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-rw-r--r--scene/3d/skeleton_3d.cpp700
1 files changed, 506 insertions, 194 deletions
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp
index c996735761..94fb49ae81 100644
--- a/scene/3d/skeleton_3d.cpp
+++ b/scene/3d/skeleton_3d.cpp
@@ -31,7 +31,10 @@
#include "skeleton_3d.h"
#include "core/object/message_queue.h"
+#include "core/variant/type_info.h"
#include "scene/3d/physics_body_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+#include "scene/resources/surface_tool.h"
#include "scene/scene_string_names.h"
void SkinReference::_skin_changed() {
@@ -68,6 +71,13 @@ SkinReference::~SkinReference() {
bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
+#ifndef _3D_DISABLED
+ if (path.begins_with("modification_stack")) {
+ set_modification_stack(p_value);
+ return true;
+ }
+#endif //_3D_DISABLED
+
if (!path.begins_with("bones/")) {
return false;
}
@@ -100,6 +110,13 @@ bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
+#ifndef _3D_DISABLED
+ if (path.begins_with("modification_stack")) {
+ r_ret = modification_stack;
+ return true;
+ }
+#endif //_3D_DISABLED
+
if (!path.begins_with("bones/")) {
return false;
}
@@ -135,6 +152,14 @@ void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::TRANSFORM3D, prep + "pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
}
+
+#ifndef _3D_DISABLED
+ p_list->push_back(
+ PropertyInfo(Variant::OBJECT, "modification_stack",
+ PROPERTY_HINT_RESOURCE_TYPE,
+ "SkeletonModificationStack3D",
+ PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
+#endif //_3D_DISABLED
}
void Skeleton3D::_update_process_order() {
@@ -145,47 +170,32 @@ void Skeleton3D::_update_process_order() {
Bone *bonesptr = bones.ptrw();
int len = bones.size();
- process_order.resize(len);
- int *order = process_order.ptrw();
+ parentless_bones.clear();
+
+ for (int i = 0; i < len; i++) {
+ bonesptr[i].child_bones.clear();
+ }
+
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 (bonesptr[i].parent != -1) {
+ int parent_bone_idx = bonesptr[i].parent;
- if (pass_count == len * len) {
- ERR_PRINT("Skeleton3D parenthood graph is cyclic");
+ // Check to see if this node is already added to the parent:
+ if (bonesptr[parent_bone_idx].child_bones.find(i) < 0) {
+ // Add the child node
+ bonesptr[parent_bone_idx].child_bones.push_back(i);
+ } else {
+ ERR_PRINT("Skeleton3D parenthood graph is cyclic");
+ }
+ } else {
+ parentless_bones.push_back(i);
+ }
}
process_order_dirty = false;
@@ -196,78 +206,12 @@ void Skeleton3D::_notification(int p_what) {
case NOTIFICATION_UPDATE_SKELETON: {
RenderingServer *rs = 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.disable_rest) {
- if (b.enabled) {
- Transform3D 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;
- b.pose_global_no_override = bonesptr[b.parent].pose_global * pose;
- } else {
- b.pose_global = pose;
- b.pose_global_no_override = pose;
- }
- } else {
- if (b.parent >= 0) {
- b.pose_global = bonesptr[b.parent].pose_global;
- b.pose_global_no_override = bonesptr[b.parent].pose_global;
- } else {
- b.pose_global = Transform3D();
- b.pose_global_no_override = Transform3D();
- }
- }
-
- } else {
- if (b.enabled) {
- Transform3D 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);
- b.pose_global_no_override = bonesptr[b.parent].pose_global * (b.rest * pose);
- } else {
- b.pose_global = b.rest * pose;
- b.pose_global_no_override = b.rest * pose;
- }
- } else {
- if (b.parent >= 0) {
- b.pose_global = bonesptr[b.parent].pose_global * b.rest;
- b.pose_global_no_override = bonesptr[b.parent].pose_global * b.rest;
- } else {
- b.pose_global = b.rest;
- b.pose_global_no_override = 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;
- }
+ int len = bones.size();
+ dirty = false;
- for (const ObjectID &E : b.nodes_bound) {
- Object *obj = ObjectDB::get_instance(E);
- ERR_CONTINUE(!obj);
- Node3D *node_3d = Object::cast_to<Node3D>(obj);
- ERR_CONTINUE(!node_3d);
- node_3d->set_transform(b.pose_global);
- }
- }
+ // Update bone transforms
+ force_update_all_bone_transforms();
//update skins
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
@@ -325,32 +269,53 @@ void Skeleton3D::_notification(int p_what) {
}
}
- dirty = false;
-
#ifdef TOOLS_ENABLED
emit_signal(SceneStringNames::get_singleton()->pose_updated);
#endif // TOOLS_ENABLED
} 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();
+ if (Engine::get_singleton()->is_editor_hint()) {
+ 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();
+ }
}
}
}
}
+
+ if (modification_stack.is_valid()) {
+ execute_modifications(get_physics_process_delta_time(), SkeletonModificationStack3D::EXECUTION_MODE::execution_mode_physics_process);
+ }
+
} break;
+#endif // _3D_DISABLED
+
+#ifndef _3D_DISABLED
+ case NOTIFICATION_INTERNAL_PROCESS: {
+ if (modification_stack.is_valid()) {
+ execute_modifications(get_process_delta_time(), SkeletonModificationStack3D::EXECUTION_MODE::execution_mode_process);
+ }
+ } break;
+#endif // _3D_DISABLED
+
+#ifndef _3D_DISABLED
case NOTIFICATION_READY: {
- if (Engine::get_singleton()->is_editor_hint()) {
- set_physics_process_internal(true);
+ set_physics_process_internal(true);
+ set_process_internal(true);
+
+ if (modification_stack.is_valid()) {
+ set_modification_stack(modification_stack);
}
} break;
+#endif // _3D_DISABLED
}
}
@@ -363,15 +328,23 @@ void Skeleton3D::clear_bones_global_pose_override() {
}
void Skeleton3D::set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_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();
}
+Transform3D Skeleton3D::get_bone_global_pose_override(int p_bone) const {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
+ return bones[p_bone].global_pose_override;
+}
+
Transform3D Skeleton3D::get_bone_global_pose(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform3D());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
if (dirty) {
const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
}
@@ -379,13 +352,107 @@ Transform3D Skeleton3D::get_bone_global_pose(int p_bone) const {
}
Transform3D Skeleton3D::get_bone_global_pose_no_override(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform3D());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
if (dirty) {
const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
}
return bones[p_bone].pose_global_no_override;
}
+void Skeleton3D::clear_bones_local_pose_override() {
+ for (int i = 0; i < bones.size(); i += 1) {
+ bones.write[i].local_pose_override_amount = 0;
+ }
+ _make_dirty();
+}
+
+void Skeleton3D::set_bone_local_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
+ bones.write[p_bone].local_pose_override_amount = p_amount;
+ bones.write[p_bone].local_pose_override = p_pose;
+ bones.write[p_bone].local_pose_override_reset = !p_persistent;
+ _make_dirty();
+}
+
+Transform3D Skeleton3D::get_bone_local_pose_override(int p_bone) const {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
+ return bones[p_bone].local_pose_override;
+}
+
+void Skeleton3D::update_bone_rest_forward_vector(int p_bone, bool p_force_update) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
+
+ if (bones[p_bone].rest_bone_forward_vector.length_squared() > 0 && p_force_update == false) {
+ update_bone_rest_forward_axis(p_bone, p_force_update);
+ }
+
+ // If it is a child/leaf bone...
+ if (get_bone_parent(p_bone) > 0) {
+ bones.write[p_bone].rest_bone_forward_vector = bones[p_bone].rest.origin.normalized();
+ } else {
+ // If it has children...
+ Vector<int> child_bones = get_bone_children(p_bone);
+ if (child_bones.size() > 0) {
+ Vector3 combined_child_dir = Vector3(0, 0, 0);
+ for (int i = 0; i < child_bones.size(); i++) {
+ combined_child_dir += bones[child_bones[i]].rest.origin.normalized();
+ }
+ combined_child_dir = combined_child_dir / child_bones.size();
+ bones.write[p_bone].rest_bone_forward_vector = combined_child_dir.normalized();
+ } else {
+ WARN_PRINT_ONCE("Cannot calculate forward direction for bone " + itos(p_bone));
+ WARN_PRINT_ONCE("Assuming direction of (0, 1, 0) for bone");
+ bones.write[p_bone].rest_bone_forward_vector = Vector3(0, 1, 0);
+ }
+ }
+ update_bone_rest_forward_axis(p_bone, p_force_update);
+}
+
+void Skeleton3D::update_bone_rest_forward_axis(int p_bone, bool p_force_update) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
+ if (bones[p_bone].rest_bone_forward_axis > -1 && p_force_update == false) {
+ return;
+ }
+
+ Vector3 forward_axis_absolute = bones[p_bone].rest_bone_forward_vector.abs();
+ if (forward_axis_absolute.x > forward_axis_absolute.y && forward_axis_absolute.x > forward_axis_absolute.z) {
+ if (bones[p_bone].rest_bone_forward_vector.x > 0) {
+ bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_X_FORWARD;
+ } else {
+ bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_NEGATIVE_X_FORWARD;
+ }
+ } else if (forward_axis_absolute.y > forward_axis_absolute.x && forward_axis_absolute.y > forward_axis_absolute.z) {
+ if (bones[p_bone].rest_bone_forward_vector.y > 0) {
+ bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_Y_FORWARD;
+ } else {
+ bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_NEGATIVE_Y_FORWARD;
+ }
+ } else {
+ if (bones[p_bone].rest_bone_forward_vector.z > 0) {
+ bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_Z_FORWARD;
+ } else {
+ bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_NEGATIVE_Z_FORWARD;
+ }
+ }
+}
+
+Vector3 Skeleton3D::get_bone_axis_forward_vector(int p_bone) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3(0, 0, 0));
+ return bones[p_bone].rest_bone_forward_vector;
+}
+
+int Skeleton3D::get_bone_axis_forward_enum(int p_bone) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, -1);
+ return bones[p_bone].rest_bone_forward_axis;
+}
+
// skeleton creation api
void Skeleton3D::add_bone(const String &p_name) {
ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
@@ -414,14 +481,15 @@ int Skeleton3D::find_bone(const String &p_name) const {
}
String Skeleton3D::get_bone_name(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), "");
-
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, "");
return bones[p_bone].name;
}
void Skeleton3D::set_bone_name(int p_bone, const String &p_name) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
- for (int i = 0; i < bones.size(); i++) {
+ for (int i = 0; i < bone_size; i++) {
if (i != p_bone) {
ERR_FAIL_COND(bones[i].name == p_name);
}
@@ -449,7 +517,8 @@ int Skeleton3D::get_bone_count() const {
}
void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
bones.write[p_bone].parent = p_parent;
@@ -458,7 +527,8 @@ void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
}
void Skeleton3D::unparent_bone_and_rest(int p_bone) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
_update_process_order();
@@ -475,76 +545,93 @@ void Skeleton3D::unparent_bone_and_rest(int p_bone) {
}
void Skeleton3D::set_bone_disable_rest(int p_bone, bool p_disable) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_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);
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_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);
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_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());
+Vector<int> Skeleton3D::get_bone_children(int p_bone) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Vector<int>());
+ return bones[p_bone].child_bones;
+}
- bones.write[p_bone].rest = p_rest;
+void Skeleton3D::set_bone_children(int p_bone, Vector<int> p_children) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
+ bones.write[p_bone].child_bones = p_children;
+
+ process_order_dirty = true;
_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::add_bone_child(int p_bone, int p_child) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
+ bones.write[p_bone].child_bones.push_back(p_child);
+
+ process_order_dirty = true;
+ _make_dirty();
}
-void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+void Skeleton3D::remove_bone_child(int p_bone, int p_child) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
- bones.write[p_bone].enabled = p_enabled;
+ int child_idx = bones[p_bone].child_bones.find(p_child);
+ if (child_idx >= 0) {
+ bones.write[p_bone].child_bones.remove(child_idx);
+ } else {
+ WARN_PRINT("Cannot remove child bone: Child bone not found.");
+ }
+
+ process_order_dirty = true;
_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;
+Vector<int> Skeleton3D::get_parentless_bones() {
+ return parentless_bones;
}
-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();
+void Skeleton3D::set_bone_rest(int p_bone, const Transform3D &p_rest) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
- for (const ObjectID &E : bones[p_bone].nodes_bound) {
- if (E == id) {
- return; // already here
- }
- }
+ bones.write[p_bone].rest = p_rest;
+ _make_dirty();
+}
+Transform3D Skeleton3D::get_bone_rest(int p_bone) const {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
- bones.write[p_bone].nodes_bound.push_back(id);
+ return bones[p_bone].rest;
}
-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());
+void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
- ObjectID id = p_node->get_instance_id();
- bones.write[p_bone].nodes_bound.erase(id);
+ bones.write[p_bone].enabled = p_enabled;
+ _make_dirty();
}
-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));
- }
+bool Skeleton3D::is_bone_enabled(int p_bone) const {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, false);
+ return bones[p_bone].enabled;
}
void Skeleton3D::clear_bones() {
@@ -557,7 +644,8 @@ void Skeleton3D::clear_bones() {
// posing api
void Skeleton3D::set_bone_pose(int p_bone, const Transform3D &p_pose) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
bones.write[p_bone].pose = p_pose;
if (is_inside_tree()) {
@@ -565,12 +653,14 @@ void Skeleton3D::set_bone_pose(int p_bone, const Transform3D &p_pose) {
}
}
Transform3D Skeleton3D::get_bone_pose(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform3D());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_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());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
//ERR_FAIL_COND( !is_inside_scene() );
bones.write[p_bone].custom_pose_enable = (p_custom_pose != Transform3D());
@@ -580,7 +670,8 @@ void Skeleton3D::set_bone_custom_pose(int p_bone, const Transform3D &p_custom_po
}
Transform3D Skeleton3D::get_bone_custom_pose(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform3D());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
return bones[p_bone].custom_pose;
}
@@ -593,24 +684,22 @@ void Skeleton3D::_make_dirty() {
dirty = true;
}
-int Skeleton3D::get_process_order(int p_idx) {
- ERR_FAIL_INDEX_V(p_idx, bones.size(), -1);
+void Skeleton3D::localize_rests() {
_update_process_order();
- return process_order[p_idx];
-}
-Vector<int> Skeleton3D::get_bone_process_orders() {
- _update_process_order();
- return process_order;
-}
+ Vector<int> bones_to_process = get_parentless_bones();
+ while (bones_to_process.size() > 0) {
+ int current_bone_idx = bones_to_process[0];
+ bones_to_process.erase(current_bone_idx);
-void Skeleton3D::localize_rests() {
- _update_process_order();
+ if (bones[current_bone_idx].parent >= 0) {
+ set_bone_rest(current_bone_idx, bones[bones[current_bone_idx].parent].rest.affine_inverse() * bones[current_bone_idx].rest);
+ }
- 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);
+ // Add the bone's children to the list of bones to be processed
+ int child_bone_size = bones[current_bone_idx].child_bones.size();
+ for (int i = 0; i < child_bone_size; i++) {
+ bones_to_process.push_back(bones[current_bone_idx].child_bones[i]);
}
}
}
@@ -637,7 +726,8 @@ bool Skeleton3D::get_animate_physical_bones() const {
}
void Skeleton3D::bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
ERR_FAIL_COND(bones[p_bone].physical_bone);
ERR_FAIL_COND(!p_physical_bone);
bones.write[p_bone].physical_bone = p_physical_bone;
@@ -646,20 +736,23 @@ void Skeleton3D::bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physic
}
void Skeleton3D::unbind_physical_bone_from_bone(int p_bone) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_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);
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_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);
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr);
if (bones[p_bone].cache_parent_physical_bone) {
return bones[p_bone].cache_parent_physical_bone;
@@ -669,7 +762,8 @@ PhysicalBone3D *Skeleton3D::get_physical_bone_parent(int p_bone) {
}
PhysicalBone3D *Skeleton3D::_get_physical_bone_parent(int p_bone) {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr);
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr);
const int parent_bone = bones[p_bone].parent;
if (0 > parent_bone) {
@@ -800,15 +894,20 @@ Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
// 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]];
+ Vector<int> bones_to_process = get_parentless_bones();
+ while (bones_to_process.size() > 0) {
+ int current_bone_idx = bones_to_process[0];
+ bones_to_process.erase(current_bone_idx);
+ const Bone &b = bonesptr[current_bone_idx];
+
+ // Note: the code below may not work by default. May need to track an integer for the bone pose index order
+ // in the while loop, instead of using current_bone_idx.
if (b.parent >= 0) {
- skin->set_bind_pose(order[i], skin->get_bind_pose(b.parent) * b.rest);
+ skin->set_bind_pose(current_bone_idx, skin->get_bind_pose(b.parent) * b.rest);
} else {
- skin->set_bind_pose(order[i], b.rest);
+ skin->set_bind_pose(current_bone_idx, b.rest);
}
}
@@ -839,17 +938,202 @@ Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
return skin_ref;
}
+void Skeleton3D::force_update_all_bone_transforms() {
+ _update_process_order();
+
+ for (int i = 0; i < parentless_bones.size(); i++) {
+ force_update_bone_children_transforms(parentless_bones[i]);
+ }
+}
+
+void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone_idx, bone_size);
+
+ Bone *bonesptr = bones.ptrw();
+ List<int> bones_to_process = List<int>();
+ bones_to_process.push_back(p_bone_idx);
+
+ while (bones_to_process.size() > 0) {
+ int current_bone_idx = bones_to_process[0];
+ bones_to_process.erase(current_bone_idx);
+
+ Bone &b = bonesptr[current_bone_idx];
+
+ if (b.disable_rest) {
+ if (b.enabled) {
+ Transform3D 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;
+ b.pose_global_no_override = b.pose_global;
+ } else {
+ b.pose_global = pose;
+ b.pose_global_no_override = b.pose_global;
+ }
+ } else {
+ if (b.parent >= 0) {
+ b.pose_global = bonesptr[b.parent].pose_global;
+ b.pose_global_no_override = b.pose_global;
+ } else {
+ b.pose_global = Transform3D();
+ b.pose_global_no_override = b.pose_global;
+ }
+ }
+
+ } else {
+ if (b.enabled) {
+ Transform3D 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);
+ b.pose_global_no_override = b.pose_global;
+ } else {
+ b.pose_global = b.rest * pose;
+ b.pose_global_no_override = b.pose_global;
+ }
+ } else {
+ if (b.parent >= 0) {
+ b.pose_global = bonesptr[b.parent].pose_global * b.rest;
+ b.pose_global_no_override = b.pose_global;
+ } else {
+ b.pose_global = b.rest;
+ b.pose_global_no_override = b.pose_global;
+ }
+ }
+ }
+
+ if (b.local_pose_override_amount >= CMP_EPSILON) {
+ Transform3D override_local_pose;
+ if (b.parent >= 0) {
+ override_local_pose = bonesptr[b.parent].pose_global * (b.rest * b.local_pose_override);
+ } else {
+ override_local_pose = (b.rest * b.local_pose_override);
+ }
+ b.pose_global = b.pose_global.interpolate_with(override_local_pose, b.local_pose_override_amount);
+ }
+
+ 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.local_pose_override_reset) {
+ b.local_pose_override_amount = 0.0;
+ }
+ if (b.global_pose_override_reset) {
+ b.global_pose_override_amount = 0.0;
+ }
+
+ // Add the bone's children to the list of bones to be processed
+ int child_bone_size = b.child_bones.size();
+ for (int i = 0; i < child_bone_size; i++) {
+ bones_to_process.push_back(b.child_bones[i]);
+ }
+
+ emit_signal(SceneStringNames::get_singleton()->bone_pose_changed, current_bone_idx);
+ }
+}
+
// helper functions
-Transform3D Skeleton3D::bone_transform_to_world_transform(Transform3D p_bone_transform) {
- return get_global_transform() * p_bone_transform;
+
+Transform3D Skeleton3D::global_pose_to_world_transform(Transform3D p_global_pose) {
+ return get_global_transform() * p_global_pose;
}
-Transform3D Skeleton3D::world_transform_to_bone_transform(Transform3D p_world_transform) {
+Transform3D Skeleton3D::world_transform_to_global_pose(Transform3D p_world_transform) {
return get_global_transform().affine_inverse() * p_world_transform;
}
+Transform3D Skeleton3D::global_pose_to_local_pose(int p_bone_idx, Transform3D p_global_pose) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone_idx, bone_size, Transform3D());
+ if (bones[p_bone_idx].parent >= 0) {
+ int parent_bone_idx = bones[p_bone_idx].parent;
+ Transform3D conversion_transform = (bones[parent_bone_idx].pose_global * bones[p_bone_idx].rest);
+ return conversion_transform.affine_inverse() * p_global_pose;
+ } else {
+ return p_global_pose;
+ }
+}
+
+Transform3D Skeleton3D::local_pose_to_global_pose(int p_bone_idx, Transform3D p_local_pose) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone_idx, bone_size, Transform3D());
+ if (bones[p_bone_idx].parent >= 0) {
+ int parent_bone_idx = bones[p_bone_idx].parent;
+ Transform3D conversion_transform = (bones[parent_bone_idx].pose_global * bones[p_bone_idx].rest);
+ return conversion_transform * p_local_pose;
+ } else {
+ return p_local_pose;
+ }
+}
+
+Basis Skeleton3D::global_pose_z_forward_to_bone_forward(int p_bone_idx, Basis p_basis) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone_idx, bone_size, Basis());
+ Basis return_basis = p_basis;
+
+ if (bones[p_bone_idx].rest_bone_forward_axis < 0) {
+ update_bone_rest_forward_vector(p_bone_idx, true);
+ }
+
+ if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_X_FORWARD) {
+ return_basis.rotate_local(Vector3(0, 1, 0), (Math_PI / 2.0));
+ } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_NEGATIVE_X_FORWARD) {
+ return_basis.rotate_local(Vector3(0, 1, 0), -(Math_PI / 2.0));
+ } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_Y_FORWARD) {
+ return_basis.rotate_local(Vector3(1, 0, 0), -(Math_PI / 2.0));
+ } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_NEGATIVE_Y_FORWARD) {
+ return_basis.rotate_local(Vector3(1, 0, 0), (Math_PI / 2.0));
+ } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_Z_FORWARD) {
+ // Do nothing!
+ } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_NEGATIVE_Z_FORWARD) {
+ return_basis.rotate_local(Vector3(0, 0, 1), Math_PI);
+ }
+
+ return return_basis;
+}
+
+// Modifications
+
+#ifndef _3D_DISABLED
+
+void Skeleton3D::set_modification_stack(Ref<SkeletonModificationStack3D> p_stack) {
+ if (modification_stack.is_valid()) {
+ modification_stack->is_setup = false;
+ modification_stack->set_skeleton(nullptr);
+ }
+
+ modification_stack = p_stack;
+ if (modification_stack.is_valid()) {
+ modification_stack->set_skeleton(this);
+ modification_stack->setup();
+ }
+}
+Ref<SkeletonModificationStack3D> Skeleton3D::get_modification_stack() {
+ return modification_stack;
+}
+
+void Skeleton3D::execute_modifications(real_t p_delta, int p_execution_mode) {
+ if (!modification_stack.is_valid()) {
+ return;
+ }
+
+ // Needed to avoid the issue where the stack looses reference to the skeleton when the scene is saved.
+ if (modification_stack->skeleton != this) {
+ modification_stack->set_skeleton(this);
+ }
+
+ modification_stack->execute(p_delta, p_execution_mode);
+}
+
+#endif // _3D_DISABLED
+
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);
@@ -862,6 +1146,13 @@ void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton3D::unparent_bone_and_rest);
+ ClassDB::bind_method(D_METHOD("get_bone_children", "bone_idx"), &Skeleton3D::get_bone_children);
+ ClassDB::bind_method(D_METHOD("set_bone_children", "bone_idx", "bone_children"), &Skeleton3D::set_bone_children);
+ ClassDB::bind_method(D_METHOD("add_bone_child", "bone_idx", "child_bone_idx"), &Skeleton3D::add_bone_child);
+ ClassDB::bind_method(D_METHOD("remove_bone_child", "bone_idx", "child_bone_idx"), &Skeleton3D::remove_bone_child);
+
+ ClassDB::bind_method(D_METHOD("get_parentless_bones"), &Skeleton3D::get_parentless_bones);
+
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);
@@ -879,14 +1170,26 @@ void Skeleton3D::_bind_methods() {
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_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_override);
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("clear_bones_local_pose_override"), &Skeleton3D::clear_bones_local_pose_override);
+ ClassDB::bind_method(D_METHOD("set_bone_local_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_local_pose_override, DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("get_bone_local_pose_override", "bone_idx"), &Skeleton3D::get_bone_local_pose_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("force_update_all_bone_transforms"), &Skeleton3D::force_update_all_bone_transforms);
+ ClassDB::bind_method(D_METHOD("force_update_bone_child_transform", "bone_idx"), &Skeleton3D::force_update_bone_children_transforms);
+
+ // Helper functions
+ ClassDB::bind_method(D_METHOD("global_pose_to_world_transform", "global_pose"), &Skeleton3D::global_pose_to_world_transform);
+ ClassDB::bind_method(D_METHOD("world_transform_to_global_pose", "world_transform"), &Skeleton3D::world_transform_to_global_pose);
+ ClassDB::bind_method(D_METHOD("global_pose_to_local_pose", "bone_idx", "global_pose"), &Skeleton3D::global_pose_to_local_pose);
+ ClassDB::bind_method(D_METHOD("local_pose_to_global_pose", "bone_idx", "local_pose"), &Skeleton3D::local_pose_to_global_pose);
+ ClassDB::bind_method(D_METHOD("global_pose_z_forward_to_bone_forward", "bone_idx", "basis"), &Skeleton3D::global_pose_z_forward_to_bone_forward);
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);
@@ -896,12 +1199,21 @@ void Skeleton3D::_bind_methods() {
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);
+ // Modifications
+ ClassDB::bind_method(D_METHOD("set_modification_stack", "modification_stack"), &Skeleton3D::set_modification_stack);
+ ClassDB::bind_method(D_METHOD("get_modification_stack"), &Skeleton3D::get_modification_stack);
+ ClassDB::bind_method(D_METHOD("execute_modifications", "delta", "execution_mode"), &Skeleton3D::execute_modifications);
+
+#ifndef _3D_DISABLED
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones");
+#endif // _3D_DISABLED
#ifdef TOOLS_ENABLED
ADD_SIGNAL(MethodInfo("pose_updated"));
#endif // TOOLS_ENABLED
+ ADD_SIGNAL(MethodInfo("bone_pose_changed", PropertyInfo(Variant::INT, "bone_idx")));
+
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
}