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-rw-r--r--scene/3d/skeleton_3d.cpp361
1 files changed, 215 insertions, 146 deletions
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp
index 94fb49ae81..85ef532459 100644
--- a/scene/3d/skeleton_3d.cpp
+++ b/scene/3d/skeleton_3d.cpp
@@ -32,6 +32,7 @@
#include "core/object/message_queue.h"
#include "core/variant/type_info.h"
+#include "editor/plugins/skeleton_3d_editor_plugin.h"
#include "scene/3d/physics_body_3d.h"
#include "scene/resources/skeleton_modification_3d.h"
#include "scene/resources/surface_tool.h"
@@ -98,8 +99,12 @@ bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
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 == "position") {
+ set_bone_pose_position(which, p_value);
+ } else if (what == "rotation") {
+ set_bone_pose_rotation(which, p_value);
+ } else if (what == "scale") {
+ set_bone_pose_scale(which, p_value);
} else {
return false;
}
@@ -134,8 +139,12 @@ bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
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 == "position") {
+ r_ret = get_bone_pose_position(which);
+ } else if (what == "rotation") {
+ r_ret = get_bone_pose_rotation(which);
+ } else if (what == "scale") {
+ r_ret = get_bone_pose_scale(which);
} else {
return false;
}
@@ -146,11 +155,13 @@ bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
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", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
- p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1", PROPERTY_USAGE_NOEDITOR));
- p_list->push_back(PropertyInfo(Variant::TRANSFORM3D, prep + "rest", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
- 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));
+ p_list->push_back(PropertyInfo(Variant::STRING, prep + "name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1", PROPERTY_USAGE_NO_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::TRANSFORM3D, prep + "rest", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + "position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::QUATERNION, prep + "rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + "scale", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
}
#ifndef _3D_DISABLED
@@ -160,6 +171,45 @@ void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
"SkeletonModificationStack3D",
PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
#endif //_3D_DISABLED
+
+ for (PropertyInfo &E : *p_list) {
+ _validate_property(E);
+ }
+}
+
+void Skeleton3D::_validate_property(PropertyInfo &property) const {
+ PackedStringArray split = property.name.split("/");
+ if (split.size() == 3 && split[0] == "bones") {
+ if (split[2] == "rest") {
+ property.usage |= PROPERTY_USAGE_READ_ONLY;
+ }
+ if (is_show_rest_only()) {
+ if (split[2] == "enabled") {
+ property.usage |= PROPERTY_USAGE_READ_ONLY;
+ }
+ if (split[2] == "position") {
+ property.usage |= PROPERTY_USAGE_READ_ONLY;
+ }
+ if (split[2] == "rotation") {
+ property.usage |= PROPERTY_USAGE_READ_ONLY;
+ }
+ if (split[2] == "scale") {
+ property.usage |= PROPERTY_USAGE_READ_ONLY;
+ }
+ } else if (!is_bone_enabled(split[1].to_int())) {
+ if (split[2] == "position") {
+ property.usage |= PROPERTY_USAGE_READ_ONLY;
+ }
+ if (split[2] == "rotation") {
+ property.usage |= PROPERTY_USAGE_READ_ONLY;
+ }
+ if (split[2] == "scale") {
+ property.usage |= PROPERTY_USAGE_READ_ONLY;
+ }
+ }
+ }
+
+ Node3D::_validate_property(property);
}
void Skeleton3D::_update_process_order() {
@@ -178,7 +228,7 @@ void Skeleton3D::_update_process_order() {
for (int i = 0; i < len; i++) {
if (bonesptr[i].parent >= len) {
- //validate this just in case
+ // Validate this just in case.
ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
bonesptr[i].parent = -1;
}
@@ -186,9 +236,9 @@ void Skeleton3D::_update_process_order() {
if (bonesptr[i].parent != -1) {
int parent_bone_idx = bonesptr[i].parent;
- // Check to see if this node is already added to the parent:
+ // 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
+ // Add the child node.
bonesptr[parent_bone_idx].child_bones.push_back(i);
} else {
ERR_PRINT("Skeleton3D parenthood graph is cyclic");
@@ -210,10 +260,10 @@ void Skeleton3D::_notification(int p_what) {
int len = bones.size();
dirty = false;
- // Update bone transforms
+ // Update bone transforms.
force_update_all_bone_transforms();
- //update skins
+ // 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;
@@ -231,7 +281,7 @@ void Skeleton3D::_notification(int p_what) {
StringName bind_name = skin->get_bind_name(i);
if (bind_name != StringName()) {
- //bind name used, use this
+ // Bind name used, use this.
bool found = false;
for (int j = 0; j < len; j++) {
if (bonesptr[j].name == bind_name) {
@@ -453,9 +503,10 @@ int Skeleton3D::get_bone_axis_forward_enum(int p_bone) {
return bones[p_bone].rest_bone_forward_axis;
}
-// skeleton creation api
+// Skeleton creation api
+
void Skeleton3D::add_bone(const String &p_name) {
- ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
+ ERR_FAIL_COND(p_name.is_empty() || p_name.find(":") != -1 || p_name.find("/") != -1);
for (int i = 0; i < bones.size(); i++) {
ERR_FAIL_COND(bones[i].name == p_name);
@@ -520,6 +571,7 @@ void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
const int bone_size = bones.size();
ERR_FAIL_INDEX(p_bone, bone_size);
ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
+ ERR_FAIL_COND(p_bone == p_parent);
bones.write[p_bone].parent = p_parent;
process_order_dirty = true;
@@ -544,18 +596,6 @@ void Skeleton3D::unparent_bone_and_rest(int p_bone) {
_make_dirty();
}
-void Skeleton3D::set_bone_disable_rest(int p_bone, bool p_disable) {
- 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 {
- 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 {
const int bone_size = bones.size();
ERR_FAIL_INDEX_V(p_bone, bone_size, -1);
@@ -593,7 +633,7 @@ void Skeleton3D::remove_bone_child(int p_bone, int p_child) {
int child_idx = bones[p_bone].child_bones.find(p_child);
if (child_idx >= 0) {
- bones.write[p_bone].child_bones.remove(child_idx);
+ bones.write[p_bone].child_bones.remove_at(child_idx);
} else {
WARN_PRINT("Cannot remove child bone: Child bone not found.");
}
@@ -625,6 +665,7 @@ void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
ERR_FAIL_INDEX(p_bone, bone_size);
bones.write[p_bone].enabled = p_enabled;
+ emit_signal(SceneStringNames::get_singleton()->bone_enabled_changed, p_bone);
_make_dirty();
}
@@ -634,6 +675,16 @@ bool Skeleton3D::is_bone_enabled(int p_bone) const {
return bones[p_bone].enabled;
}
+void Skeleton3D::set_show_rest_only(bool p_enabled) {
+ show_rest_only = p_enabled;
+ emit_signal(SceneStringNames::get_singleton()->show_rest_only_changed);
+ _make_dirty();
+}
+
+bool Skeleton3D::is_show_rest_only() const {
+ return show_rest_only;
+}
+
void Skeleton3D::clear_bones() {
bones.clear();
process_order_dirty = true;
@@ -641,38 +692,62 @@ void Skeleton3D::clear_bones() {
_make_dirty();
}
-// posing api
+// Posing api
-void Skeleton3D::set_bone_pose(int p_bone, const Transform3D &p_pose) {
+void Skeleton3D::set_bone_pose_position(int p_bone, const Vector3 &p_position) {
const int bone_size = bones.size();
ERR_FAIL_INDEX(p_bone, bone_size);
- bones.write[p_bone].pose = p_pose;
+ bones.write[p_bone].pose_position = p_position;
+ bones.write[p_bone].pose_cache_dirty = true;
if (is_inside_tree()) {
_make_dirty();
}
}
-Transform3D Skeleton3D::get_bone_pose(int p_bone) const {
+void Skeleton3D::set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation) {
const int bone_size = bones.size();
- ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
- return bones[p_bone].pose;
-}
+ ERR_FAIL_INDEX(p_bone, bone_size);
-void Skeleton3D::set_bone_custom_pose(int p_bone, const Transform3D &p_custom_pose) {
+ bones.write[p_bone].pose_rotation = p_rotation;
+ bones.write[p_bone].pose_cache_dirty = true;
+ if (is_inside_tree()) {
+ _make_dirty();
+ }
+}
+void Skeleton3D::set_bone_pose_scale(int p_bone, const Vector3 &p_scale) {
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());
- bones.write[p_bone].custom_pose = p_custom_pose;
+ bones.write[p_bone].pose_scale = p_scale;
+ bones.write[p_bone].pose_cache_dirty = true;
+ if (is_inside_tree()) {
+ _make_dirty();
+ }
+}
- _make_dirty();
+Vector3 Skeleton3D::get_bone_pose_position(int p_bone) const {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3());
+ return bones[p_bone].pose_position;
+}
+
+Quaternion Skeleton3D::get_bone_pose_rotation(int p_bone) const {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Quaternion());
+ return bones[p_bone].pose_rotation;
+}
+
+Vector3 Skeleton3D::get_bone_pose_scale(int p_bone) const {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3());
+ return bones[p_bone].pose_scale;
}
-Transform3D Skeleton3D::get_bone_custom_pose(int p_bone) const {
+Transform3D Skeleton3D::get_bone_pose(int p_bone) const {
const int bone_size = bones.size();
ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
- return bones[p_bone].custom_pose;
+ ((Skeleton3D *)this)->bones.write[p_bone].update_pose_cache();
+ return bones[p_bone].pose_cache;
}
void Skeleton3D::_make_dirty() {
@@ -696,7 +771,7 @@ void Skeleton3D::localize_rests() {
set_bone_rest(current_bone_idx, bones[bones[current_bone_idx].parent].rest.affine_inverse() * bones[current_bone_idx].rest);
}
- // Add the bone's children to the list of bones to be processed
+ // 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]);
@@ -704,8 +779,8 @@ void Skeleton3D::localize_rests() {
}
}
-void Skeleton3D::set_animate_physical_bones(bool p_animate) {
- animate_physical_bones = p_animate;
+void Skeleton3D::set_animate_physical_bones(bool p_enabled) {
+ animate_physical_bones = p_enabled;
if (Engine::get_singleton()->is_editor_hint() == false) {
bool sim = false;
@@ -717,7 +792,7 @@ void Skeleton3D::set_animate_physical_bones(bool p_animate) {
}
}
}
- set_physics_process_internal(sim == false && p_animate);
+ set_physics_process_internal(sim == false && p_enabled);
}
}
@@ -830,7 +905,7 @@ void Skeleton3D::physical_bones_start_simulation_on(const TypedArray<StringName>
Vector<int> sim_bones;
if (p_bones.size() <= 0) {
- sim_bones.push_back(0); // if no bones is specified, activate ragdoll on full body
+ 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;
@@ -873,53 +948,57 @@ 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> Skeleton3D::create_skin_from_rest_transforms() {
+ Ref<Skin> skin;
- Ref<Skin> skin = p_skin;
+ skin.instantiate();
+ skin->set_bind_count(bones.size());
+ _update_process_order(); // Just in case.
- 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.
+ // Pose changed, rebuild cache of inverses.
+ const Bone *bonesptr = bones.ptr();
+ int len = bones.size();
- skin.instantiate();
- skin->set_bind_count(bones.size());
- _update_process_order(); //just in case
+ // Calculate global rests and invert them.
+ LocalVector<int> bones_to_process;
+ bones_to_process = get_parentless_bones();
+ while (bones_to_process.size() > 0) {
+ int current_bone_idx = bones_to_process[0];
+ const Bone &b = bonesptr[current_bone_idx];
+ bones_to_process.erase(current_bone_idx);
+ LocalVector<int> child_bones_vector;
+ child_bones_vector = get_bone_children(current_bone_idx);
+ int child_bones_size = child_bones_vector.size();
+ if (b.parent < 0) {
+ skin->set_bind_pose(current_bone_idx, b.rest);
+ }
+ for (int i = 0; i < child_bones_size; i++) {
+ int child_bone_idx = child_bones_vector[i];
+ const Bone &cb = bonesptr[child_bone_idx];
+ skin->set_bind_pose(child_bone_idx, skin->get_bind_pose(current_bone_idx) * cb.rest);
+ // Add the bone's children to the list of bones to be processed.
+ bones_to_process.push_back(child_bones_vector[i]);
+ }
+ }
- // pose changed, rebuild cache of inverses
- const Bone *bonesptr = bones.ptr();
- int len = bones.size();
+ 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());
+ }
- // calculate global rests and invert them
- 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];
+ return skin;
+}
- // 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(current_bone_idx, skin->get_bind_pose(b.parent) * b.rest);
- } else {
- skin->set_bind_pose(current_bone_idx, b.rest);
- }
- }
+Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
+ ERR_FAIL_COND_V(p_skin.is_null(), Ref<SkinReference>());
- 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());
+ for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
+ if (E->get()->skin == p_skin) {
+ return Ref<SkinReference>(E->get());
}
}
- ERR_FAIL_COND_V(skin.is_null(), Ref<SkinReference>());
-
Ref<SkinReference> skin_ref;
skin_ref.instantiate();
@@ -927,17 +1006,23 @@ Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
skin_ref->bind_count = 0;
skin_ref->skeleton = RenderingServer::get_singleton()->skeleton_create();
skin_ref->skeleton_node = this;
- skin_ref->skin = skin;
+ skin_ref->skin = p_skin;
skin_bindings.insert(skin_ref.operator->());
- skin->connect("changed", Callable(skin_ref.operator->(), "_skin_changed"));
+ skin_ref->skin->connect("changed", Callable(skin_ref.operator->(), "_skin_changed"));
- _make_dirty(); //skin needs to be updated, so update skeleton
+ _make_dirty(); // Skin needs to be updated, so update skeleton.
return skin_ref;
}
+void Skeleton3D::force_update_all_dirty_bones() {
+ if (dirty) {
+ const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
+ }
+}
+
void Skeleton3D::force_update_all_bone_transforms() {
_update_process_order();
@@ -959,60 +1044,35 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
bones_to_process.erase(current_bone_idx);
Bone &b = bonesptr[current_bone_idx];
+ bool bone_enabled = b.enabled && !show_rest_only;
- 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;
- }
+ if (bone_enabled) {
+ b.update_pose_cache();
+ Transform3D pose = b.pose_cache;
+
+ if (b.parent >= 0) {
+ b.pose_global = bonesptr[b.parent].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;
- }
+ b.pose_global = pose;
+ 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;
- }
+ if (b.parent >= 0) {
+ b.pose_global = bonesptr[b.parent].pose_global * b.rest;
+ 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;
- }
+ 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);
+ override_local_pose = bonesptr[b.parent].pose_global * b.local_pose_override;
} else {
- override_local_pose = (b.rest * b.local_pose_override);
+ override_local_pose = b.local_pose_override;
}
b.pose_global = b.pose_global.interpolate_with(override_local_pose, b.local_pose_override_amount);
}
@@ -1028,7 +1088,7 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
b.global_pose_override_amount = 0.0;
}
- // Add the bone's children to the list of bones to be processed
+ // 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]);
@@ -1038,7 +1098,7 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
}
}
-// helper functions
+// Helper functions
Transform3D Skeleton3D::global_pose_to_world_transform(Transform3D p_global_pose) {
return get_global_transform() * p_global_pose;
@@ -1053,8 +1113,8 @@ Transform3D Skeleton3D::global_pose_to_local_pose(int p_bone_idx, Transform3D p_
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;
+ Transform3D conversion_transform = get_bone_global_pose(parent_bone_idx).affine_inverse();
+ return conversion_transform * p_global_pose;
} else {
return p_global_pose;
}
@@ -1065,8 +1125,7 @@ Transform3D Skeleton3D::local_pose_to_global_pose(int p_bone_idx, Transform3D p_
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;
+ return bones[parent_bone_idx].pose_global * p_local_pose;
} else {
return p_local_pose;
}
@@ -1156,17 +1215,24 @@ void Skeleton3D::_bind_methods() {
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("create_skin_from_rest_transforms"), &Skeleton3D::create_skin_from_rest_transforms);
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("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("set_bone_pose_position", "bone_idx", "position"), &Skeleton3D::set_bone_pose_position);
+ ClassDB::bind_method(D_METHOD("set_bone_pose_rotation", "bone_idx", "rotation"), &Skeleton3D::set_bone_pose_rotation);
+ ClassDB::bind_method(D_METHOD("set_bone_pose_scale", "bone_idx", "scale"), &Skeleton3D::set_bone_pose_scale);
+
+ ClassDB::bind_method(D_METHOD("get_bone_pose_position", "bone_idx"), &Skeleton3D::get_bone_pose_position);
+ ClassDB::bind_method(D_METHOD("get_bone_pose_rotation", "bone_idx"), &Skeleton3D::get_bone_pose_rotation);
+ ClassDB::bind_method(D_METHOD("get_bone_pose_scale", "bone_idx"), &Skeleton3D::get_bone_pose_scale);
+
+ ClassDB::bind_method(D_METHOD("is_bone_enabled", "bone_idx"), &Skeleton3D::is_bone_enabled);
+ ClassDB::bind_method(D_METHOD("set_bone_enabled", "bone_idx", "enabled"), &Skeleton3D::set_bone_enabled, DEFVAL(true));
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));
@@ -1178,9 +1244,6 @@ void Skeleton3D::_bind_methods() {
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("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);
@@ -1191,7 +1254,10 @@ void Skeleton3D::_bind_methods() {
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("set_show_rest_only", "enabled"), &Skeleton3D::set_show_rest_only);
+ ClassDB::bind_method(D_METHOD("is_show_rest_only"), &Skeleton3D::is_show_rest_only);
+
+ ClassDB::bind_method(D_METHOD("set_animate_physical_bones", "enabled"), &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);
@@ -1205,6 +1271,7 @@ void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("execute_modifications", "delta", "execution_mode"), &Skeleton3D::execute_modifications);
#ifndef _3D_DISABLED
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "show_rest_only"), "set_show_rest_only", "is_show_rest_only");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones");
#endif // _3D_DISABLED
@@ -1213,6 +1280,8 @@ void Skeleton3D::_bind_methods() {
#endif // TOOLS_ENABLED
ADD_SIGNAL(MethodInfo("bone_pose_changed", PropertyInfo(Variant::INT, "bone_idx")));
+ ADD_SIGNAL(MethodInfo("bone_enabled_changed", PropertyInfo(Variant::INT, "bone_idx")));
+ ADD_SIGNAL(MethodInfo("show_rest_only_changed"));
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
}
@@ -1221,7 +1290,7 @@ Skeleton3D::Skeleton3D() {
}
Skeleton3D::~Skeleton3D() {
- //some skins may remain bound
+ // Some skins may remain bound.
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
E->get()->skeleton_node = nullptr;
}