diff options
Diffstat (limited to 'scene/3d/skeleton_3d.h')
-rw-r--r-- | scene/3d/skeleton_3d.h | 152 |
1 files changed, 101 insertions, 51 deletions
diff --git a/scene/3d/skeleton_3d.h b/scene/3d/skeleton_3d.h index 9772bfcc95..c8a19db813 100644 --- a/scene/3d/skeleton_3d.h +++ b/scene/3d/skeleton_3d.h @@ -31,20 +31,17 @@ #ifndef SKELETON_3D_H #define SKELETON_3D_H -#include "core/templates/rid.h" #include "scene/3d/node_3d.h" +#include "scene/resources/skeleton_modification_3d.h" #include "scene/resources/skin.h" -#ifndef _3D_DISABLED typedef int BoneId; class PhysicalBone3D; -#endif // _3D_DISABLED - class Skeleton3D; -class SkinReference : public Reference { - GDCLASS(SkinReference, Reference) +class SkinReference : public RefCounted { + GDCLASS(SkinReference, RefCounted) friend class Skeleton3D; Skeleton3D *skeleton_node; @@ -65,6 +62,8 @@ public: ~SkinReference(); }; +class SkeletonModificationStack3D; + class Skeleton3D : public Node3D { GDCLASS(Skeleton3D, Node3D); @@ -74,29 +73,55 @@ private: struct Bone { String name; - bool enabled = true; - int parent = -1; - int sort_index = 0; //used for re-sorting process order + bool enabled; + int parent; bool disable_rest = false; - Transform rest; + Transform3D rest; - Transform pose; - Transform pose_global; + Transform3D pose; + Transform3D pose_global; + Transform3D pose_global_no_override; bool custom_pose_enable = false; - Transform custom_pose; + Transform3D custom_pose; - float global_pose_override_amount = 0.0; + real_t global_pose_override_amount = 0.0; bool global_pose_override_reset = false; - Transform global_pose_override; + Transform3D global_pose_override; -#ifndef _3D_DISABLED PhysicalBone3D *physical_bone = nullptr; PhysicalBone3D *cache_parent_physical_bone = nullptr; + + real_t local_pose_override_amount; + bool local_pose_override_reset; + Transform3D local_pose_override; + + Vector<int> child_bones; + + // The forward direction vector and rest bone forward axis are cached because they do not change + // 99% of the time, but recalculating them can be expensive on models with many bones. + Vector3 rest_bone_forward_vector; + int rest_bone_forward_axis = -1; + + Bone() { + parent = -1; + enabled = true; + disable_rest = false; + custom_pose_enable = false; + global_pose_override_amount = 0; + global_pose_override_reset = false; +#ifndef _3D_DISABLED + physical_bone = nullptr; + cache_parent_physical_bone = nullptr; #endif // _3D_DISABLED + local_pose_override_amount = 0; + local_pose_override_reset = false; + child_bones = Vector<int>(); - List<ObjectID> nodes_bound; + rest_bone_forward_vector = Vector3(0, 0, 0); + rest_bone_forward_axis = -1; + } }; Set<SkinReference *> skin_bindings; @@ -105,26 +130,15 @@ private: bool animate_physical_bones = true; Vector<Bone> bones; - Vector<int> process_order; - bool process_order_dirty = true; + bool process_order_dirty; + + Vector<int> parentless_bones; void _make_dirty(); bool dirty = false; uint64_t version = 1; - // bind helpers - Array _get_bound_child_nodes_to_bone(int p_bone) const { - Array bound; - List<Node *> children; - get_bound_child_nodes_to_bone(p_bone, &children); - - for (int i = 0; i < children.size(); i++) { - bound.push_back(children[i]); - } - return bound; - } - void _update_process_order(); protected: @@ -134,7 +148,20 @@ protected: void _notification(int p_what); static void _bind_methods(); +#ifndef _3D_DISABLED + Ref<SkeletonModificationStack3D> modification_stack; +#endif // _3D_DISABLED + public: + enum Bone_Forward_Axis { + BONE_AXIS_X_FORWARD = 0, + BONE_AXIS_Y_FORWARD = 1, + BONE_AXIS_Z_FORWARD = 2, + BONE_AXIS_NEGATIVE_X_FORWARD = 3, + BONE_AXIS_NEGATIVE_Y_FORWARD = 4, + BONE_AXIS_NEGATIVE_Z_FORWARD = 5, + }; + enum { NOTIFICATION_UPDATE_SKELETON = 50 }; @@ -143,6 +170,7 @@ public: void add_bone(const String &p_name); int find_bone(const String &p_name) const; String get_bone_name(int p_bone) const; + void set_bone_name(int p_bone, const String &p_name); bool is_bone_parent_of(int p_bone_id, int p_parent_bone_id) const; @@ -151,46 +179,69 @@ public: void unparent_bone_and_rest(int p_bone); + Vector<int> get_bone_children(int p_bone); + void set_bone_children(int p_bone, Vector<int> p_children); + void add_bone_child(int p_bone, int p_child); + void remove_bone_child(int p_bone, int p_child); + Vector<int> get_parentless_bones(); + void set_bone_disable_rest(int p_bone, bool p_disable); bool is_bone_rest_disabled(int p_bone) const; int get_bone_count() const; - void set_bone_rest(int p_bone, const Transform &p_rest); - Transform get_bone_rest(int p_bone) const; - Transform get_bone_global_pose(int p_bone) const; - - void clear_bones_global_pose_override(); - void set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent = false); + void set_bone_rest(int p_bone, const Transform3D &p_rest); + Transform3D get_bone_rest(int p_bone) const; + Transform3D get_bone_global_pose(int p_bone) const; + Transform3D get_bone_global_pose_no_override(int p_bone) const; void set_bone_enabled(int p_bone, bool p_enabled); bool is_bone_enabled(int p_bone) const; - - void bind_child_node_to_bone(int p_bone, Node *p_node); - void unbind_child_node_from_bone(int p_bone, Node *p_node); - void get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const; - void clear_bones(); // posing api - void set_bone_pose(int p_bone, const Transform &p_pose); - Transform get_bone_pose(int p_bone) const; + void set_bone_pose(int p_bone, const Transform3D &p_pose); + Transform3D get_bone_pose(int p_bone) const; - void set_bone_custom_pose(int p_bone, const Transform &p_custom_pose); - Transform get_bone_custom_pose(int p_bone) const; + void set_bone_custom_pose(int p_bone, const Transform3D &p_custom_pose); + Transform3D get_bone_custom_pose(int p_bone) const; + + void clear_bones_global_pose_override(); + Transform3D get_bone_global_pose_override(int p_bone) const; + void set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent = false); + + void clear_bones_local_pose_override(); + Transform3D get_bone_local_pose_override(int p_bone) const; + void set_bone_local_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent = false); void localize_rests(); // used for loaders and tools - int get_process_order(int p_idx); - Vector<int> get_bone_process_orders(); Ref<SkinReference> register_skin(const Ref<Skin> &p_skin); + void force_update_all_bone_transforms(); + void force_update_bone_children_transforms(int bone_idx); + + void update_bone_rest_forward_vector(int p_bone, bool p_force_update = false); + void update_bone_rest_forward_axis(int p_bone, bool p_force_update = false); + Vector3 get_bone_axis_forward_vector(int p_bone); + int get_bone_axis_forward_enum(int p_bone); + // Helper functions - Transform bone_transform_to_world_transform(Transform p_transform); - Transform world_transform_to_bone_transform(Transform p_transform); + Transform3D global_pose_to_world_transform(Transform3D p_global_pose); + Transform3D world_transform_to_global_pose(Transform3D p_transform); + Transform3D global_pose_to_local_pose(int p_bone_idx, Transform3D p_global_pose); + Transform3D local_pose_to_global_pose(int p_bone_idx, Transform3D p_local_pose); + Basis global_pose_z_forward_to_bone_forward(int p_bone_idx, Basis p_basis); + + // Modifications #ifndef _3D_DISABLED + Ref<SkeletonModificationStack3D> get_modification_stack(); + void set_modification_stack(Ref<SkeletonModificationStack3D> p_stack); + void execute_modifications(real_t p_delta, int p_execution_mode); +#endif // _3D_DISABLED + // Physical bone API void set_animate_physical_bones(bool p_animate); @@ -212,7 +263,6 @@ public: void physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones); void physical_bones_add_collision_exception(RID p_exception); void physical_bones_remove_collision_exception(RID p_exception); -#endif // _3D_DISABLED public: Skeleton3D(); |