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289 lines
9.4 KiB
C++
289 lines
9.4 KiB
C++
/*************************************************************************/
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/* skeleton_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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef SKELETON_3D_H
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#define SKELETON_3D_H
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#include "scene/3d/node_3d.h"
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#include "scene/resources/skeleton_modification_3d.h"
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#include "scene/resources/skin.h"
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typedef int BoneId;
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class PhysicalBone3D;
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class Skeleton3D;
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class SkinReference : public RefCounted {
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GDCLASS(SkinReference, RefCounted)
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friend class Skeleton3D;
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Skeleton3D *skeleton_node;
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RID skeleton;
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Ref<Skin> skin;
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uint32_t bind_count = 0;
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uint64_t skeleton_version = 0;
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Vector<uint32_t> skin_bone_indices;
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uint32_t *skin_bone_indices_ptrs;
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void _skin_changed();
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protected:
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static void _bind_methods();
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public:
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RID get_skeleton() const;
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Ref<Skin> get_skin() const;
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~SkinReference();
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};
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class SkeletonModificationStack3D;
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class Skeleton3D : public Node3D {
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GDCLASS(Skeleton3D, Node3D);
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private:
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friend class SkinReference;
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struct Bone {
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String name;
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bool enabled;
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int parent;
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Transform3D rest;
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_FORCE_INLINE_ void update_pose_cache() {
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if (pose_cache_dirty) {
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pose_cache.basis.set_quaternion_scale(pose_rotation, pose_scale);
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pose_cache.origin = pose_position;
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pose_cache_dirty = false;
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}
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}
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bool pose_cache_dirty = true;
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Transform3D pose_cache;
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Vector3 pose_position;
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Quaternion pose_rotation;
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Vector3 pose_scale = Vector3(1, 1, 1);
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Transform3D pose_global;
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Transform3D pose_global_no_override;
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real_t global_pose_override_amount = 0.0;
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bool global_pose_override_reset = false;
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Transform3D global_pose_override;
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PhysicalBone3D *physical_bone = nullptr;
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PhysicalBone3D *cache_parent_physical_bone = nullptr;
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real_t local_pose_override_amount;
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bool local_pose_override_reset;
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Transform3D local_pose_override;
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Vector<int> child_bones;
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// The forward direction vector and rest bone forward axis are cached because they do not change
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// 99% of the time, but recalculating them can be expensive on models with many bones.
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Vector3 rest_bone_forward_vector;
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int rest_bone_forward_axis = -1;
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Bone() {
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parent = -1;
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enabled = true;
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global_pose_override_amount = 0;
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global_pose_override_reset = false;
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#ifndef _3D_DISABLED
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physical_bone = nullptr;
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cache_parent_physical_bone = nullptr;
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#endif // _3D_DISABLED
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local_pose_override_amount = 0;
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local_pose_override_reset = false;
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child_bones = Vector<int>();
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rest_bone_forward_vector = Vector3(0, 0, 0);
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rest_bone_forward_axis = -1;
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}
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};
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Set<SkinReference *> skin_bindings;
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void _skin_changed();
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bool animate_physical_bones = true;
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Vector<Bone> bones;
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bool process_order_dirty;
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Vector<int> parentless_bones;
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void _make_dirty();
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bool dirty = false;
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bool show_rest_only = false;
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uint64_t version = 1;
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void _update_process_order();
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protected:
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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void _get_property_list(List<PropertyInfo> *p_list) const;
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virtual void _validate_property(PropertyInfo &property) const override;
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void _notification(int p_what);
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static void _bind_methods();
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#ifndef _3D_DISABLED
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Ref<SkeletonModificationStack3D> modification_stack;
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#endif // _3D_DISABLED
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public:
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enum Bone_Forward_Axis {
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BONE_AXIS_X_FORWARD = 0,
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BONE_AXIS_Y_FORWARD = 1,
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BONE_AXIS_Z_FORWARD = 2,
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BONE_AXIS_NEGATIVE_X_FORWARD = 3,
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BONE_AXIS_NEGATIVE_Y_FORWARD = 4,
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BONE_AXIS_NEGATIVE_Z_FORWARD = 5,
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};
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enum {
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NOTIFICATION_UPDATE_SKELETON = 50
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};
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// skeleton creation api
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void add_bone(const String &p_name);
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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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void set_bone_name(int p_bone, const String &p_name);
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bool is_bone_parent_of(int p_bone_id, int p_parent_bone_id) const;
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void set_bone_parent(int p_bone, int p_parent);
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int get_bone_parent(int p_bone) const;
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void unparent_bone_and_rest(int p_bone);
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Vector<int> get_bone_children(int p_bone);
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void set_bone_children(int p_bone, Vector<int> p_children);
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void add_bone_child(int p_bone, int p_child);
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void remove_bone_child(int p_bone, int p_child);
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Vector<int> get_parentless_bones();
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int get_bone_count() const;
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void set_bone_rest(int p_bone, const Transform3D &p_rest);
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Transform3D get_bone_rest(int p_bone) const;
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Transform3D get_bone_global_pose(int p_bone) const;
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Transform3D get_bone_global_pose_no_override(int p_bone) const;
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void set_bone_enabled(int p_bone, bool p_enabled);
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bool is_bone_enabled(int p_bone) const;
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void set_show_rest_only(bool p_enabled);
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bool is_show_rest_only() const;
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void clear_bones();
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// posing api
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void set_bone_pose_position(int p_bone, const Vector3 &p_position);
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void set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation);
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void set_bone_pose_scale(int p_bone, const Vector3 &p_scale);
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Transform3D get_bone_pose(int p_bone) const;
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Vector3 get_bone_pose_position(int p_bone) const;
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Quaternion get_bone_pose_rotation(int p_bone) const;
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Vector3 get_bone_pose_scale(int p_bone) const;
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void clear_bones_global_pose_override();
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Transform3D get_bone_global_pose_override(int p_bone) const;
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void set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent = false);
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void clear_bones_local_pose_override();
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Transform3D get_bone_local_pose_override(int p_bone) const;
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void set_bone_local_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent = false);
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void localize_rests(); // used for loaders and tools
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Ref<Skin> create_skin_from_rest_transforms();
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Ref<SkinReference> register_skin(const Ref<Skin> &p_skin);
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void force_update_all_dirty_bones();
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void force_update_all_bone_transforms();
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void force_update_bone_children_transforms(int bone_idx);
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void update_bone_rest_forward_vector(int p_bone, bool p_force_update = false);
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void update_bone_rest_forward_axis(int p_bone, bool p_force_update = false);
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Vector3 get_bone_axis_forward_vector(int p_bone);
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int get_bone_axis_forward_enum(int p_bone);
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// Helper functions
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Transform3D global_pose_to_world_transform(Transform3D p_global_pose);
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Transform3D world_transform_to_global_pose(Transform3D p_transform);
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Transform3D global_pose_to_local_pose(int p_bone_idx, Transform3D p_global_pose);
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Transform3D local_pose_to_global_pose(int p_bone_idx, Transform3D p_local_pose);
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Basis global_pose_z_forward_to_bone_forward(int p_bone_idx, Basis p_basis);
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// Modifications
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#ifndef _3D_DISABLED
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Ref<SkeletonModificationStack3D> get_modification_stack();
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void set_modification_stack(Ref<SkeletonModificationStack3D> p_stack);
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void execute_modifications(real_t p_delta, int p_execution_mode);
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#endif // _3D_DISABLED
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// Physical bone API
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void set_animate_physical_bones(bool p_enabled);
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bool get_animate_physical_bones() const;
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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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private:
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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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public:
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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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public:
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Skeleton3D();
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~Skeleton3D();
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};
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#endif
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