recovers to its initial pose. If stiffness is 0, the modified pose will not return to the original pose. The value is scaled by set_stiffness_damping_curve() and cached in each joint setting in the joint list.

void set_stiffness_damping_curve(int index, Curve curve)

Sets the stiffness force damping curve of the bone chain.

Constants

CENTER_FROM_WORLD_ORIGIN = 0

Enum: CenterFrom

The world origin is defined as center.

Source revision 4f5b14abade2
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