diff options
author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-09-23 15:02:15 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2019-09-23 15:02:15 +0200 |
commit | 159470df08c0283a2330af94d26ccbe3d009d8fd (patch) | |
tree | cea94427a7a53188858fc9d83dca55fc0511880d /scene/3d | |
parent | 30e16fff57cfdeb79f8e9ee6a7516e7d7cd6d376 (diff) | |
parent | 36b5795f47c9a706e1d8c12a932de1fe2bb9893f (diff) |
Merge pull request #32275 from godotengine/skin_support
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
Diffstat (limited to 'scene/3d')
-rw-r--r-- | scene/3d/mesh_instance.cpp | 37 | ||||
-rw-r--r-- | scene/3d/mesh_instance.h | 7 | ||||
-rw-r--r-- | scene/3d/physics_body.cpp | 7 | ||||
-rw-r--r-- | scene/3d/skeleton.cpp | 303 | ||||
-rw-r--r-- | scene/3d/skeleton.h | 62 |
5 files changed, 234 insertions, 182 deletions
diff --git a/scene/3d/mesh_instance.cpp b/scene/3d/mesh_instance.cpp index 89072519d5..50ca466df3 100644 --- a/scene/3d/mesh_instance.cpp +++ b/scene/3d/mesh_instance.cpp @@ -149,12 +149,38 @@ Ref<Mesh> MeshInstance::get_mesh() const { void MeshInstance::_resolve_skeleton_path() { - if (skeleton_path.is_empty()) + Ref<SkinReference> new_skin_reference; + + if (!skeleton_path.is_empty()) { + Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path)); + if (skeleton) { + new_skin_reference = skeleton->register_skin(skin); + if (skin.is_null()) { + //a skin was created for us + skin = new_skin_reference->get_skin(); + _change_notify(); + } + } + } + + skin_ref = new_skin_reference; + + if (skin_ref.is_valid()) { + VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton()); + } else { + VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), RID()); + } +} + +void MeshInstance::set_skin(const Ref<Skin> &p_skin) { + skin = p_skin; + if (!is_inside_tree()) return; + _resolve_skeleton_path(); +} - Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path)); - if (skeleton) - VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skeleton->get_skeleton()); +Ref<Skin> MeshInstance::get_skin() const { + return skin; } void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) { @@ -365,6 +391,8 @@ void MeshInstance::_bind_methods() { ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance::get_mesh); ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance::set_skeleton_path); ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance::get_skeleton_path); + ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance::set_skin); + ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance::get_skin); ClassDB::bind_method(D_METHOD("get_surface_material_count"), &MeshInstance::get_surface_material_count); ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance::set_surface_material); @@ -380,6 +408,7 @@ void MeshInstance::_bind_methods() { ClassDB::set_method_flags("MeshInstance", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path"); } diff --git a/scene/3d/mesh_instance.h b/scene/3d/mesh_instance.h index 8b690b0c21..77ead75dd3 100644 --- a/scene/3d/mesh_instance.h +++ b/scene/3d/mesh_instance.h @@ -31,8 +31,10 @@ #ifndef MESH_INSTANCE_H #define MESH_INSTANCE_H +#include "scene/3d/skeleton.h" #include "scene/3d/visual_instance.h" #include "scene/resources/mesh.h" +#include "scene/resources/skin.h" class MeshInstance : public GeometryInstance { @@ -40,6 +42,8 @@ class MeshInstance : public GeometryInstance { protected: Ref<Mesh> mesh; + Ref<Skin> skin; + Ref<SkinReference> skin_ref; NodePath skeleton_path; struct BlendShapeTrack { @@ -70,6 +74,9 @@ public: void set_mesh(const Ref<Mesh> &p_mesh); Ref<Mesh> get_mesh() const; + void set_skin(const Ref<Skin> &p_skin); + Ref<Skin> get_skin() const; + void set_skeleton_path(const NodePath &p_skeleton); NodePath get_skeleton_path(); diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index 8db1e883e6..71040d2d68 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -2182,7 +2182,7 @@ void PhysicalBone::_notification(int p_what) { void PhysicalBone::_direct_state_changed(Object *p_state) { - if (!simulate_physics) { + if (!simulate_physics || !_internal_simulate_physics) { return; } @@ -2205,7 +2205,7 @@ void PhysicalBone::_direct_state_changed(Object *p_state) { // Update skeleton if (parent_skeleton) { if (-1 != bone_id) { - parent_skeleton->set_bone_global_pose(bone_id, parent_skeleton->get_global_transform().affine_inverse() * (global_transform * body_offset_inverse)); + parent_skeleton->set_bone_global_pose_override(bone_id, parent_skeleton->get_global_transform().affine_inverse() * (global_transform * body_offset_inverse), 1.0, true); } } } @@ -2716,7 +2716,6 @@ void PhysicalBone::_start_physics_simulation() { PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed"); - parent_skeleton->set_bone_ignore_animation(bone_id, true); _internal_simulate_physics = true; } @@ -2728,6 +2727,6 @@ void PhysicalBone::_stop_physics_simulation() { PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), 0); PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), 0); PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, ""); - parent_skeleton->set_bone_ignore_animation(bone_id, false); + parent_skeleton->set_bone_global_pose_override(bone_id, Transform(), 0.0, false); _internal_simulate_physics = false; } diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp index e192e040f2..ead1e69f90 100644 --- a/scene/3d/skeleton.cpp +++ b/scene/3d/skeleton.cpp @@ -36,6 +36,34 @@ #include "scene/3d/physics_body.h" #include "scene/resources/surface_tool.h" +void SkinReference::_skin_changed() { + if (skeleton_node) { + skeleton_node->_make_dirty(); + } +} + +void SkinReference::_bind_methods() { + ClassDB::bind_method(D_METHOD("_skin_changed"), &SkinReference::_skin_changed); + 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<Skin> SkinReference::get_skin() const { + return skin; +} + +SkinReference::~SkinReference() { + if (skeleton_node) { + skeleton_node->skin_bindings.erase(this); + } + + VS::get_singleton()->free(skeleton); +} + bool Skeleton::_set(const StringName &p_path, const Variant &p_value) { String path = p_path; @@ -196,110 +224,77 @@ void Skeleton::_notification(int p_what) { switch (p_what) { - case NOTIFICATION_ENTER_WORLD: { - - VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform()); - - } break; - case NOTIFICATION_EXIT_WORLD: { - - } break; - case NOTIFICATION_TRANSFORM_CHANGED: { - - VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform()); - } break; case NOTIFICATION_UPDATE_SKELETON: { VisualServer *vs = VisualServer::get_singleton(); Bone *bonesptr = bones.ptrw(); int len = bones.size(); - vs->skeleton_allocate(skeleton, len); // if same size, nothing really happens - _update_process_order(); const int *order = process_order.ptr(); - // pose changed, rebuild cache of inverses - if (rest_global_inverse_dirty) { - - // calculate global rests and invert them - for (int i = 0; i < len; i++) { - Bone &b = bonesptr[order[i]]; - if (b.parent >= 0) - b.rest_global_inverse = bonesptr[b.parent].rest_global_inverse * b.rest; - else - b.rest_global_inverse = b.rest; - } - for (int i = 0; i < len; i++) { - Bone &b = bonesptr[order[i]]; - b.rest_global_inverse.affine_invert(); - } - - rest_global_inverse_dirty = false; - } - for (int i = 0; i < len; i++) { Bone &b = bonesptr[order[i]]; - if (b.disable_rest) { - if (b.enabled) { + if (b.global_pose_override_amount >= 0.999) { + b.pose_global = b.global_pose_override; + } else { + if (b.disable_rest) { + if (b.enabled) { - Transform pose = b.pose; - if (b.custom_pose_enable) { + Transform pose = b.pose; + if (b.parent >= 0) { - pose = b.custom_pose * pose; - } + b.pose_global = bonesptr[b.parent].pose_global * pose; + } else { - if (b.parent >= 0) { - - b.pose_global = bonesptr[b.parent].pose_global * pose; + b.pose_global = pose; + } } else { - b.pose_global = pose; - } - } else { - - if (b.parent >= 0) { + if (b.parent >= 0) { - b.pose_global = bonesptr[b.parent].pose_global; - } else { + b.pose_global = bonesptr[b.parent].pose_global; + } else { - b.pose_global = Transform(); + b.pose_global = Transform(); + } } - } - } else { - if (b.enabled) { + } else { + if (b.enabled) { - Transform pose = b.pose; - if (b.custom_pose_enable) { + Transform pose = b.pose; - pose = b.custom_pose * pose; - } + if (b.parent >= 0) { - if (b.parent >= 0) { + b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose); + } else { - b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose); + b.pose_global = b.rest * pose; + } } else { - b.pose_global = b.rest * pose; - } - } else { + if (b.parent >= 0) { - if (b.parent >= 0) { + b.pose_global = bonesptr[b.parent].pose_global * b.rest; + } else { - b.pose_global = bonesptr[b.parent].pose_global * b.rest; - } else { - - b.pose_global = b.rest; + b.pose_global = 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); + } } - b.transform_final = b.pose_global * b.rest_global_inverse; - vs->skeleton_bone_set_transform(skeleton, order[i], b.transform_final); + if (b.global_pose_override_reset) { + b.global_pose_override_amount = 0.0; + } for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) { @@ -311,28 +306,37 @@ void Skeleton::_notification(int p_what) { } } + //update skins + for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) { + + const Skin *skin = E->get()->skin.operator->(); + RID skeleton = E->get()->skeleton; + uint32_t bind_count = skin->get_bind_count(); + + if (E->get()->bind_count != bind_count) { + VS::get_singleton()->skeleton_allocate(skeleton, bind_count); + E->get()->bind_count = bind_count; + } + + for (uint32_t i = 0; i < bind_count; i++) { + uint32_t bone_index = skin->get_bind_bone(i); + ERR_CONTINUE(bone_index >= (uint32_t)len); + vs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].pose_global * skin->get_bind_pose(i)); + } + } + dirty = false; } break; } } -Transform Skeleton::get_bone_transform(int p_bone) const { - ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform()); - if (dirty) - const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON); - return bones[p_bone].pose_global * bones[p_bone].rest_global_inverse; -} - -void Skeleton::set_bone_global_pose(int p_bone, const Transform &p_pose) { +void Skeleton::set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent) { ERR_FAIL_INDEX(p_bone, bones.size()); - if (bones[p_bone].parent == -1) { - - set_bone_pose(p_bone, bones[p_bone].rest_global_inverse * p_pose); //fast - } else { - - set_bone_pose(p_bone, bones[p_bone].rest.affine_inverse() * (get_bone_global_pose(bones[p_bone].parent).affine_inverse() * p_pose)); //slow - } + 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(); } Transform Skeleton::get_bone_global_pose(int p_bone) const { @@ -343,11 +347,6 @@ Transform Skeleton::get_bone_global_pose(int p_bone) const { return bones[p_bone].pose_global; } -RID Skeleton::get_skeleton() const { - - return skeleton; -} - // skeleton creation api void Skeleton::add_bone(const String &p_name) { @@ -362,8 +361,6 @@ void Skeleton::add_bone(const String &p_name) { b.name = p_name; bones.push_back(b); process_order_dirty = true; - - rest_global_inverse_dirty = true; _make_dirty(); update_gizmo(); } @@ -408,7 +405,6 @@ void Skeleton::set_bone_parent(int p_bone, int p_parent) { ERR_FAIL_COND(p_parent != -1 && (p_parent < 0)); bones.write[p_bone].parent = p_parent; - rest_global_inverse_dirty = true; process_order_dirty = true; _make_dirty(); } @@ -426,23 +422,11 @@ void Skeleton::unparent_bone_and_rest(int p_bone) { } bones.write[p_bone].parent = -1; - bones.write[p_bone].rest_global_inverse = bones[p_bone].rest.affine_inverse(); //same thing process_order_dirty = true; _make_dirty(); } -void Skeleton::set_bone_ignore_animation(int p_bone, bool p_ignore) { - ERR_FAIL_INDEX(p_bone, bones.size()); - bones.write[p_bone].ignore_animation = p_ignore; -} - -bool Skeleton::is_bone_ignore_animation(int p_bone) const { - - ERR_FAIL_INDEX_V(p_bone, bones.size(), false); - return bones[p_bone].ignore_animation; -} - void Skeleton::set_bone_disable_rest(int p_bone, bool p_disable) { ERR_FAIL_INDEX(p_bone, bones.size()); @@ -467,7 +451,6 @@ void Skeleton::set_bone_rest(int p_bone, const Transform &p_rest) { ERR_FAIL_INDEX(p_bone, bones.size()); bones.write[p_bone].rest = p_rest; - rest_global_inverse_dirty = true; _make_dirty(); } Transform Skeleton::get_bone_rest(int p_bone) const { @@ -482,7 +465,6 @@ void Skeleton::set_bone_enabled(int p_bone, bool p_enabled) { ERR_FAIL_INDEX(p_bone, bones.size()); bones.write[p_bone].enabled = p_enabled; - rest_global_inverse_dirty = true; _make_dirty(); } bool Skeleton::is_bone_enabled(int p_bone) const { @@ -529,7 +511,6 @@ void Skeleton::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) void Skeleton::clear_bones() { bones.clear(); - rest_global_inverse_dirty = true; process_order_dirty = true; _make_dirty(); @@ -552,23 +533,6 @@ Transform Skeleton::get_bone_pose(int p_bone) const { return bones[p_bone].pose; } -void Skeleton::set_bone_custom_pose(int p_bone, const Transform &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 != Transform()); - bones.write[p_bone].custom_pose = p_custom_pose; - - _make_dirty(); -} - -Transform Skeleton::get_bone_custom_pose(int p_bone) const { - - ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform()); - return bones[p_bone].custom_pose; -} - void Skeleton::_make_dirty() { if (dirty) @@ -747,14 +711,66 @@ void Skeleton::physical_bones_remove_collision_exception(RID p_exception) { #endif // _3D_DISABLED -void Skeleton::set_use_bones_in_world_transform(bool p_enable) { - use_bones_in_world_transform = p_enable; - if (is_inside_tree()) { - VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform()); - } +void Skeleton::_skin_changed() { + _make_dirty(); } -bool Skeleton::is_using_bones_in_world_transform() const { - return use_bones_in_world_transform; + +Ref<SkinReference> Skeleton::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.instance(); + 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.instance(); + + skin_ref->skeleton_node = this; + skin_ref->bind_count = 0; + skin_ref->skeleton = VisualServer::get_singleton()->skeleton_create(); + skin_ref->skeleton_node = this; + skin_ref->skin = skin; + + skin_bindings.insert(skin_ref.operator->()); + + skin->connect("changed", skin_ref.operator->(), "_skin_changed"); + return skin_ref; } void Skeleton::_bind_methods() { @@ -773,6 +789,8 @@ void Skeleton::_bind_methods() { ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton::get_bone_rest); ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton::set_bone_rest); + ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton::register_skin); + ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton::localize_rests); ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton::set_bone_disable_rest); @@ -787,17 +805,9 @@ void Skeleton::_bind_methods() { ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton::get_bone_pose); ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton::set_bone_pose); - ClassDB::bind_method(D_METHOD("set_bone_global_pose", "bone_idx", "pose"), &Skeleton::set_bone_global_pose); + ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton::set_bone_global_pose_override, DEFVAL(false)); ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton::get_bone_global_pose); - ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton::get_bone_custom_pose); - ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton::set_bone_custom_pose); - - ClassDB::bind_method(D_METHOD("get_bone_transform", "bone_idx"), &Skeleton::get_bone_transform); - - ClassDB::bind_method(D_METHOD("set_use_bones_in_world_transform", "enable"), &Skeleton::set_use_bones_in_world_transform); - ClassDB::bind_method(D_METHOD("is_using_bones_in_world_transform"), &Skeleton::is_using_bones_in_world_transform); - #ifndef _3D_DISABLED ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation); @@ -807,22 +817,19 @@ void Skeleton::_bind_methods() { #endif // _3D_DISABLED - ClassDB::bind_method(D_METHOD("set_bone_ignore_animation", "bone", "ignore"), &Skeleton::set_bone_ignore_animation); - - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones_in_world_transform"), "set_use_bones_in_world_transform", "is_using_bones_in_world_transform"); BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON); } Skeleton::Skeleton() { - rest_global_inverse_dirty = true; dirty = false; process_order_dirty = true; - skeleton = VisualServer::get_singleton()->skeleton_create(); - set_notify_transform(true); - use_bones_in_world_transform = false; } Skeleton::~Skeleton() { - VisualServer::get_singleton()->free(skeleton); + + //some skins may remain bound + for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) { + E->get()->skeleton_node = nullptr; + } } diff --git a/scene/3d/skeleton.h b/scene/3d/skeleton.h index 5b55dffbc8..f20c550055 100644 --- a/scene/3d/skeleton.h +++ b/scene/3d/skeleton.h @@ -33,6 +33,7 @@ #include "core/rid.h" #include "scene/3d/spatial.h" +#include "scene/resources/skin.h" #ifndef _3D_DISABLED typedef int BoneId; @@ -40,10 +41,38 @@ typedef int BoneId; class PhysicalBone; #endif // _3D_DISABLED +class Skeleton; + +class SkinReference : public Reference { + GDCLASS(SkinReference, Reference) + friend class Skeleton; + + Skeleton *skeleton_node; + RID skeleton; + Ref<Skin> skin; + uint32_t bind_count = 0; + void _skin_changed(); + +protected: + static void _bind_methods(); + +public: + RID get_skeleton() const; + Ref<Skin> get_skin() const; + ~SkinReference(); +}; + class Skeleton : public Spatial { GDCLASS(Skeleton, Spatial); +private: + friend class SkinReference; + + Set<SkinReference *> skin_bindings; + + void _skin_changed(); + struct Bone { String name; @@ -52,19 +81,15 @@ class Skeleton : public Spatial { int parent; int sort_index; //used for re-sorting process order - bool ignore_animation; - bool disable_rest; Transform rest; - Transform rest_global_inverse; Transform pose; Transform pose_global; - bool custom_pose_enable; - Transform custom_pose; - - Transform transform_final; + float global_pose_override_amount; + bool global_pose_override_reset; + Transform global_pose_override; #ifndef _3D_DISABLED PhysicalBone *physical_bone; @@ -76,9 +101,9 @@ class Skeleton : public Spatial { Bone() { parent = -1; enabled = true; - ignore_animation = false; - custom_pose_enable = false; disable_rest = false; + global_pose_override_amount = 0; + global_pose_override_reset = false; #ifndef _3D_DISABLED physical_bone = NULL; cache_parent_physical_bone = NULL; @@ -86,17 +111,12 @@ class Skeleton : public Spatial { } }; - bool rest_global_inverse_dirty; - Vector<Bone> bones; Vector<int> process_order; bool process_order_dirty; - RID skeleton; - void _make_dirty(); bool dirty; - bool use_bones_in_world_transform; // bind helpers Array _get_bound_child_nodes_to_bone(int p_bone) const { @@ -127,8 +147,6 @@ public: NOTIFICATION_UPDATE_SKELETON = 50 }; - RID get_skeleton() const; - // skeleton creation api void add_bone(const String &p_name); int find_bone(const String &p_name) const; @@ -141,9 +159,6 @@ public: void unparent_bone_and_rest(int p_bone); - void set_bone_ignore_animation(int p_bone, bool p_ignore); - bool is_bone_ignore_animation(int p_bone) const; - void set_bone_disable_rest(int p_bone, bool p_disable); bool is_bone_rest_disabled(int p_bone) const; @@ -151,10 +166,9 @@ public: void set_bone_rest(int p_bone, const Transform &p_rest); Transform get_bone_rest(int p_bone) const; - Transform get_bone_transform(int p_bone) const; Transform get_bone_global_pose(int p_bone) const; - void set_bone_global_pose(int p_bone, const Transform &p_pose); + void set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent = false); void set_bone_enabled(int p_bone, bool p_enabled); bool is_bone_enabled(int p_bone) const; @@ -170,14 +184,10 @@ public: void set_bone_pose(int p_bone, const Transform &p_pose); Transform get_bone_pose(int p_bone) const; - void set_bone_custom_pose(int p_bone, const Transform &p_custom_pose); - Transform get_bone_custom_pose(int p_bone) const; - void localize_rests(); // used for loaders and tools int get_process_order(int p_idx); - void set_use_bones_in_world_transform(bool p_enable); - bool is_using_bones_in_world_transform() const; + Ref<SkinReference> register_skin(const Ref<Skin> &p_skin); #ifndef _3D_DISABLED // Physical bone API |