mirror of
https://github.com/godotengine/godot.git
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921 lines
28 KiB
C++
921 lines
28 KiB
C++
/*************************************************************************/
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/* skeleton_3d.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "skeleton_3d.h"
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#include "core/config/engine.h"
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#include "core/config/project_settings.h"
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#include "core/object/message_queue.h"
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#include "core/variant/type_info.h"
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#include "scene/3d/physics_body_3d.h"
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#include "scene/resources/surface_tool.h"
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#include "scene/scene_string_names.h"
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void SkinReference::_skin_changed() {
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if (skeleton_node) {
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skeleton_node->_make_dirty();
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}
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skeleton_version = 0;
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}
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void SkinReference::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_skin_changed"), &SkinReference::_skin_changed);
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ClassDB::bind_method(D_METHOD("get_skeleton"), &SkinReference::get_skeleton);
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ClassDB::bind_method(D_METHOD("get_skin"), &SkinReference::get_skin);
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}
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RID SkinReference::get_skeleton() const {
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return skeleton;
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}
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Ref<Skin> SkinReference::get_skin() const {
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return skin;
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}
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SkinReference::~SkinReference() {
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if (skeleton_node) {
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skeleton_node->skin_bindings.erase(this);
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}
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RS::get_singleton()->free(skeleton);
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}
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///////////////////////////////////////
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bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
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String path = p_path;
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if (!path.begins_with("bones/")) {
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return false;
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}
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int which = path.get_slicec('/', 1).to_int();
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String what = path.get_slicec('/', 2);
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if (which == bones.size() && what == "name") {
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add_bone(p_value);
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return true;
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}
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ERR_FAIL_INDEX_V(which, bones.size(), false);
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if (what == "parent") {
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set_bone_parent(which, p_value);
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} else if (what == "rest") {
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set_bone_rest(which, p_value);
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} else if (what == "enabled") {
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set_bone_enabled(which, p_value);
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} else if (what == "pose") {
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set_bone_pose(which, p_value);
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} else {
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return false;
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}
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return true;
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}
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bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
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String path = p_path;
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if (!path.begins_with("bones/")) {
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return false;
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}
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int which = path.get_slicec('/', 1).to_int();
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String what = path.get_slicec('/', 2);
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ERR_FAIL_INDEX_V(which, bones.size(), false);
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if (what == "name") {
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r_ret = get_bone_name(which);
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} else if (what == "parent") {
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r_ret = get_bone_parent(which);
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} else if (what == "rest") {
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r_ret = get_bone_rest(which);
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} else if (what == "enabled") {
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r_ret = is_bone_enabled(which);
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} else if (what == "pose") {
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r_ret = get_bone_pose(which);
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} else {
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return false;
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}
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return true;
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}
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void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
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for (int i = 0; i < bones.size(); i++) {
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String prep = "bones/" + itos(i) + "/";
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p_list->push_back(PropertyInfo(Variant::STRING, prep + "name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
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p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1", PROPERTY_USAGE_NOEDITOR));
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p_list->push_back(PropertyInfo(Variant::TRANSFORM3D, prep + "rest", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
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p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
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p_list->push_back(PropertyInfo(Variant::TRANSFORM3D, prep + "pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
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}
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}
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void Skeleton3D::_update_process_order() {
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if (!process_order_dirty) {
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return;
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}
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Bone *bonesptr = bones.ptrw();
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int len = bones.size();
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process_order.resize(len);
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int *order = process_order.ptrw();
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for (int i = 0; i < len; i++) {
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if (bonesptr[i].parent >= len) {
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//validate this just in case
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ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
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bonesptr[i].parent = -1;
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}
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order[i] = i;
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bonesptr[i].sort_index = i;
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}
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//now check process order
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int pass_count = 0;
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while (pass_count < len * len) {
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//using bubblesort because of simplicity, it won't run every frame though.
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//bublesort worst case is O(n^2), and this may be an infinite loop if cyclic
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bool swapped = false;
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for (int i = 0; i < len; i++) {
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int parent_idx = bonesptr[order[i]].parent;
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if (parent_idx < 0) {
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continue; //do nothing because it has no parent
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}
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//swap indices
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int parent_order = bonesptr[parent_idx].sort_index;
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if (parent_order > i) {
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bonesptr[order[i]].sort_index = parent_order;
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bonesptr[parent_idx].sort_index = i;
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//swap order
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SWAP(order[i], order[parent_order]);
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swapped = true;
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}
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}
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if (!swapped) {
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break;
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}
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pass_count++;
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}
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if (pass_count == len * len) {
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ERR_PRINT("Skeleton3D parenthood graph is cyclic");
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}
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process_order_dirty = false;
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}
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void Skeleton3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_UPDATE_SKELETON: {
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RenderingServer *rs = RenderingServer::get_singleton();
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Bone *bonesptr = bones.ptrw();
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int len = bones.size();
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_update_process_order();
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const int *order = process_order.ptr();
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for (int i = 0; i < len; i++) {
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Bone &b = bonesptr[order[i]];
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if (b.disable_rest) {
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if (b.enabled) {
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Transform3D pose = b.pose;
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if (b.custom_pose_enable) {
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pose = b.custom_pose * pose;
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}
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global * pose;
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b.pose_global_no_override = bonesptr[b.parent].pose_global * pose;
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} else {
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b.pose_global = pose;
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b.pose_global_no_override = pose;
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}
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} else {
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global;
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b.pose_global_no_override = bonesptr[b.parent].pose_global;
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} else {
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b.pose_global = Transform3D();
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b.pose_global_no_override = Transform3D();
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}
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}
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} else {
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if (b.enabled) {
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Transform3D pose = b.pose;
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if (b.custom_pose_enable) {
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pose = b.custom_pose * pose;
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}
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
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b.pose_global_no_override = bonesptr[b.parent].pose_global * (b.rest * pose);
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} else {
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b.pose_global = b.rest * pose;
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b.pose_global_no_override = b.rest * pose;
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}
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} else {
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global * b.rest;
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b.pose_global_no_override = bonesptr[b.parent].pose_global * b.rest;
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} else {
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b.pose_global = b.rest;
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b.pose_global_no_override = b.rest;
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}
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}
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}
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if (b.global_pose_override_amount >= CMP_EPSILON) {
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b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
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}
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if (b.global_pose_override_reset) {
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b.global_pose_override_amount = 0.0;
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}
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for (const ObjectID &E : b.nodes_bound) {
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Object *obj = ObjectDB::get_instance(E);
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ERR_CONTINUE(!obj);
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Node3D *node_3d = Object::cast_to<Node3D>(obj);
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ERR_CONTINUE(!node_3d);
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node_3d->set_transform(b.pose_global);
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}
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}
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//update skins
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for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
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const Skin *skin = E->get()->skin.operator->();
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RID skeleton = E->get()->skeleton;
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uint32_t bind_count = skin->get_bind_count();
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if (E->get()->bind_count != bind_count) {
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RS::get_singleton()->skeleton_allocate_data(skeleton, bind_count);
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E->get()->bind_count = bind_count;
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E->get()->skin_bone_indices.resize(bind_count);
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E->get()->skin_bone_indices_ptrs = E->get()->skin_bone_indices.ptrw();
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}
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if (E->get()->skeleton_version != version) {
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for (uint32_t i = 0; i < bind_count; i++) {
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StringName bind_name = skin->get_bind_name(i);
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if (bind_name != StringName()) {
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//bind name used, use this
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bool found = false;
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for (int j = 0; j < len; j++) {
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if (bonesptr[j].name == bind_name) {
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E->get()->skin_bone_indices_ptrs[i] = j;
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found = true;
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break;
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}
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}
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if (!found) {
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ERR_PRINT("Skin bind #" + itos(i) + " contains named bind '" + String(bind_name) + "' but Skeleton3D has no bone by that name.");
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E->get()->skin_bone_indices_ptrs[i] = 0;
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}
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} else if (skin->get_bind_bone(i) >= 0) {
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int bind_index = skin->get_bind_bone(i);
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if (bind_index >= len) {
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ERR_PRINT("Skin bind #" + itos(i) + " contains bone index bind: " + itos(bind_index) + " , which is greater than the skeleton bone count: " + itos(len) + ".");
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E->get()->skin_bone_indices_ptrs[i] = 0;
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} else {
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E->get()->skin_bone_indices_ptrs[i] = bind_index;
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}
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} else {
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ERR_PRINT("Skin bind #" + itos(i) + " does not contain a name nor a bone index.");
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E->get()->skin_bone_indices_ptrs[i] = 0;
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}
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}
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E->get()->skeleton_version = version;
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}
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for (uint32_t i = 0; i < bind_count; i++) {
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uint32_t bone_index = E->get()->skin_bone_indices_ptrs[i];
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ERR_CONTINUE(bone_index >= (uint32_t)len);
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rs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].pose_global * skin->get_bind_pose(i));
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}
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}
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dirty = false;
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#ifdef TOOLS_ENABLED
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emit_signal(SceneStringNames::get_singleton()->pose_updated);
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#endif // TOOLS_ENABLED
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} break;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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// This is active only if the skeleton animates the physical bones
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// and the state of the bone is not active.
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if (animate_physical_bones) {
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for (int i = 0; i < bones.size(); i += 1) {
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if (bones[i].physical_bone) {
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if (bones[i].physical_bone->is_simulating_physics() == false) {
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bones[i].physical_bone->reset_to_rest_position();
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}
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}
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}
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}
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} break;
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case NOTIFICATION_READY: {
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if (Engine::get_singleton()->is_editor_hint()) {
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set_physics_process_internal(true);
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}
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} break;
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}
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}
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void Skeleton3D::clear_bones_global_pose_override() {
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for (int i = 0; i < bones.size(); i += 1) {
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bones.write[i].global_pose_override_amount = 0;
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bones.write[i].global_pose_override_reset = true;
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}
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_make_dirty();
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}
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void Skeleton3D::set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, float p_amount, bool p_persistent) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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bones.write[p_bone].global_pose_override_amount = p_amount;
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bones.write[p_bone].global_pose_override = p_pose;
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bones.write[p_bone].global_pose_override_reset = !p_persistent;
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_make_dirty();
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}
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Transform3D Skeleton3D::get_bone_global_pose(int p_bone) const {
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ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform3D());
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if (dirty) {
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const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
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}
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return bones[p_bone].pose_global;
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}
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Transform3D Skeleton3D::get_bone_global_pose_no_override(int p_bone) const {
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ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform3D());
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if (dirty) {
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const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
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}
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return bones[p_bone].pose_global_no_override;
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}
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// skeleton creation api
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void Skeleton3D::add_bone(const String &p_name) {
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ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
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for (int i = 0; i < bones.size(); i++) {
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ERR_FAIL_COND(bones[i].name == p_name);
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}
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Bone b;
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b.name = p_name;
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bones.push_back(b);
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process_order_dirty = true;
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version++;
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_make_dirty();
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update_gizmos();
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}
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int Skeleton3D::find_bone(const String &p_name) const {
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for (int i = 0; i < bones.size(); i++) {
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if (bones[i].name == p_name) {
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return i;
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}
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}
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return -1;
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}
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String Skeleton3D::get_bone_name(int p_bone) const {
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ERR_FAIL_INDEX_V(p_bone, bones.size(), "");
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return bones[p_bone].name;
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}
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void Skeleton3D::set_bone_name(int p_bone, const String &p_name) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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for (int i = 0; i < bones.size(); i++) {
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if (i != p_bone) {
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ERR_FAIL_COND(bones[i].name == p_name);
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}
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}
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bones.write[p_bone].name = p_name;
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}
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bool Skeleton3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
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int parent_of_bone = get_bone_parent(p_bone);
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if (-1 == parent_of_bone) {
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return false;
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}
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if (parent_of_bone == p_parent_bone_id) {
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return true;
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}
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return is_bone_parent_of(parent_of_bone, p_parent_bone_id);
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}
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int Skeleton3D::get_bone_count() const {
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return bones.size();
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}
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void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
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bones.write[p_bone].parent = p_parent;
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process_order_dirty = true;
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_make_dirty();
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}
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void Skeleton3D::unparent_bone_and_rest(int p_bone) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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_update_process_order();
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int parent = bones[p_bone].parent;
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while (parent >= 0) {
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bones.write[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
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parent = bones[parent].parent;
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}
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bones.write[p_bone].parent = -1;
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process_order_dirty = true;
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_make_dirty();
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}
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void Skeleton3D::set_bone_disable_rest(int p_bone, bool p_disable) {
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ERR_FAIL_INDEX(p_bone, bones.size());
|
|
bones.write[p_bone].disable_rest = p_disable;
|
|
}
|
|
|
|
bool Skeleton3D::is_bone_rest_disabled(int p_bone) const {
|
|
ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
|
|
return bones[p_bone].disable_rest;
|
|
}
|
|
|
|
int Skeleton3D::get_bone_parent(int p_bone) const {
|
|
ERR_FAIL_INDEX_V(p_bone, bones.size(), -1);
|
|
|
|
return bones[p_bone].parent;
|
|
}
|
|
|
|
void Skeleton3D::set_bone_rest(int p_bone, const Transform3D &p_rest) {
|
|
ERR_FAIL_INDEX(p_bone, bones.size());
|
|
|
|
bones.write[p_bone].rest = p_rest;
|
|
_make_dirty();
|
|
}
|
|
Transform3D Skeleton3D::get_bone_rest(int p_bone) const {
|
|
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform3D());
|
|
|
|
return bones[p_bone].rest;
|
|
}
|
|
|
|
void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
|
|
ERR_FAIL_INDEX(p_bone, bones.size());
|
|
|
|
bones.write[p_bone].enabled = p_enabled;
|
|
_make_dirty();
|
|
}
|
|
|
|
bool Skeleton3D::is_bone_enabled(int p_bone) const {
|
|
ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
|
|
return bones[p_bone].enabled;
|
|
}
|
|
|
|
void Skeleton3D::bind_child_node_to_bone(int p_bone, Node *p_node) {
|
|
ERR_FAIL_NULL(p_node);
|
|
ERR_FAIL_INDEX(p_bone, bones.size());
|
|
|
|
ObjectID id = p_node->get_instance_id();
|
|
|
|
for (const ObjectID &E : bones[p_bone].nodes_bound) {
|
|
if (E == id) {
|
|
return; // already here
|
|
}
|
|
}
|
|
|
|
bones.write[p_bone].nodes_bound.push_back(id);
|
|
}
|
|
|
|
void Skeleton3D::unbind_child_node_from_bone(int p_bone, Node *p_node) {
|
|
ERR_FAIL_NULL(p_node);
|
|
ERR_FAIL_INDEX(p_bone, bones.size());
|
|
|
|
ObjectID id = p_node->get_instance_id();
|
|
bones.write[p_bone].nodes_bound.erase(id);
|
|
}
|
|
|
|
void Skeleton3D::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const {
|
|
ERR_FAIL_INDEX(p_bone, bones.size());
|
|
|
|
for (const ObjectID &E : bones[p_bone].nodes_bound) {
|
|
Object *obj = ObjectDB::get_instance(E);
|
|
ERR_CONTINUE(!obj);
|
|
p_bound->push_back(Object::cast_to<Node>(obj));
|
|
}
|
|
}
|
|
|
|
void Skeleton3D::clear_bones() {
|
|
bones.clear();
|
|
process_order_dirty = true;
|
|
version++;
|
|
_make_dirty();
|
|
}
|
|
|
|
// posing api
|
|
|
|
void Skeleton3D::set_bone_pose(int p_bone, const Transform3D &p_pose) {
|
|
ERR_FAIL_INDEX(p_bone, bones.size());
|
|
|
|
bones.write[p_bone].pose = p_pose;
|
|
if (is_inside_tree()) {
|
|
_make_dirty();
|
|
}
|
|
}
|
|
Transform3D Skeleton3D::get_bone_pose(int p_bone) const {
|
|
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform3D());
|
|
return bones[p_bone].pose;
|
|
}
|
|
|
|
void Skeleton3D::set_bone_custom_pose(int p_bone, const Transform3D &p_custom_pose) {
|
|
ERR_FAIL_INDEX(p_bone, bones.size());
|
|
//ERR_FAIL_COND( !is_inside_scene() );
|
|
|
|
bones.write[p_bone].custom_pose_enable = (p_custom_pose != Transform3D());
|
|
bones.write[p_bone].custom_pose = p_custom_pose;
|
|
|
|
_make_dirty();
|
|
}
|
|
|
|
Transform3D Skeleton3D::get_bone_custom_pose(int p_bone) const {
|
|
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform3D());
|
|
return bones[p_bone].custom_pose;
|
|
}
|
|
|
|
void Skeleton3D::_make_dirty() {
|
|
if (dirty) {
|
|
return;
|
|
}
|
|
|
|
MessageQueue::get_singleton()->push_notification(this, NOTIFICATION_UPDATE_SKELETON);
|
|
dirty = true;
|
|
}
|
|
|
|
int Skeleton3D::get_process_order(int p_idx) {
|
|
ERR_FAIL_INDEX_V(p_idx, bones.size(), -1);
|
|
_update_process_order();
|
|
return process_order[p_idx];
|
|
}
|
|
|
|
Vector<int> Skeleton3D::get_bone_process_orders() {
|
|
_update_process_order();
|
|
return process_order;
|
|
}
|
|
|
|
void Skeleton3D::localize_rests() {
|
|
_update_process_order();
|
|
|
|
for (int i = bones.size() - 1; i >= 0; i--) {
|
|
int idx = process_order[i];
|
|
if (bones[idx].parent >= 0) {
|
|
set_bone_rest(idx, bones[bones[idx].parent].rest.affine_inverse() * bones[idx].rest);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Skeleton3D::set_animate_physical_bones(bool p_animate) {
|
|
animate_physical_bones = p_animate;
|
|
|
|
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_animate);
|
|
}
|
|
}
|
|
|
|
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) {
|
|
ERR_FAIL_INDEX(p_bone, bones.size());
|
|
ERR_FAIL_COND(bones[p_bone].physical_bone);
|
|
ERR_FAIL_COND(!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) {
|
|
ERR_FAIL_INDEX(p_bone, bones.size());
|
|
bones.write[p_bone].physical_bone = nullptr;
|
|
|
|
_rebuild_physical_bones_cache();
|
|
}
|
|
|
|
PhysicalBone3D *Skeleton3D::get_physical_bone(int p_bone) {
|
|
ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr);
|
|
|
|
return bones[p_bone].physical_bone;
|
|
}
|
|
|
|
PhysicalBone3D *Skeleton3D::get_physical_bone_parent(int p_bone) {
|
|
ERR_FAIL_INDEX_V(p_bone, bones.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) {
|
|
ERR_FAIL_INDEX_V(p_bone, bones.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<PhysicalBone3D>(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<int> &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<PhysicalBone3D>(p_node);
|
|
if (pb) {
|
|
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<StringName> &p_bones) {
|
|
set_physics_process_internal(false);
|
|
|
|
Vector<int> sim_bones;
|
|
if (p_bones.size() <= 0) {
|
|
sim_bones.push_back(0); // if no bones is specified, activate ragdoll on full body
|
|
} else {
|
|
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<CollisionObject3D>(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<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
|
|
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
|
|
if (E->get()->skin == p_skin) {
|
|
return Ref<SkinReference>(E->get());
|
|
}
|
|
}
|
|
|
|
Ref<Skin> skin = p_skin;
|
|
|
|
if (skin.is_null()) {
|
|
//need to create one from existing code, this is for compatibility only
|
|
//when skeletons did not support skins. It is also used by gizmo
|
|
//to display the skeleton.
|
|
|
|
skin.instantiate();
|
|
skin->set_bind_count(bones.size());
|
|
_update_process_order(); //just in case
|
|
|
|
// pose changed, rebuild cache of inverses
|
|
const Bone *bonesptr = bones.ptr();
|
|
int len = bones.size();
|
|
const int *order = process_order.ptr();
|
|
|
|
// calculate global rests and invert them
|
|
for (int i = 0; i < len; i++) {
|
|
const Bone &b = bonesptr[order[i]];
|
|
if (b.parent >= 0) {
|
|
skin->set_bind_pose(order[i], skin->get_bind_pose(b.parent) * b.rest);
|
|
} else {
|
|
skin->set_bind_pose(order[i], b.rest);
|
|
}
|
|
}
|
|
|
|
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());
|
|
}
|
|
}
|
|
|
|
ERR_FAIL_COND_V(skin.is_null(), Ref<SkinReference>());
|
|
|
|
Ref<SkinReference> 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 = skin;
|
|
|
|
skin_bindings.insert(skin_ref.operator->());
|
|
|
|
skin->connect("changed", Callable(skin_ref.operator->(), "_skin_changed"));
|
|
|
|
_make_dirty(); //skin needs to be updated, so update skeleton
|
|
|
|
return skin_ref;
|
|
}
|
|
|
|
// helper functions
|
|
Transform3D Skeleton3D::bone_transform_to_world_transform(Transform3D p_bone_transform) {
|
|
return get_global_transform() * p_bone_transform;
|
|
}
|
|
|
|
Transform3D Skeleton3D::world_transform_to_bone_transform(Transform3D p_world_transform) {
|
|
return get_global_transform().affine_inverse() * p_world_transform;
|
|
}
|
|
|
|
void Skeleton3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("get_bone_process_orders"), &Skeleton3D::get_bone_process_orders);
|
|
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("unparent_bone_and_rest", "bone_idx"), &Skeleton3D::unparent_bone_and_rest);
|
|
|
|
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("register_skin", "skin"), &Skeleton3D::register_skin);
|
|
|
|
ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton3D::localize_rests);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton3D::set_bone_disable_rest);
|
|
ClassDB::bind_method(D_METHOD("is_bone_rest_disabled", "bone_idx"), &Skeleton3D::is_bone_rest_disabled);
|
|
|
|
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", "bone_idx", "pose"), &Skeleton3D::set_bone_pose);
|
|
|
|
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", "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("get_bone_custom_pose", "bone_idx"), &Skeleton3D::get_bone_custom_pose);
|
|
ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton3D::set_bone_custom_pose);
|
|
|
|
ClassDB::bind_method(D_METHOD("bone_transform_to_world_transform", "bone_transform"), &Skeleton3D::bone_transform_to_world_transform);
|
|
ClassDB::bind_method(D_METHOD("world_transform_to_bone_transform", "world_transform"), &Skeleton3D::world_transform_to_bone_transform);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_animate_physical_bones"), &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::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones");
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
ADD_SIGNAL(MethodInfo("pose_updated"));
|
|
#endif // TOOLS_ENABLED
|
|
|
|
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
|
|
}
|
|
|
|
Skeleton3D::Skeleton3D() {
|
|
}
|
|
|
|
Skeleton3D::~Skeleton3D() {
|
|
//some skins may remain bound
|
|
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
|
|
E->get()->skeleton_node = nullptr;
|
|
}
|
|
}
|