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+/*************************************************************************/
+/* skeleton_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "skeleton_3d.h"
+
+#include "core/engine.h"
+#include "core/message_queue.h"
+#include "core/project_settings.h"
+#include "core/type_info.h"
+#include "scene/3d/physics_body_3d.h"
+#include "scene/resources/surface_tool.h"
+
+void SkinReference::_skin_changed() {
+ if (skeleton_node) {
+ skeleton_node->_make_dirty();
+ }
+ skeleton_version = 0;
+}
+
+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);
+ }
+
+ RS::get_singleton()->free(skeleton);
+}
+
+bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
+
+ String path = p_path;
+
+ if (!path.begins_with("bones/"))
+ return false;
+
+ int which = path.get_slicec('/', 1).to_int();
+ String what = path.get_slicec('/', 2);
+
+ if (which == bones.size() && what == "name") {
+
+ add_bone(p_value);
+ return true;
+ }
+
+ ERR_FAIL_INDEX_V(which, bones.size(), false);
+
+ if (what == "parent")
+ set_bone_parent(which, p_value);
+ else if (what == "rest")
+ set_bone_rest(which, p_value);
+ else if (what == "enabled")
+ set_bone_enabled(which, p_value);
+ else if (what == "pose")
+ set_bone_pose(which, p_value);
+ else if (what == "bound_children") {
+ Array children = p_value;
+
+ if (is_inside_tree()) {
+ bones.write[which].nodes_bound.clear();
+
+ for (int i = 0; i < children.size(); i++) {
+
+ NodePath npath = children[i];
+ ERR_CONTINUE(npath.operator String() == "");
+ Node *node = get_node(npath);
+ ERR_CONTINUE(!node);
+ bind_child_node_to_bone(which, node);
+ }
+ }
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
+
+ String path = p_path;
+
+ if (!path.begins_with("bones/"))
+ return false;
+
+ int which = path.get_slicec('/', 1).to_int();
+ String what = path.get_slicec('/', 2);
+
+ ERR_FAIL_INDEX_V(which, bones.size(), false);
+
+ if (what == "name")
+ r_ret = get_bone_name(which);
+ else if (what == "parent")
+ r_ret = get_bone_parent(which);
+ else if (what == "rest")
+ r_ret = get_bone_rest(which);
+ else if (what == "enabled")
+ r_ret = is_bone_enabled(which);
+ else if (what == "pose")
+ r_ret = get_bone_pose(which);
+ else if (what == "bound_children") {
+ Array children;
+
+ for (const List<ObjectID>::Element *E = bones[which].nodes_bound.front(); E; E = E->next()) {
+
+ Object *obj = ObjectDB::get_instance(E->get());
+ ERR_CONTINUE(!obj);
+ Node *node = Object::cast_to<Node>(obj);
+ ERR_CONTINUE(!node);
+ NodePath npath = get_path_to(node);
+ children.push_back(npath);
+ }
+
+ r_ret = children;
+ } else
+ return false;
+
+ return true;
+}
+void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
+
+ for (int i = 0; i < bones.size(); i++) {
+
+ String prep = "bones/" + itos(i) + "/";
+ p_list->push_back(PropertyInfo(Variant::STRING, prep + "name"));
+ p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1"));
+ p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "rest"));
+ p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled"));
+ p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::ARRAY, prep + "bound_children"));
+ }
+}
+
+void Skeleton3D::_update_process_order() {
+
+ if (!process_order_dirty)
+ return;
+
+ Bone *bonesptr = bones.ptrw();
+ int len = bones.size();
+
+ process_order.resize(len);
+ int *order = process_order.ptrw();
+ for (int i = 0; i < len; i++) {
+
+ if (bonesptr[i].parent >= len) {
+ //validate this just in case
+ ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
+ bonesptr[i].parent = -1;
+ }
+ order[i] = i;
+ bonesptr[i].sort_index = i;
+ }
+ //now check process order
+ int pass_count = 0;
+ while (pass_count < len * len) {
+ //using bubblesort because of simplicity, it won't run every frame though.
+ //bublesort worst case is O(n^2), and this may be an infinite loop if cyclic
+ bool swapped = false;
+ for (int i = 0; i < len; i++) {
+ int parent_idx = bonesptr[order[i]].parent;
+ if (parent_idx < 0)
+ continue; //do nothing because it has no parent
+ //swap indices
+ int parent_order = bonesptr[parent_idx].sort_index;
+ if (parent_order > i) {
+ bonesptr[order[i]].sort_index = parent_order;
+ bonesptr[parent_idx].sort_index = i;
+ //swap order
+ SWAP(order[i], order[parent_order]);
+ swapped = true;
+ }
+ }
+
+ if (!swapped)
+ break;
+ pass_count++;
+ }
+
+ if (pass_count == len * len) {
+ ERR_PRINT("Skeleton parenthood graph is cyclic");
+ }
+
+ process_order_dirty = false;
+}
+
+void Skeleton3D::_notification(int p_what) {
+
+ switch (p_what) {
+
+ case NOTIFICATION_UPDATE_SKELETON: {
+
+ RenderingServer *vs = RenderingServer::get_singleton();
+ Bone *bonesptr = bones.ptrw();
+ int len = bones.size();
+
+ _update_process_order();
+
+ const int *order = process_order.ptr();
+
+ for (int i = 0; i < len; i++) {
+
+ Bone &b = bonesptr[order[i]];
+
+ 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) {
+ pose = b.custom_pose * pose;
+ }
+ if (b.parent >= 0) {
+
+ b.pose_global = bonesptr[b.parent].pose_global * pose;
+ } else {
+
+ b.pose_global = pose;
+ }
+ } else {
+
+ if (b.parent >= 0) {
+
+ b.pose_global = bonesptr[b.parent].pose_global;
+ } else {
+
+ b.pose_global = Transform();
+ }
+ }
+
+ } else {
+ if (b.enabled) {
+
+ Transform pose = b.pose;
+ if (b.custom_pose_enable) {
+ pose = b.custom_pose * pose;
+ }
+ if (b.parent >= 0) {
+
+ b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
+ } else {
+
+ b.pose_global = b.rest * pose;
+ }
+ } else {
+
+ if (b.parent >= 0) {
+
+ b.pose_global = bonesptr[b.parent].pose_global * b.rest;
+ } else {
+
+ 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);
+ }
+ }
+
+ if (b.global_pose_override_reset) {
+ b.global_pose_override_amount = 0.0;
+ }
+
+ for (List<ObjectID>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
+
+ Object *obj = ObjectDB::get_instance(E->get());
+ ERR_CONTINUE(!obj);
+ Node3D *sp = Object::cast_to<Node3D>(obj);
+ ERR_CONTINUE(!sp);
+ sp->set_transform(b.pose_global);
+ }
+ }
+
+ //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) {
+ RS::get_singleton()->skeleton_allocate(skeleton, bind_count);
+ E->get()->bind_count = bind_count;
+ E->get()->skin_bone_indices.resize(bind_count);
+ E->get()->skin_bone_indices_ptrs = E->get()->skin_bone_indices.ptrw();
+ }
+
+ if (E->get()->skeleton_version != version) {
+
+ for (uint32_t i = 0; i < bind_count; i++) {
+ StringName bind_name = skin->get_bind_name(i);
+
+ if (bind_name != StringName()) {
+ //bind name used, use this
+ bool found = false;
+ for (int j = 0; j < len; j++) {
+ if (bonesptr[j].name == bind_name) {
+ E->get()->skin_bone_indices_ptrs[i] = j;
+ found = true;
+ break;
+ }
+ }
+
+ if (!found) {
+ ERR_PRINT("Skin bind #" + itos(i) + " contains named bind '" + String(bind_name) + "' but Skeleton has no bone by that name.");
+ E->get()->skin_bone_indices_ptrs[i] = 0;
+ }
+ } else if (skin->get_bind_bone(i) >= 0) {
+ int bind_index = skin->get_bind_bone(i);
+ if (bind_index >= len) {
+ ERR_PRINT("Skin bind #" + itos(i) + " contains bone index bind: " + itos(bind_index) + " , which is greater than the skeleton bone count: " + itos(len) + ".");
+ E->get()->skin_bone_indices_ptrs[i] = 0;
+ } else {
+ E->get()->skin_bone_indices_ptrs[i] = bind_index;
+ }
+ } else {
+ ERR_PRINT("Skin bind #" + itos(i) + " does not contain a name nor a bone index.");
+ E->get()->skin_bone_indices_ptrs[i] = 0;
+ }
+ }
+
+ E->get()->skeleton_version = version;
+ }
+
+ for (uint32_t i = 0; i < bind_count; i++) {
+ uint32_t bone_index = E->get()->skin_bone_indices_ptrs[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;
+
+#ifndef _3D_DISABLED
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ // This is active only if the skeleton animates the physical bones
+ // and the state of the bone is not active.
+ if (animate_physical_bones) {
+ for (int i = 0; i < bones.size(); i += 1) {
+ if (bones[i].physical_bone) {
+ if (bones[i].physical_bone->is_simulating_physics() == false) {
+ bones[i].physical_bone->reset_to_rest_position();
+ }
+ }
+ }
+ }
+ } break;
+ case NOTIFICATION_READY: {
+ if (Engine::get_singleton()->is_editor_hint()) {
+ set_physics_process_internal(true);
+ }
+ } break;
+#endif
+ }
+}
+
+void Skeleton3D::clear_bones_global_pose_override() {
+ for (int i = 0; i < bones.size(); i += 1) {
+ bones.write[i].global_pose_override_amount = 0;
+ }
+ _make_dirty();
+}
+
+void Skeleton3D::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());
+ 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 Skeleton3D::get_bone_global_pose(int p_bone) const {
+
+ ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
+ if (dirty)
+ const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
+ return bones[p_bone].pose_global;
+}
+
+// skeleton creation api
+void Skeleton3D::add_bone(const String &p_name) {
+
+ ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
+
+ for (int i = 0; i < bones.size(); i++) {
+
+ ERR_FAIL_COND(bones[i].name == p_name);
+ }
+
+ Bone b;
+ b.name = p_name;
+ bones.push_back(b);
+ process_order_dirty = true;
+ version++;
+ _make_dirty();
+ update_gizmo();
+}
+int Skeleton3D::find_bone(const String &p_name) const {
+
+ for (int i = 0; i < bones.size(); i++) {
+
+ if (bones[i].name == p_name)
+ return i;
+ }
+
+ return -1;
+}
+String Skeleton3D::get_bone_name(int p_bone) const {
+
+ ERR_FAIL_INDEX_V(p_bone, bones.size(), "");
+
+ return bones[p_bone].name;
+}
+
+bool Skeleton3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
+
+ int parent_of_bone = get_bone_parent(p_bone);
+
+ if (-1 == parent_of_bone)
+ return false;
+
+ if (parent_of_bone == p_parent_bone_id)
+ return true;
+
+ return is_bone_parent_of(parent_of_bone, p_parent_bone_id);
+}
+
+int Skeleton3D::get_bone_count() const {
+
+ return bones.size();
+}
+
+void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
+
+ ERR_FAIL_INDEX(p_bone, bones.size());
+ ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
+
+ bones.write[p_bone].parent = p_parent;
+ process_order_dirty = true;
+ _make_dirty();
+}
+
+void Skeleton3D::unparent_bone_and_rest(int p_bone) {
+
+ ERR_FAIL_INDEX(p_bone, bones.size());
+
+ _update_process_order();
+
+ int parent = bones[p_bone].parent;
+ while (parent >= 0) {
+ bones.write[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
+ parent = bones[parent].parent;
+ }
+
+ bones.write[p_bone].parent = -1;
+ process_order_dirty = true;
+
+ _make_dirty();
+}
+
+void Skeleton3D::set_bone_disable_rest(int p_bone, bool p_disable) {
+
+ 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 Transform &p_rest) {
+
+ ERR_FAIL_INDEX(p_bone, bones.size());
+
+ bones.write[p_bone].rest = p_rest;
+ _make_dirty();
+}
+Transform Skeleton3D::get_bone_rest(int p_bone) const {
+
+ ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
+
+ 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 List<ObjectID>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
+
+ if (E->get() == 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 List<ObjectID>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
+
+ Object *obj = ObjectDB::get_instance(E->get());
+ 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 Transform &p_pose) {
+
+ ERR_FAIL_INDEX(p_bone, bones.size());
+
+ bones.write[p_bone].pose = p_pose;
+ if (is_inside_tree()) {
+ _make_dirty();
+ }
+}
+Transform Skeleton3D::get_bone_pose(int p_bone) const {
+
+ ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
+ return bones[p_bone].pose;
+}
+
+void Skeleton3D::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 Skeleton3D::get_bone_custom_pose(int p_bone) const {
+
+ ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
+ 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];
+}
+
+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);
+ }
+ }
+}
+
+#ifndef _3D_DISABLED
+
+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].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);
+}
+
+#endif // _3D_DISABLED
+
+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.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 = RenderingServer::get_singleton()->skeleton_create();
+ skin_ref->skeleton_node = this;
+ skin_ref->skin = skin;
+
+ skin_bindings.insert(skin_ref.operator->());
+
+ skin->connect_compat("changed", skin_ref.operator->(), "_skin_changed");
+
+ _make_dirty(); //skin needs to be updated, so update skeleton
+
+ return skin_ref;
+}
+
+void Skeleton3D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton3D::add_bone);
+ ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton3D::find_bone);
+ ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton3D::get_bone_name);
+
+ ClassDB::bind_method(D_METHOD("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("bind_child_node_to_bone", "bone_idx", "node"), &Skeleton3D::bind_child_node_to_bone);
+ ClassDB::bind_method(D_METHOD("unbind_child_node_from_bone", "bone_idx", "node"), &Skeleton3D::unbind_child_node_from_bone);
+ ClassDB::bind_method(D_METHOD("get_bound_child_nodes_to_bone", "bone_idx"), &Skeleton3D::_get_bound_child_nodes_to_bone);
+
+ 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_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);
+
+#ifndef _3D_DISABLED
+
+ 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");
+#endif // _3D_DISABLED
+
+ BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
+}
+
+Skeleton3D::Skeleton3D() {
+
+ animate_physical_bones = true;
+ dirty = false;
+ version = 1;
+ process_order_dirty = true;
+}
+
+Skeleton3D::~Skeleton3D() {
+
+ //some skins may remain bound
+ for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
+ E->get()->skeleton_node = nullptr;
+ }
+}