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-rw-r--r--editor/import/editor_import_collada.cpp19
-rw-r--r--editor/plugins/skeleton_3d_editor_plugin.cpp40
-rw-r--r--editor/plugins/skeleton_3d_editor_plugin.h4
3 files changed, 13 insertions, 50 deletions
diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp
index 022dc899da..d1bacf54de 100644
--- a/editor/import/editor_import_collada.cpp
+++ b/editor/import/editor_import_collada.cpp
@@ -120,6 +120,15 @@ Error ColladaImport::_populate_skeleton(Skeleton3D *p_skeleton, Collada::Node *p
skeleton_bone_map[p_skeleton][joint->sid] = r_bone;
+ {
+ Transform3D xform = joint->compute_transform(collada);
+ collada.fix_transform(xform) * joint->post_transform;
+
+ p_skeleton->set_bone_pose_position(r_bone, xform.origin);
+ p_skeleton->set_bone_pose_rotation(r_bone, xform.basis.get_rotation_quaternion());
+ p_skeleton->set_bone_pose_scale(r_bone, xform.basis.get_scale());
+ }
+
if (collada.state.bone_rest_map.has(joint->sid)) {
p_skeleton->set_bone_rest(r_bone, collada.fix_transform(collada.state.bone_rest_map[joint->sid]));
//should map this bone to something for animation?
@@ -1639,16 +1648,6 @@ void ColladaImport::create_animation(int p_clip, bool p_import_value_tracks) {
Transform3D xform = cn->compute_transform(collada);
xform = collada.fix_transform(xform) * cn->post_transform;
- if (nm.bone >= 0) {
- //make bone transform relative to rest (in case of skeleton)
- Skeleton3D *sk = Object::cast_to<Skeleton3D>(nm.node);
- if (sk) {
- xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform;
- } else {
- ERR_PRINT("Collada: Invalid skeleton");
- }
- }
-
Vector3 s = xform.basis.get_scale();
bool singular_matrix = Math::is_zero_approx(s.x) || Math::is_zero_approx(s.y) || Math::is_zero_approx(s.z);
Quaternion q = singular_matrix ? Quaternion() :
diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp
index 3a67c5415c..f9c46d35c4 100644
--- a/editor/plugins/skeleton_3d_editor_plugin.cpp
+++ b/editor/plugins/skeleton_3d_editor_plugin.cpp
@@ -200,12 +200,7 @@ void BoneTransformEditor::_value_changed_transform(const String p_property_name,
}
void BoneTransformEditor::_change_transform(Transform3D p_new_transform) {
- if (property.get_slicec('/', 0) == "bones" && property.get_slicec('/', 2) == "custom_pose") {
- undo_redo->create_action(TTR("Set Custom Bone Pose Transform"), UndoRedo::MERGE_ENDS);
- undo_redo->add_undo_method(skeleton, "set_bone_custom_pose", property.get_slicec('/', 1).to_int(), skeleton->get_bone_custom_pose(property.get_slicec('/', 1).to_int()));
- undo_redo->add_do_method(skeleton, "set_bone_custom_pose", property.get_slicec('/', 1).to_int(), p_new_transform);
- undo_redo->commit_action();
- } else if (property.get_slicec('/', 0) == "bones") {
+ if (property.get_slicec('/', 0) == "bones") {
undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
undo_redo->add_undo_property(skeleton, property, skeleton->get(property));
undo_redo->add_do_property(skeleton, property, p_new_transform);
@@ -236,21 +231,6 @@ void BoneTransformEditor::_update_properties() {
_update_transform_properties(tform);
}
-void BoneTransformEditor::_update_custom_pose_properties() {
- if (updating) {
- return;
- }
-
- if (!skeleton) {
- return;
- }
-
- updating = true;
-
- Transform3D tform = skeleton->get_bone_custom_pose(property.to_int());
- _update_transform_properties(tform);
-}
-
void BoneTransformEditor::_update_transform_properties(Transform3D tform) {
Basis rotation_basis = tform.get_basis();
Vector3 rotation_radians = rotation_basis.get_rotation_euler();
@@ -463,9 +443,7 @@ void Skeleton3DEditor::pose_to_rest() {
ur->add_do_method(skeleton, "set_bone_pose", selected_bone, Transform3D());
ur->add_undo_method(skeleton, "set_bone_pose", selected_bone, skeleton->get_bone_pose(selected_bone));
- ur->add_do_method(skeleton, "set_bone_custom_pose", selected_bone, Transform3D());
- ur->add_undo_method(skeleton, "set_bone_custom_pose", selected_bone, skeleton->get_bone_custom_pose(selected_bone));
- ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone) * skeleton->get_bone_custom_pose(selected_bone) * skeleton->get_bone_pose(selected_bone));
+ ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone) * skeleton->get_bone_pose(selected_bone));
ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone));
ur->commit_action();
@@ -654,11 +632,9 @@ void Skeleton3DEditor::_joint_tree_selection_changed() {
pose_editor->set_target(bone_path + "pose");
rest_editor->set_target(bone_path + "rest");
- custom_pose_editor->set_target(bone_path + "custom_pose");
pose_editor->set_visible(true);
rest_editor->set_visible(true);
- custom_pose_editor->set_visible(true);
selected_bone = b_idx;
}
@@ -679,9 +655,6 @@ void Skeleton3DEditor::_update_properties() {
if (pose_editor) {
pose_editor->_update_properties();
}
- if (custom_pose_editor) {
- custom_pose_editor->_update_custom_pose_properties();
- }
_update_gizmo_transform();
}
@@ -820,12 +793,6 @@ void Skeleton3DEditor::create_editors() {
rest_editor->set_visible(false);
add_child(rest_editor);
rest_editor->set_transform_read_only(true);
-
- custom_pose_editor = memnew(BoneTransformEditor(skeleton));
- custom_pose_editor->set_label(TTR("Bone Custom Pose"));
- custom_pose_editor->set_visible(false);
- add_child(custom_pose_editor);
- custom_pose_editor->set_transform_read_only(true);
}
void Skeleton3DEditor::_notification(int p_what) {
@@ -1289,7 +1256,6 @@ void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gi
if (parent_idx >= 0) {
original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx);
}
- original_to_local = original_to_local * skeleton->get_bone_rest(p_id) * skeleton->get_bone_custom_pose(p_id);
Basis to_local = original_to_local.get_basis().inverse();
// Prepare transform.
@@ -1518,5 +1484,5 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
}
Ref<ArrayMesh> m = surface_tool->commit();
- p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(Ref<Skin>()));
+ p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
}
diff --git a/editor/plugins/skeleton_3d_editor_plugin.h b/editor/plugins/skeleton_3d_editor_plugin.h
index e2a1d9a628..2c21aab739 100644
--- a/editor/plugins/skeleton_3d_editor_plugin.h
+++ b/editor/plugins/skeleton_3d_editor_plugin.h
@@ -102,13 +102,12 @@ public:
void set_label(const String &p_label) { label = p_label; }
void _update_properties();
- void _update_custom_pose_properties();
void _update_transform_properties(Transform3D p_transform);
// Transform can be keyed, whether or not to show the button.
void set_keyable(const bool p_keyable);
- // When rest mode, pose and custom_pose editor are diasbled.
+ // When rest mode, pose editor are diasbled.
void set_properties_read_only(const bool p_readonly);
void set_transform_read_only(const bool p_readonly);
@@ -151,7 +150,6 @@ class Skeleton3DEditor : public VBoxContainer {
Tree *joint_tree = nullptr;
BoneTransformEditor *rest_editor = nullptr;
BoneTransformEditor *pose_editor = nullptr;
- BoneTransformEditor *custom_pose_editor = nullptr;
VSeparator *separator;
MenuButton *skeleton_options = nullptr;