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Diffstat (limited to 'scene/3d/skeleton_3d.cpp')
-rw-r--r-- | scene/3d/skeleton_3d.cpp | 954 |
1 files changed, 954 insertions, 0 deletions
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp new file mode 100644 index 0000000000..973822653a --- /dev/null +++ b/scene/3d/skeleton_3d.cpp @@ -0,0 +1,954 @@ +/*************************************************************************/ +/* 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; + } +} |