diff options
Diffstat (limited to 'scene/3d/skeleton_3d.cpp')
-rw-r--r-- | scene/3d/skeleton_3d.cpp | 295 |
1 files changed, 164 insertions, 131 deletions
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp index 2b52f034b2..14506fd9bd 100644 --- a/scene/3d/skeleton_3d.cpp +++ b/scene/3d/skeleton_3d.cpp @@ -99,8 +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; } @@ -135,8 +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; } @@ -151,7 +159,9 @@ void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const { 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::VECTOR3, prep + "position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); + p_list->push_back(PropertyInfo(Variant::QUATERNION, prep + "rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); + p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + "scale", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); } #ifndef _3D_DISABLED @@ -161,6 +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 spr = property.name.split("/"); + if (spr.size() == 3 && spr[0] == "bones") { + if (spr[2] == "rest") { + property.usage |= PROPERTY_USAGE_READ_ONLY; + } + if (is_show_rest_only()) { + if (spr[2] == "enabled") { + property.usage |= PROPERTY_USAGE_READ_ONLY; + } + if (spr[2] == "position") { + property.usage |= PROPERTY_USAGE_READ_ONLY; + } + if (spr[2] == "rotation") { + property.usage |= PROPERTY_USAGE_READ_ONLY; + } + if (spr[2] == "scale") { + property.usage |= PROPERTY_USAGE_READ_ONLY; + } + } else if (!is_bone_enabled(spr[1].to_int())) { + if (spr[2] == "position") { + property.usage |= PROPERTY_USAGE_READ_ONLY; + } + if (spr[2] == "rotation") { + property.usage |= PROPERTY_USAGE_READ_ONLY; + } + if (spr[2] == "scale") { + property.usage |= PROPERTY_USAGE_READ_ONLY; + } + } + } + + Node3D::_validate_property(property); } void Skeleton3D::_update_process_order() { @@ -547,18 +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); @@ -657,36 +694,60 @@ void Skeleton3D::clear_bones() { // 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; } -Transform3D Skeleton3D::get_bone_custom_pose(int p_bone) const { +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_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() { @@ -887,59 +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; + + skin.instantiate(); + 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(); + + // 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]); } } - 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.instantiate(); - 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(); - - // 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]); - } - } + 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 (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()); + return skin; +} + +Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) { + ERR_FAIL_COND_V(p_skin.is_null(), Ref<SkinReference>()); + + 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(); @@ -947,11 +1006,11 @@ 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. @@ -987,59 +1046,33 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) { Bone &b = bonesptr[current_bone_idx]; bool bone_enabled = b.enabled && !show_rest_only; - if (b.disable_rest) { - if (bone_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 (bone_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); } @@ -1080,8 +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 = bones[parent_bone_idx].pose_global.affine_inverse(); + return conversion_transform * p_global_pose; } else { return p_global_pose; } @@ -1092,8 +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; } @@ -1183,17 +1215,21 @@ 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)); @@ -1208,9 +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); |