diff options
Diffstat (limited to 'scene/3d/skeleton_3d.h')
-rw-r--r-- | scene/3d/skeleton_3d.h | 48 |
1 files changed, 32 insertions, 16 deletions
diff --git a/scene/3d/skeleton_3d.h b/scene/3d/skeleton_3d.h index c8a19db813..80ff2a1f79 100644 --- a/scene/3d/skeleton_3d.h +++ b/scene/3d/skeleton_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* 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 */ @@ -76,16 +76,24 @@ private: bool enabled; int parent; - bool disable_rest = false; Transform3D rest; - Transform3D pose; + _FORCE_INLINE_ void update_pose_cache() { + if (pose_cache_dirty) { + pose_cache.basis.set_quaternion_scale(pose_rotation, pose_scale); + pose_cache.origin = pose_position; + pose_cache_dirty = false; + } + } + bool pose_cache_dirty = true; + Transform3D pose_cache; + Vector3 pose_position; + Quaternion pose_rotation; + Vector3 pose_scale = Vector3(1, 1, 1); + Transform3D pose_global; Transform3D pose_global_no_override; - bool custom_pose_enable = false; - Transform3D custom_pose; - real_t global_pose_override_amount = 0.0; bool global_pose_override_reset = false; Transform3D global_pose_override; @@ -107,8 +115,6 @@ private: 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 @@ -137,6 +143,8 @@ private: void _make_dirty(); bool dirty = false; + bool show_rest_only = false; + uint64_t version = 1; void _update_process_order(); @@ -145,6 +153,7 @@ protected: bool _get(const StringName &p_path, Variant &r_ret) const; bool _set(const StringName &p_path, const Variant &p_value); void _get_property_list(List<PropertyInfo> *p_list) const; + virtual void _validate_property(PropertyInfo &property) const override; void _notification(int p_what); static void _bind_methods(); @@ -185,9 +194,6 @@ public: 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 Transform3D &p_rest); @@ -197,15 +203,22 @@ public: void set_bone_enabled(int p_bone, bool p_enabled); bool is_bone_enabled(int p_bone) const; + + void set_show_rest_only(bool p_enabled); + bool is_show_rest_only() const; void clear_bones(); // posing api - void set_bone_pose(int p_bone, const Transform3D &p_pose); + void set_bone_pose_position(int p_bone, const Vector3 &p_position); + void set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation); + void set_bone_pose_scale(int p_bone, const Vector3 &p_scale); + Transform3D get_bone_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; + Vector3 get_bone_pose_position(int p_bone) const; + Quaternion get_bone_pose_rotation(int p_bone) const; + Vector3 get_bone_pose_scale(int p_bone) const; void clear_bones_global_pose_override(); Transform3D get_bone_global_pose_override(int p_bone) const; @@ -217,8 +230,11 @@ public: void localize_rests(); // used for loaders and tools + Ref<Skin> create_skin_from_rest_transforms(); + Ref<SkinReference> register_skin(const Ref<Skin> &p_skin); + void force_update_all_dirty_bones(); void force_update_all_bone_transforms(); void force_update_bone_children_transforms(int bone_idx); @@ -244,7 +260,7 @@ public: // Physical bone API - void set_animate_physical_bones(bool p_animate); + void set_animate_physical_bones(bool p_enabled); bool get_animate_physical_bones() const; void bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone); |