diff options
Diffstat (limited to 'scene/3d/skeleton_3d.h')
-rw-r--r-- | scene/3d/skeleton_3d.h | 113 |
1 files changed, 30 insertions, 83 deletions
diff --git a/scene/3d/skeleton_3d.h b/scene/3d/skeleton_3d.h index c2e9cfcced..3df909d936 100644 --- a/scene/3d/skeleton_3d.h +++ b/scene/3d/skeleton_3d.h @@ -1,38 +1,37 @@ -/*************************************************************************/ -/* skeleton_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* skeleton_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef SKELETON_3D_H #define SKELETON_3D_H #include "scene/3d/node_3d.h" -#include "scene/resources/skeleton_modification_3d.h" #include "scene/resources/skin.h" typedef int BoneId; @@ -64,8 +63,6 @@ public: ~SkinReference(); }; -class SkeletonModificationStack3D; - class Skeleton3D : public Node3D { GDCLASS(Skeleton3D, Node3D); @@ -104,17 +101,8 @@ private: 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; @@ -124,12 +112,7 @@ private: 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>(); - - rest_bone_forward_vector = Vector3(0, 0, 0); - rest_bone_forward_axis = -1; } }; @@ -162,25 +145,13 @@ 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 }; // skeleton creation api + uint64_t get_version() const; void add_bone(const String &p_name); int find_bone(const String &p_name) const; String get_bone_name(int p_bone) const; @@ -233,10 +204,6 @@ public: 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 Ref<Skin> create_skin_from_rest_transforms(); @@ -247,26 +214,6 @@ public: 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 - 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_enabled); |