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SpringBoneSimulator3Dยถ
Inherits: SkeletonModifier3D < Node3D < Node < Object
A SkeletonModifier3D to apply inertial wavering to bone chains.
Descriptionยถ
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.
Propertiesยถ
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Methodsยถ
Enumerationsยถ
enum BoneDirection: ๐
BoneDirection BONE_DIRECTION_PLUS_X = 0
Enumerated value for the +X axis.
BoneDirection BONE_DIRECTION_MINUS_X = 1
Enumerated value for the -X axis.
BoneDirection BONE_DIRECTION_PLUS_Y = 2
Enumerated value for the +Y axis.
BoneDirection BONE_DIRECTION_MINUS_Y = 3
Enumerated value for the -Y axis.
BoneDirection BONE_DIRECTION_PLUS_Z = 4
Enumerated value for the +Z axis.
BoneDirection BONE_DIRECTION_MINUS_Z = 5
Enumerated value for the -Z axis.
BoneDirection BONE_DIRECTION_FROM_PARENT = 6
Enumerated value for the axis from a parent bone to the child bone.
enum CenterFrom: ๐
CenterFrom CENTER_FROM_WORLD_ORIGIN = 0
The world origin is defined as center.
CenterFrom CENTER_FROM_NODE = 1
The Node3D specified by set_center_node is defined as center.
If Node3D is not found, the parent Skeleton3D is treated as center.
CenterFrom CENTER_FROM_BONE = 2
The bone pose origin of the parent Skeleton3D specified by set_center_bone is defined as center.
If Node3D is not found, the parent Skeleton3D is treated as center.
enum RotationAxis: ๐
RotationAxis ROTATION_AXIS_X = 0
Enumerated value for the rotation of the X axis.
RotationAxis ROTATION_AXIS_Y = 1
Enumerated value for the rotation of the Y axis.
RotationAxis ROTATION_AXIS_Z = 2
Enumerated value for the rotation of the Z axis.
RotationAxis ROTATION_AXIS_ALL = 3
Enumerated value for the unconstrained rotation.
Property Descriptionsยถ
Vector3 external_force = Vector3(0, 0, 0)
๐
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.
The number of settings.
Method Descriptionsยถ
bool are_all_child_collisions_enabled(index: int) const ๐
Returns true
if the all child SpringBoneCollision3Ds are contained in the collision list at index
in the settings.
void clear_collisions(index: int) ๐
Clears all collisions from the collision list at index
in the settings when are_all_child_collisions_enabled is false
.
void clear_exclude_collisions(index: int) ๐
Clears all exclude collisions from the collision list at index
in the settings when are_all_child_collisions_enabled is true
.
void clear_settings() ๐
Clears all settings.
int get_center_bone(index: int) const ๐
Returns the center bone index of the bone chain.
String get_center_bone_name(index: int) const ๐
Returns the center bone name of the bone chain.
CenterFrom get_center_from(index: int) const ๐
Returns what the center originates from in the bone chain.
NodePath get_center_node(index: int) const ๐
Returns the center node path of the bone chain.
int get_collision_count(index: int) const ๐
Returns the collision count of the bone chain's collision list when are_all_child_collisions_enabled is false
.
NodePath get_collision_path(index: int, collision: int) const ๐
Returns the node path of the SpringBoneCollision3D at collision
in the bone chain's collision list when are_all_child_collisions_enabled is false
.
float get_drag(index: int) const ๐
Returns the drag force damping curve of the bone chain.
Curve get_drag_damping_curve(index: int) const ๐
Returns the drag force damping curve of the bone chain.
int get_end_bone(index: int) const ๐
Returns the end bone index of the bone chain.
BoneDirection get_end_bone_direction(index: int) const ๐
Returns the end bone's tail direction of the bone chain when is_end_bone_extended is true
.
float get_end_bone_length(index: int) const ๐
Returns the end bone's tail length of the bone chain when is_end_bone_extended is true
.
String get_end_bone_name(index: int) const ๐
Returns the end bone name of the bone chain.
int get_exclude_collision_count(index: int) const ๐
Returns the exclude collision count of the bone chain's exclude collision list when are_all_child_collisions_enabled is true
.
NodePath get_exclude_collision_path(index: int, collision: int) const ๐
Returns the node path of the SpringBoneCollision3D at collision
in the bone chain's exclude collision list when are_all_child_collisions_enabled is true
.
float get_gravity(index: int) const ๐
Returns the gravity amount of the bone chain.
Curve get_gravity_damping_curve(index: int) const ๐
Returns the gravity amount damping curve of the bone chain.
Vector3 get_gravity_direction(index: int) const ๐
Returns the gravity direction of the bone chain.
int get_joint_bone(index: int, joint: int) const ๐
Returns the bone index at joint
in the bone chain's joint list.
String get_joint_bone_name(index: int, joint: int) const ๐
Returns the bone name at joint
in the bone chain's joint list.
int get_joint_count(index: int) const ๐
Returns the joint count of the bone chain's joint list.
float get_joint_drag(index: int, joint: int) const ๐
Returns the drag force at joint
in the bone chain's joint list.
float get_joint_gravity(index: int, joint: int) const ๐
Returns the gravity amount at joint
in the bone chain's joint list.
Vector3 get_joint_gravity_direction(index: int, joint: int) const ๐
Returns the gravity direction at joint
in the bone chain's joint list.
float get_joint_radius(index: int, joint: int) const ๐
Returns the radius at joint
in the bone chain's joint list.
RotationAxis get_joint_rotation_axis(index: int, joint: int) const ๐
Returns the rotation axis at joint
in the bone chain's joint list.
float get_joint_stiffness(index: int, joint: int) const ๐
Returns the stiffness force at joint
in the bone chain's joint list.
float get_radius(index: int) const ๐
Returns the joint radius of the bone chain.
Curve get_radius_damping_curve(index: int) const ๐
Returns the joint radius damping curve of the bone chain.
int get_root_bone(index: int) const ๐
Returns the root bone index of the bone chain.
String get_root_bone_name(index: int) const ๐
Returns the root bone name of the bone chain.
RotationAxis get_rotation_axis(index: int) const ๐
Returns the rotation axis of the bone chain.
float get_stiffness(index: int) const ๐
Returns the stiffness force of the bone chain.
Curve get_stiffness_damping_curve(index: int) const ๐
Returns the stiffness force damping curve of the bone chain.
bool is_config_individual(index: int) const ๐
Returns true
if the config can be edited individually for each joint.
bool is_end_bone_extended(index: int) const ๐
Returns true
if the end bone is extended to have the tail.
void reset() ๐
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(index: int, bone: int) ๐
Sets the center bone index of the bone chain.
void set_center_bone_name(index: int, bone_name: String) ๐
Sets the center bone name of the bone chain.
void set_center_from(index: int, center_from: CenterFrom) ๐
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(index: int, node_path: NodePath) ๐
Sets the center node path of the bone chain.
void set_collision_count(index: int, count: int) ๐
Sets the number of collisions in the collision list at index
in the settings when are_all_child_collisions_enabled is false
.
void set_collision_path(index: int, collision: int, node_path: NodePath) ๐
Sets the node path of the SpringBoneCollision3D at collision
in the bone chain's collision list when are_all_child_collisions_enabled is false
.
void set_drag(index: int, drag: float) ๐
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(index: int, curve: Curve) ๐
Sets the drag force damping curve of the bone chain.
void set_enable_all_child_collisions(index: int, enabled: bool) ๐
If sets enabled
to true
, the all child SpringBoneCollision3Ds are collided and set_exclude_collision_path is enabled as an exclusion list at index
in the settings.
If sets enabled
to false
, you need to manually register all valid collisions with set_collision_path.
void set_end_bone(index: int, bone: int) ๐
Sets the end bone index of the bone chain.
void set_end_bone_direction(index: int, bone_direction: BoneDirection) ๐
Sets the end bone tail direction of the bone chain when is_end_bone_extended is true
.
void set_end_bone_length(index: int, length: float) ๐
Sets the end bone tail length of the bone chain when is_end_bone_extended is true
.
void set_end_bone_name(index: int, bone_name: String) ๐
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_exclude_collision_count(index: int, count: int) ๐
Sets the number of exclude collisions in the exclude collision list at index
in the settings when are_all_child_collisions_enabled is true
.
void set_exclude_collision_path(index: int, collision: int, node_path: NodePath) ๐
Sets the node path of the SpringBoneCollision3D at collision
in the bone chain's exclude collision list when are_all_child_collisions_enabled is true
.
void set_extend_end_bone(index: int, enabled: bool) ๐
If enabled
is true
, the end bone is extended to have the tail.
The extended tail config is allocated to the last element in the joint list.
In other words, if you set enabled
is false
, the config of last element in the joint list has no effect in the simulated result.
void set_gravity(index: int, gravity: float) ๐
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(index: int, curve: Curve) ๐
Sets the gravity amount damping curve of the bone chain.
void set_gravity_direction(index: int, gravity_direction: Vector3) ๐
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(index: int, enabled: bool) ๐
If enabled
is true
, the config can be edited individually for each joint.
void set_joint_drag(index: int, joint: int, drag: float) ๐
Sets the drag force at joint
in the bone chain's joint list when is_config_individual is true
.
void set_joint_gravity(index: int, joint: int, gravity: float) ๐
Sets the gravity amount at joint
in the bone chain's joint list when is_config_individual is true
.
void set_joint_gravity_direction(index: int, joint: int, gravity_direction: Vector3) ๐
Sets the gravity direction at joint
in the bone chain's joint list when is_config_individual is true
.
void set_joint_radius(index: int, joint: int, radius: float) ๐
Sets the joint radius at joint
in the bone chain's joint list when is_config_individual is true
.
void set_joint_rotation_axis(index: int, joint: int, axis: RotationAxis) ๐
Sets the rotation axis at joint
in the bone chain's joint list when is_config_individual is true
.
void set_joint_stiffness(index: int, joint: int, stiffness: float) ๐
Sets the stiffness force at joint
in the bone chain's joint list when is_config_individual is true
.
void set_radius(index: int, radius: float) ๐
Sets the joint radius of the bone chain. It is used to move and slide with the SpringBoneCollision3D in the collision list.
The value is scaled by set_radius_damping_curve and cached in each joint setting in the joint list.
void set_radius_damping_curve(index: int, curve: Curve) ๐
Sets the joint radius damping curve of the bone chain.
void set_root_bone(index: int, bone: int) ๐
Sets the root bone index of the bone chain.
void set_root_bone_name(index: int, bone_name: String) ๐
Sets the root bone name of the bone chain.
void set_rotation_axis(index: int, axis: RotationAxis) ๐
Sets the rotation axis of the bone chain. If sets a specific axis, it acts like a hinge joint.
The value is cached in each joint setting in the joint list.
Note: The rotation axis and the forward vector shouldn't be colinear to avoid unintended rotation since SpringBoneSimulator3D does not factor in twisting forces.
void set_stiffness(index: int, stiffness: float) ๐
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(index: int, curve: Curve) ๐
Sets the stiffness force damping curve of the bone chain.