/**************************************************************************/ /* skeleton_3d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "skeleton_3d.h" #include "core/variant/type_info.h" #include "scene/3d/physics_body_3d.h" #include "scene/resources/surface_tool.h" #include "scene/scene_string_names.h" void SkinReference::_skin_changed() { if (skeleton_node) { skeleton_node->_make_dirty(); } skeleton_version = 0; } void SkinReference::_bind_methods() { ClassDB::bind_method(D_METHOD("get_skeleton"), &SkinReference::get_skeleton); ClassDB::bind_method(D_METHOD("get_skin"), &SkinReference::get_skin); } RID SkinReference::get_skeleton() const { return skeleton; } Ref SkinReference::get_skin() const { return skin; } SkinReference::~SkinReference() { ERR_FAIL_NULL(RenderingServer::get_singleton()); if (skeleton_node) { skeleton_node->skin_bindings.erase(this); } RS::get_singleton()->free(skeleton); } /////////////////////////////////////// bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) { String path = p_path; if (!path.begins_with("bones/")) { return false; } int which = path.get_slicec('/', 1).to_int(); String what = path.get_slicec('/', 2); if (which == bones.size() && what == "name") { add_bone(p_value); return true; } ERR_FAIL_INDEX_V(which, bones.size(), false); if (what == "parent") { set_bone_parent(which, p_value); } else if (what == "rest") { set_bone_rest(which, p_value); } else if (what == "enabled") { set_bone_enabled(which, p_value); } else if (what == "position") { set_bone_pose_position(which, p_value); } else if (what == "rotation") { set_bone_pose_rotation(which, p_value); } else if (what == "scale") { set_bone_pose_scale(which, p_value); } else { return false; } return true; } bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const { String path = p_path; if (!path.begins_with("bones/")) { return false; } int which = path.get_slicec('/', 1).to_int(); String what = path.get_slicec('/', 2); ERR_FAIL_INDEX_V(which, bones.size(), false); if (what == "name") { r_ret = get_bone_name(which); } else if (what == "parent") { r_ret = get_bone_parent(which); } else if (what == "rest") { r_ret = get_bone_rest(which); } else if (what == "enabled") { r_ret = is_bone_enabled(which); } else if (what == "position") { r_ret = get_bone_pose_position(which); } else if (what == "rotation") { r_ret = get_bone_pose_rotation(which); } else if (what == "scale") { r_ret = get_bone_pose_scale(which); } else { return false; } return true; } void Skeleton3D::_get_property_list(List *p_list) const { for (int i = 0; i < bones.size(); i++) { const String prep = vformat("%s/%d/", PNAME("bones"), i); p_list->push_back(PropertyInfo(Variant::STRING, prep + PNAME("name"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR)); p_list->push_back(PropertyInfo(Variant::INT, prep + PNAME("parent"), PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1", PROPERTY_USAGE_NO_EDITOR)); p_list->push_back(PropertyInfo(Variant::TRANSFORM3D, prep + PNAME("rest"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR)); p_list->push_back(PropertyInfo(Variant::BOOL, prep + PNAME("enabled"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR)); p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + PNAME("position"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR)); p_list->push_back(PropertyInfo(Variant::QUATERNION, prep + PNAME("rotation"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR)); p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + PNAME("scale"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR)); } for (PropertyInfo &E : *p_list) { _validate_property(E); } } void Skeleton3D::_validate_property(PropertyInfo &p_property) const { PackedStringArray split = p_property.name.split("/"); if (split.size() == 3 && split[0] == "bones") { if (split[2] == "rest") { p_property.usage |= PROPERTY_USAGE_READ_ONLY; } if (is_show_rest_only()) { if (split[2] == "enabled") { p_property.usage |= PROPERTY_USAGE_READ_ONLY; } if (split[2] == "position") { p_property.usage |= PROPERTY_USAGE_READ_ONLY; } if (split[2] == "rotation") { p_property.usage |= PROPERTY_USAGE_READ_ONLY; } if (split[2] == "scale") { p_property.usage |= PROPERTY_USAGE_READ_ONLY; } } else if (!is_bone_enabled(split[1].to_int())) { if (split[2] == "position") { p_property.usage |= PROPERTY_USAGE_READ_ONLY; } if (split[2] == "rotation") { p_property.usage |= PROPERTY_USAGE_READ_ONLY; } if (split[2] == "scale") { p_property.usage |= PROPERTY_USAGE_READ_ONLY; } } } } void Skeleton3D::_update_process_order() { if (!process_order_dirty) { return; } Bone *bonesptr = bones.ptrw(); int len = bones.size(); parentless_bones.clear(); for (int i = 0; i < len; i++) { bonesptr[i].child_bones.clear(); } for (int i = 0; i < len; i++) { if (bonesptr[i].parent >= len) { // Validate this just in case. ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent)); bonesptr[i].parent = -1; } if (bonesptr[i].parent != -1) { int parent_bone_idx = bonesptr[i].parent; // Check to see if this node is already added to the parent. if (bonesptr[parent_bone_idx].child_bones.find(i) < 0) { // Add the child node. bonesptr[parent_bone_idx].child_bones.push_back(i); } else { ERR_PRINT("Skeleton3D parenthood graph is cyclic"); } } else { parentless_bones.push_back(i); } } process_order_dirty = false; } void Skeleton3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { if (dirty) { notification(NOTIFICATION_UPDATE_SKELETON); } } break; case NOTIFICATION_UPDATE_SKELETON: { RenderingServer *rs = RenderingServer::get_singleton(); Bone *bonesptr = bones.ptrw(); int len = bones.size(); dirty = false; // Update bone transforms. force_update_all_bone_transforms(); // Update skins. for (SkinReference *E : skin_bindings) { const Skin *skin = E->skin.operator->(); RID skeleton = E->skeleton; uint32_t bind_count = skin->get_bind_count(); if (E->bind_count != bind_count) { RS::get_singleton()->skeleton_allocate_data(skeleton, bind_count); E->bind_count = bind_count; E->skin_bone_indices.resize(bind_count); E->skin_bone_indices_ptrs = E->skin_bone_indices.ptrw(); } if (E->skeleton_version != version) { for (uint32_t i = 0; i < bind_count; i++) { StringName bind_name = skin->get_bind_name(i); if (bind_name != StringName()) { // Bind name used, use this. bool found = false; for (int j = 0; j < len; j++) { if (bonesptr[j].name == bind_name) { E->skin_bone_indices_ptrs[i] = j; found = true; break; } } if (!found) { ERR_PRINT("Skin bind #" + itos(i) + " contains named bind '" + String(bind_name) + "' but Skeleton3D has no bone by that name."); E->skin_bone_indices_ptrs[i] = 0; } } else if (skin->get_bind_bone(i) >= 0) { int bind_index = skin->get_bind_bone(i); if (bind_index >= len) { ERR_PRINT("Skin bind #" + itos(i) + " contains bone index bind: " + itos(bind_index) + " , which is greater than the skeleton bone count: " + itos(len) + "."); E->skin_bone_indices_ptrs[i] = 0; } else { E->skin_bone_indices_ptrs[i] = bind_index; } } else { ERR_PRINT("Skin bind #" + itos(i) + " does not contain a name nor a bone index."); E->skin_bone_indices_ptrs[i] = 0; } } E->skeleton_version = version; } for (uint32_t i = 0; i < bind_count; i++) { uint32_t bone_index = E->skin_bone_indices_ptrs[i]; ERR_CONTINUE(bone_index >= (uint32_t)len); rs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].pose_global * skin->get_bind_pose(i)); } } emit_signal(SceneStringNames::get_singleton()->pose_updated); } break; #ifndef _3D_DISABLED case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { // This is active only if the skeleton animates the physical bones // and the state of the bone is not active. if (animate_physical_bones) { for (int i = 0; i < bones.size(); i += 1) { if (bones[i].physical_bone) { if (bones[i].physical_bone->is_simulating_physics() == false) { bones[i].physical_bone->reset_to_rest_position(); } } } } } break; case NOTIFICATION_READY: { if (Engine::get_singleton()->is_editor_hint()) { set_physics_process_internal(true); } } break; #endif // _3D_DISABLED } } void Skeleton3D::clear_bones_global_pose_override() { for (int i = 0; i < bones.size(); i += 1) { bones.write[i].global_pose_override_amount = 0; bones.write[i].global_pose_override_reset = true; } _make_dirty(); } void Skeleton3D::set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) { const int bone_size = bones.size(); ERR_FAIL_INDEX(p_bone, bone_size); bones.write[p_bone].global_pose_override_amount = p_amount; bones.write[p_bone].global_pose_override = p_pose; bones.write[p_bone].global_pose_override_reset = !p_persistent; _make_dirty(); } Transform3D Skeleton3D::get_bone_global_pose_override(int p_bone) const { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D()); return bones[p_bone].global_pose_override; } Transform3D Skeleton3D::get_bone_global_pose(int p_bone) const { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D()); if (dirty) { const_cast(this)->notification(NOTIFICATION_UPDATE_SKELETON); } return bones[p_bone].pose_global; } Transform3D Skeleton3D::get_bone_global_pose_no_override(int p_bone) const { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D()); if (dirty) { const_cast(this)->notification(NOTIFICATION_UPDATE_SKELETON); } return bones[p_bone].pose_global_no_override; } void Skeleton3D::set_motion_scale(float p_motion_scale) { if (p_motion_scale <= 0) { motion_scale = 1; ERR_FAIL_MSG("Motion scale must be larger than 0."); } motion_scale = p_motion_scale; } float Skeleton3D::get_motion_scale() const { ERR_FAIL_COND_V(motion_scale <= 0, 1); return motion_scale; } // Skeleton creation api uint64_t Skeleton3D::get_version() const { return version; } void Skeleton3D::add_bone(const String &p_name) { ERR_FAIL_COND(p_name.is_empty() || p_name.contains(":") || p_name.contains("/") || name_to_bone_index.has(p_name)); Bone b; b.name = p_name; bones.push_back(b); name_to_bone_index.insert(p_name, bones.size() - 1); process_order_dirty = true; version++; rest_dirty = true; _make_dirty(); update_gizmos(); } int Skeleton3D::find_bone(const String &p_name) const { const int *bone_index_ptr = name_to_bone_index.getptr(p_name); return bone_index_ptr != nullptr ? *bone_index_ptr : -1; } String Skeleton3D::get_bone_name(int p_bone) const { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, ""); return bones[p_bone].name; } void Skeleton3D::set_bone_name(int p_bone, const String &p_name) { const int bone_size = bones.size(); ERR_FAIL_INDEX(p_bone, bone_size); const int *bone_index_ptr = name_to_bone_index.getptr(p_name); if (bone_index_ptr != nullptr) { ERR_FAIL_COND_MSG(*bone_index_ptr != p_bone, "Skeleton3D: '" + get_name() + "', bone name: '" + p_name + "' already exists."); return; // No need to rename, the bone already has the given name. } name_to_bone_index.erase(bones[p_bone].name); bones.write[p_bone].name = p_name; name_to_bone_index.insert(p_name, p_bone); version++; } bool Skeleton3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const { int parent_of_bone = get_bone_parent(p_bone); if (-1 == parent_of_bone) { return false; } if (parent_of_bone == p_parent_bone_id) { return true; } return is_bone_parent_of(parent_of_bone, p_parent_bone_id); } int Skeleton3D::get_bone_count() const { return bones.size(); } void Skeleton3D::set_bone_parent(int p_bone, int p_parent) { const int bone_size = bones.size(); ERR_FAIL_INDEX(p_bone, bone_size); ERR_FAIL_COND(p_parent != -1 && (p_parent < 0)); ERR_FAIL_COND(p_bone == p_parent); bones.write[p_bone].parent = p_parent; process_order_dirty = true; rest_dirty = true; _make_dirty(); } void Skeleton3D::unparent_bone_and_rest(int p_bone) { const int bone_size = bones.size(); ERR_FAIL_INDEX(p_bone, bone_size); _update_process_order(); int parent = bones[p_bone].parent; while (parent >= 0) { bones.write[p_bone].rest = bones[parent].rest * bones[p_bone].rest; parent = bones[parent].parent; } bones.write[p_bone].parent = -1; process_order_dirty = true; rest_dirty = true; _make_dirty(); } int Skeleton3D::get_bone_parent(int p_bone) const { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, -1); if (process_order_dirty) { const_cast(this)->_update_process_order(); } return bones[p_bone].parent; } Vector Skeleton3D::get_bone_children(int p_bone) const { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, Vector()); if (process_order_dirty) { const_cast(this)->_update_process_order(); } return bones[p_bone].child_bones; } Vector Skeleton3D::get_parentless_bones() const { if (process_order_dirty) { const_cast(this)->_update_process_order(); } return parentless_bones; } void Skeleton3D::set_bone_rest(int p_bone, const Transform3D &p_rest) { const int bone_size = bones.size(); ERR_FAIL_INDEX(p_bone, bone_size); bones.write[p_bone].rest = p_rest; rest_dirty = true; _make_dirty(); } Transform3D Skeleton3D::get_bone_rest(int p_bone) const { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D()); return bones[p_bone].rest; } Transform3D Skeleton3D::get_bone_global_rest(int p_bone) const { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D()); if (rest_dirty) { const_cast(this)->notification(NOTIFICATION_UPDATE_SKELETON); } return bones[p_bone].global_rest; } void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) { const int bone_size = bones.size(); ERR_FAIL_INDEX(p_bone, bone_size); bones.write[p_bone].enabled = p_enabled; emit_signal(SceneStringNames::get_singleton()->bone_enabled_changed, p_bone); _make_dirty(); } bool Skeleton3D::is_bone_enabled(int p_bone) const { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, false); return bones[p_bone].enabled; } void Skeleton3D::set_show_rest_only(bool p_enabled) { show_rest_only = p_enabled; emit_signal(SceneStringNames::get_singleton()->show_rest_only_changed); _make_dirty(); } bool Skeleton3D::is_show_rest_only() const { return show_rest_only; } void Skeleton3D::clear_bones() { bones.clear(); name_to_bone_index.clear(); process_order_dirty = true; version++; _make_dirty(); } // Posing api void Skeleton3D::set_bone_pose_position(int p_bone, const Vector3 &p_position) { const int bone_size = bones.size(); ERR_FAIL_INDEX(p_bone, bone_size); bones.write[p_bone].pose_position = p_position; bones.write[p_bone].pose_cache_dirty = true; if (is_inside_tree()) { _make_dirty(); } } void Skeleton3D::set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation) { const int bone_size = bones.size(); ERR_FAIL_INDEX(p_bone, bone_size); bones.write[p_bone].pose_rotation = p_rotation; bones.write[p_bone].pose_cache_dirty = true; if (is_inside_tree()) { _make_dirty(); } } void Skeleton3D::set_bone_pose_scale(int p_bone, const Vector3 &p_scale) { const int bone_size = bones.size(); ERR_FAIL_INDEX(p_bone, bone_size); bones.write[p_bone].pose_scale = p_scale; bones.write[p_bone].pose_cache_dirty = true; if (is_inside_tree()) { _make_dirty(); } } Vector3 Skeleton3D::get_bone_pose_position(int p_bone) const { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3()); return bones[p_bone].pose_position; } Quaternion Skeleton3D::get_bone_pose_rotation(int p_bone) const { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, Quaternion()); return bones[p_bone].pose_rotation; } Vector3 Skeleton3D::get_bone_pose_scale(int p_bone) const { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3()); return bones[p_bone].pose_scale; } void Skeleton3D::reset_bone_pose(int p_bone) { const int bone_size = bones.size(); ERR_FAIL_INDEX(p_bone, bone_size); set_bone_pose_position(p_bone, bones[p_bone].rest.origin); set_bone_pose_rotation(p_bone, bones[p_bone].rest.basis.get_rotation_quaternion()); set_bone_pose_scale(p_bone, bones[p_bone].rest.basis.get_scale()); } void Skeleton3D::reset_bone_poses() { for (int i = 0; i < bones.size(); i++) { reset_bone_pose(i); } } Transform3D Skeleton3D::get_bone_pose(int p_bone) const { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D()); ((Skeleton3D *)this)->bones.write[p_bone].update_pose_cache(); return bones[p_bone].pose_cache; } void Skeleton3D::_make_dirty() { if (dirty) { return; } if (is_inside_tree()) { notify_deferred_thread_group(NOTIFICATION_UPDATE_SKELETON); } dirty = true; } void Skeleton3D::localize_rests() { Vector bones_to_process = get_parentless_bones(); while (bones_to_process.size() > 0) { int current_bone_idx = bones_to_process[0]; bones_to_process.erase(current_bone_idx); if (bones[current_bone_idx].parent >= 0) { set_bone_rest(current_bone_idx, bones[bones[current_bone_idx].parent].rest.affine_inverse() * bones[current_bone_idx].rest); } // Add the bone's children to the list of bones to be processed. int child_bone_size = bones[current_bone_idx].child_bones.size(); for (int i = 0; i < child_bone_size; i++) { bones_to_process.push_back(bones[current_bone_idx].child_bones[i]); } } } void Skeleton3D::set_animate_physical_bones(bool p_enabled) { animate_physical_bones = p_enabled; if (Engine::get_singleton()->is_editor_hint() == false) { bool sim = false; for (int i = 0; i < bones.size(); i += 1) { if (bones[i].physical_bone) { bones[i].physical_bone->reset_physics_simulation_state(); if (bones[i].physical_bone->is_simulating_physics()) { sim = true; } } } set_physics_process_internal(sim == false && p_enabled); } } bool Skeleton3D::get_animate_physical_bones() const { return animate_physical_bones; } void Skeleton3D::bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone) { const int bone_size = bones.size(); ERR_FAIL_INDEX(p_bone, bone_size); ERR_FAIL_COND(bones[p_bone].physical_bone); ERR_FAIL_NULL(p_physical_bone); bones.write[p_bone].physical_bone = p_physical_bone; _rebuild_physical_bones_cache(); } void Skeleton3D::unbind_physical_bone_from_bone(int p_bone) { const int bone_size = bones.size(); ERR_FAIL_INDEX(p_bone, bone_size); bones.write[p_bone].physical_bone = nullptr; _rebuild_physical_bones_cache(); } PhysicalBone3D *Skeleton3D::get_physical_bone(int p_bone) { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr); return bones[p_bone].physical_bone; } PhysicalBone3D *Skeleton3D::get_physical_bone_parent(int p_bone) { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr); if (bones[p_bone].cache_parent_physical_bone) { return bones[p_bone].cache_parent_physical_bone; } return _get_physical_bone_parent(p_bone); } PhysicalBone3D *Skeleton3D::_get_physical_bone_parent(int p_bone) { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr); const int parent_bone = bones[p_bone].parent; if (0 > parent_bone) { return nullptr; } PhysicalBone3D *pb = bones[parent_bone].physical_bone; if (pb) { return pb; } else { return get_physical_bone_parent(parent_bone); } } void Skeleton3D::_rebuild_physical_bones_cache() { const int b_size = bones.size(); for (int i = 0; i < b_size; ++i) { PhysicalBone3D *parent_pb = _get_physical_bone_parent(i); if (parent_pb != bones[i].cache_parent_physical_bone) { bones.write[i].cache_parent_physical_bone = parent_pb; if (bones[i].physical_bone) { bones[i].physical_bone->_on_bone_parent_changed(); } } } } void _pb_stop_simulation(Node *p_node) { for (int i = p_node->get_child_count() - 1; 0 <= i; --i) { _pb_stop_simulation(p_node->get_child(i)); } PhysicalBone3D *pb = Object::cast_to(p_node); if (pb) { pb->set_simulate_physics(false); } } void Skeleton3D::physical_bones_stop_simulation() { _pb_stop_simulation(this); if (Engine::get_singleton()->is_editor_hint() == false && animate_physical_bones) { set_physics_process_internal(true); } } void _pb_start_simulation(const Skeleton3D *p_skeleton, Node *p_node, const Vector &p_sim_bones) { for (int i = p_node->get_child_count() - 1; 0 <= i; --i) { _pb_start_simulation(p_skeleton, p_node->get_child(i), p_sim_bones); } PhysicalBone3D *pb = Object::cast_to(p_node); if (pb) { if (p_sim_bones.is_empty()) { // If no bones is specified, activate ragdoll on full body. pb->set_simulate_physics(true); } else { for (int i = p_sim_bones.size() - 1; 0 <= i; --i) { if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) { pb->set_simulate_physics(true); break; } } } } } void Skeleton3D::physical_bones_start_simulation_on(const TypedArray &p_bones) { set_physics_process_internal(false); Vector sim_bones; if (p_bones.size() > 0) { sim_bones.resize(p_bones.size()); int c = 0; for (int i = sim_bones.size() - 1; 0 <= i; --i) { int bone_id = find_bone(p_bones[i]); if (bone_id != -1) { sim_bones.write[c++] = bone_id; } } sim_bones.resize(c); } _pb_start_simulation(this, this, sim_bones); } void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RID p_exception) { for (int i = p_node->get_child_count() - 1; 0 <= i; --i) { _physical_bones_add_remove_collision_exception(p_add, p_node->get_child(i), p_exception); } CollisionObject3D *co = Object::cast_to(p_node); if (co) { if (p_add) { PhysicsServer3D::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception); } else { PhysicsServer3D::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception); } } } void Skeleton3D::physical_bones_add_collision_exception(RID p_exception) { _physical_bones_add_remove_collision_exception(true, this, p_exception); } void Skeleton3D::physical_bones_remove_collision_exception(RID p_exception) { _physical_bones_add_remove_collision_exception(false, this, p_exception); } void Skeleton3D::_skin_changed() { _make_dirty(); } Ref Skeleton3D::create_skin_from_rest_transforms() { Ref skin; skin.instantiate(); skin->set_bind_count(bones.size()); // Pose changed, rebuild cache of inverses. const Bone *bonesptr = bones.ptr(); int len = bones.size(); // Calculate global rests and invert them. LocalVector bones_to_process; bones_to_process = get_parentless_bones(); while (bones_to_process.size() > 0) { int current_bone_idx = bones_to_process[0]; const Bone &b = bonesptr[current_bone_idx]; bones_to_process.erase(current_bone_idx); LocalVector child_bones_vector; child_bones_vector = get_bone_children(current_bone_idx); int child_bones_size = child_bones_vector.size(); if (b.parent < 0) { skin->set_bind_pose(current_bone_idx, b.rest); } for (int i = 0; i < child_bones_size; i++) { int child_bone_idx = child_bones_vector[i]; const Bone &cb = bonesptr[child_bone_idx]; skin->set_bind_pose(child_bone_idx, skin->get_bind_pose(current_bone_idx) * cb.rest); // Add the bone's children to the list of bones to be processed. bones_to_process.push_back(child_bones_vector[i]); } } for (int i = 0; i < len; i++) { // The inverse is what is actually required. skin->set_bind_bone(i, i); skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse()); } return skin; } Ref Skeleton3D::register_skin(const Ref &p_skin) { ERR_FAIL_COND_V(p_skin.is_null(), Ref()); for (const SkinReference *E : skin_bindings) { if (E->skin == p_skin) { return Ref(E); } } Ref skin_ref; skin_ref.instantiate(); skin_ref->skeleton_node = this; skin_ref->bind_count = 0; skin_ref->skeleton = RenderingServer::get_singleton()->skeleton_create(); skin_ref->skeleton_node = this; skin_ref->skin = p_skin; skin_bindings.insert(skin_ref.operator->()); skin_ref->skin->connect_changed(callable_mp(skin_ref.operator->(), &SkinReference::_skin_changed)); _make_dirty(); // Skin needs to be updated, so update skeleton. return skin_ref; } void Skeleton3D::force_update_all_dirty_bones() { if (dirty) { const_cast(this)->notification(NOTIFICATION_UPDATE_SKELETON); } } void Skeleton3D::force_update_all_bone_transforms() { _update_process_order(); for (int i = 0; i < parentless_bones.size(); i++) { force_update_bone_children_transforms(parentless_bones[i]); } rest_dirty = false; } void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) { const int bone_size = bones.size(); ERR_FAIL_INDEX(p_bone_idx, bone_size); Bone *bonesptr = bones.ptrw(); List bones_to_process = List(); bones_to_process.push_back(p_bone_idx); while (bones_to_process.size() > 0) { int current_bone_idx = bones_to_process[0]; bones_to_process.erase(current_bone_idx); Bone &b = bonesptr[current_bone_idx]; bool bone_enabled = b.enabled && !show_rest_only; if (bone_enabled) { b.update_pose_cache(); Transform3D pose = b.pose_cache; if (b.parent >= 0) { b.pose_global = bonesptr[b.parent].pose_global * pose; b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * pose; } else { b.pose_global = pose; b.pose_global_no_override = pose; } } else { if (b.parent >= 0) { b.pose_global = bonesptr[b.parent].pose_global * b.rest; b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * b.rest; } else { b.pose_global = b.rest; b.pose_global_no_override = b.rest; } } if (rest_dirty) { b.global_rest = b.parent >= 0 ? bonesptr[b.parent].global_rest * b.rest : b.rest; } if (b.global_pose_override_amount >= CMP_EPSILON) { b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount); } if (b.global_pose_override_reset) { b.global_pose_override_amount = 0.0; } // Add the bone's children to the list of bones to be processed. int child_bone_size = b.child_bones.size(); for (int i = 0; i < child_bone_size; i++) { bones_to_process.push_back(b.child_bones[i]); } emit_signal(SceneStringNames::get_singleton()->bone_pose_changed, current_bone_idx); } } void Skeleton3D::_bind_methods() { ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton3D::add_bone); ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton3D::find_bone); ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton3D::get_bone_name); ClassDB::bind_method(D_METHOD("set_bone_name", "bone_idx", "name"), &Skeleton3D::set_bone_name); ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton3D::get_bone_parent); ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton3D::set_bone_parent); ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton3D::get_bone_count); ClassDB::bind_method(D_METHOD("get_version"), &Skeleton3D::get_version); ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton3D::unparent_bone_and_rest); ClassDB::bind_method(D_METHOD("get_bone_children", "bone_idx"), &Skeleton3D::get_bone_children); ClassDB::bind_method(D_METHOD("get_parentless_bones"), &Skeleton3D::get_parentless_bones); ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton3D::get_bone_rest); ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton3D::set_bone_rest); ClassDB::bind_method(D_METHOD("get_bone_global_rest", "bone_idx"), &Skeleton3D::get_bone_global_rest); ClassDB::bind_method(D_METHOD("create_skin_from_rest_transforms"), &Skeleton3D::create_skin_from_rest_transforms); ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton3D::register_skin); ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton3D::localize_rests); ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton3D::clear_bones); ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton3D::get_bone_pose); ClassDB::bind_method(D_METHOD("set_bone_pose_position", "bone_idx", "position"), &Skeleton3D::set_bone_pose_position); ClassDB::bind_method(D_METHOD("set_bone_pose_rotation", "bone_idx", "rotation"), &Skeleton3D::set_bone_pose_rotation); ClassDB::bind_method(D_METHOD("set_bone_pose_scale", "bone_idx", "scale"), &Skeleton3D::set_bone_pose_scale); ClassDB::bind_method(D_METHOD("get_bone_pose_position", "bone_idx"), &Skeleton3D::get_bone_pose_position); ClassDB::bind_method(D_METHOD("get_bone_pose_rotation", "bone_idx"), &Skeleton3D::get_bone_pose_rotation); ClassDB::bind_method(D_METHOD("get_bone_pose_scale", "bone_idx"), &Skeleton3D::get_bone_pose_scale); ClassDB::bind_method(D_METHOD("reset_bone_pose", "bone_idx"), &Skeleton3D::reset_bone_pose); ClassDB::bind_method(D_METHOD("reset_bone_poses"), &Skeleton3D::reset_bone_poses); ClassDB::bind_method(D_METHOD("is_bone_enabled", "bone_idx"), &Skeleton3D::is_bone_enabled); ClassDB::bind_method(D_METHOD("set_bone_enabled", "bone_idx", "enabled"), &Skeleton3D::set_bone_enabled, DEFVAL(true)); ClassDB::bind_method(D_METHOD("clear_bones_global_pose_override"), &Skeleton3D::clear_bones_global_pose_override); ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_global_pose_override, DEFVAL(false)); ClassDB::bind_method(D_METHOD("get_bone_global_pose_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_override); ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton3D::get_bone_global_pose); ClassDB::bind_method(D_METHOD("get_bone_global_pose_no_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_no_override); ClassDB::bind_method(D_METHOD("force_update_all_bone_transforms"), &Skeleton3D::force_update_all_bone_transforms); ClassDB::bind_method(D_METHOD("force_update_bone_child_transform", "bone_idx"), &Skeleton3D::force_update_bone_children_transforms); ClassDB::bind_method(D_METHOD("set_motion_scale", "motion_scale"), &Skeleton3D::set_motion_scale); ClassDB::bind_method(D_METHOD("get_motion_scale"), &Skeleton3D::get_motion_scale); ClassDB::bind_method(D_METHOD("set_show_rest_only", "enabled"), &Skeleton3D::set_show_rest_only); ClassDB::bind_method(D_METHOD("is_show_rest_only"), &Skeleton3D::is_show_rest_only); ClassDB::bind_method(D_METHOD("set_animate_physical_bones", "enabled"), &Skeleton3D::set_animate_physical_bones); ClassDB::bind_method(D_METHOD("get_animate_physical_bones"), &Skeleton3D::get_animate_physical_bones); ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton3D::physical_bones_stop_simulation); ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton3D::physical_bones_start_simulation_on, DEFVAL(Array())); ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton3D::physical_bones_add_collision_exception); ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "motion_scale", PROPERTY_HINT_RANGE, "0.001,10,0.001,or_greater"), "set_motion_scale", "get_motion_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "show_rest_only"), "set_show_rest_only", "is_show_rest_only"); #ifndef _3D_DISABLED ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones"); #endif // _3D_DISABLED ADD_SIGNAL(MethodInfo("pose_updated")); ADD_SIGNAL(MethodInfo("bone_pose_changed", PropertyInfo(Variant::INT, "bone_idx"))); ADD_SIGNAL(MethodInfo("bone_enabled_changed", PropertyInfo(Variant::INT, "bone_idx"))); ADD_SIGNAL(MethodInfo("show_rest_only_changed")); BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON); } Skeleton3D::Skeleton3D() { } Skeleton3D::~Skeleton3D() { // Some skins may remain bound. for (SkinReference *E : skin_bindings) { E->skeleton_node = nullptr; } }