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-rw-r--r--scene/3d/bone_attachment_3d.cpp320
-rw-r--r--scene/3d/bone_attachment_3d.h39
-rw-r--r--scene/3d/physics_body_3d.cpp2
-rw-r--r--scene/3d/skeleton_3d.cpp697
-rw-r--r--scene/3d/skeleton_3d.h103
-rw-r--r--scene/register_scene_types.cpp17
-rw-r--r--scene/resources/skeleton_modification_3d.cpp170
-rw-r--r--scene/resources/skeleton_modification_3d.h76
-rw-r--r--scene/resources/skeleton_modification_3d_ccdik.cpp474
-rw-r--r--scene/resources/skeleton_modification_3d_ccdik.h114
-rw-r--r--scene/resources/skeleton_modification_3d_fabrik.cpp628
-rw-r--r--scene/resources/skeleton_modification_3d_fabrik.h122
-rw-r--r--scene/resources/skeleton_modification_3d_jiggle.cpp573
-rw-r--r--scene/resources/skeleton_modification_3d_jiggle.h138
-rw-r--r--scene/resources/skeleton_modification_3d_lookat.cpp265
-rw-r--r--scene/resources/skeleton_modification_3d_lookat.h89
-rw-r--r--scene/resources/skeleton_modification_3d_stackholder.cpp104
-rw-r--r--scene/resources/skeleton_modification_3d_stackholder.h59
-rw-r--r--scene/resources/skeleton_modification_3d_twoboneik.cpp599
-rw-r--r--scene/resources/skeleton_modification_3d_twoboneik.h118
-rw-r--r--scene/resources/skeleton_modification_stack_3d.cpp222
-rw-r--r--scene/resources/skeleton_modification_stack_3d.h91
-rw-r--r--scene/scene_string_names.cpp1
-rw-r--r--scene/scene_string_names.h1
24 files changed, 4793 insertions, 229 deletions
diff --git a/scene/3d/bone_attachment_3d.cpp b/scene/3d/bone_attachment_3d.cpp
index 5315e685a0..70361f4787 100644
--- a/scene/3d/bone_attachment_3d.cpp
+++ b/scene/3d/bone_attachment_3d.cpp
@@ -32,7 +32,15 @@
void BoneAttachment3D::_validate_property(PropertyInfo &property) const {
if (property.name == "bone_name") {
- Skeleton3D *parent = Object::cast_to<Skeleton3D>(get_parent());
+ // Because it is a constant function, we cannot use the _get_skeleton_3d function.
+ const Skeleton3D *parent = nullptr;
+ if (use_external_skeleton) {
+ if (external_skeleton_node_cache.is_valid()) {
+ parent = Object::cast_to<Skeleton3D>(ObjectDB::get_instance(external_skeleton_node_cache));
+ }
+ } else {
+ parent = Object::cast_to<Skeleton3D>(get_parent());
+ }
if (parent) {
String names;
@@ -52,55 +60,321 @@ void BoneAttachment3D::_validate_property(PropertyInfo &property) const {
}
}
+bool BoneAttachment3D::_set(const StringName &p_path, const Variant &p_value) {
+ if (p_path == SNAME("override_pose")) {
+ set_override_pose(p_value);
+ } else if (p_path == SNAME("override_mode")) {
+ set_override_mode(p_value);
+ } else if (p_path == SNAME("use_external_skeleton")) {
+ set_use_external_skeleton(p_value);
+ } else if (p_path == SNAME("external_skeleton")) {
+ set_external_skeleton(p_value);
+ }
+
+ return true;
+}
+
+bool BoneAttachment3D::_get(const StringName &p_path, Variant &r_ret) const {
+ if (p_path == SNAME("override_pose")) {
+ r_ret = get_override_pose();
+ } else if (p_path == SNAME("override_mode")) {
+ r_ret = get_override_mode();
+ } else if (p_path == SNAME("use_external_skeleton")) {
+ r_ret = get_use_external_skeleton();
+ } else if (p_path == SNAME("external_skeleton")) {
+ r_ret = get_external_skeleton();
+ }
+
+ return true;
+}
+
+void BoneAttachment3D::_get_property_list(List<PropertyInfo> *p_list) const {
+ p_list->push_back(PropertyInfo(Variant::BOOL, "override_pose", PROPERTY_HINT_NONE, ""));
+ if (override_pose) {
+ p_list->push_back(PropertyInfo(Variant::INT, "override_mode", PROPERTY_HINT_ENUM, "Global Pose Override, Local Pose Override, Custom Pose"));
+ }
+
+ p_list->push_back(PropertyInfo(Variant::BOOL, "use_external_skeleton", PROPERTY_HINT_NONE, ""));
+ if (use_external_skeleton) {
+ p_list->push_back(PropertyInfo(Variant::NODE_PATH, "external_skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"));
+ }
+}
+
+TypedArray<String> BoneAttachment3D::get_configuration_warnings() const {
+ TypedArray<String> warnings = Node3D::get_configuration_warnings();
+
+ if (use_external_skeleton) {
+ if (external_skeleton_node_cache.is_null()) {
+ warnings.append(TTR("External Skeleton3D node not set! Please set a path to an external Skeleton3D node."));
+ }
+ } else {
+ Skeleton3D *parent = Object::cast_to<Skeleton3D>(get_parent());
+ if (!parent) {
+ warnings.append(TTR("Parent node is not a Skeleton3D node! Please use an extenral Skeleton3D if you intend to use the BoneAttachment3D without it being a child of a Skeleton3D node."));
+ }
+ }
+
+ if (bone_idx == -1) {
+ warnings.append(TTR("BoneAttachment3D node is not bound to any bones! Please select a bone to attach this node."));
+ }
+
+ return warnings;
+}
+
+void BoneAttachment3D::_update_external_skeleton_cache() {
+ external_skeleton_node_cache = ObjectID();
+ if (has_node(external_skeleton_node)) {
+ Node *node = get_node(external_skeleton_node);
+ ERR_FAIL_COND_MSG(!node, "Cannot update external skeleton cache: Node cannot be found!");
+
+ // Make sure it's a skeleton3D
+ Skeleton3D *sk = Object::cast_to<Skeleton3D>(node);
+ ERR_FAIL_COND_MSG(!sk, "Cannot update external skeleton cache: Skeleton3D Nodepath does not point to a Skeleton3D node!");
+
+ external_skeleton_node_cache = node->get_instance_id();
+ } else {
+ if (external_skeleton_node.is_empty()) {
+ BoneAttachment3D *parent_attachment = Object::cast_to<BoneAttachment3D>(get_parent());
+ if (parent_attachment) {
+ parent_attachment->_update_external_skeleton_cache();
+ if (parent_attachment->has_node(parent_attachment->external_skeleton_node)) {
+ Node *node = parent_attachment->get_node(parent_attachment->external_skeleton_node);
+ ERR_FAIL_COND_MSG(!node, "Cannot update external skeleton cache: Parent's Skeleton3D node cannot be found!");
+
+ // Make sure it's a skeleton3D
+ Skeleton3D *sk = Object::cast_to<Skeleton3D>(node);
+ ERR_FAIL_COND_MSG(!sk, "Cannot update external skeleton cache: Parent Skeleton3D Nodepath does not point to a Skeleton3D node!");
+
+ external_skeleton_node_cache = node->get_instance_id();
+ external_skeleton_node = get_path_to(node);
+ }
+ }
+ }
+ }
+}
+
void BoneAttachment3D::_check_bind() {
- Skeleton3D *sk = Object::cast_to<Skeleton3D>(get_parent());
- if (sk) {
- int idx = sk->find_bone(bone_name);
- if (idx != -1) {
- sk->bind_child_node_to_bone(idx, this);
- set_transform(sk->get_bone_global_pose(idx));
+ Skeleton3D *sk = _get_skeleton3d();
+
+ if (sk && !bound) {
+ if (bone_idx <= -1) {
+ bone_idx = sk->find_bone(bone_name);
+ }
+ if (bone_idx != -1) {
+ sk->call_deferred("connect", "bone_pose_changed", callable_mp(this, &BoneAttachment3D::on_bone_pose_update));
bound = true;
+ call_deferred(SNAME("on_bone_pose_update"), bone_idx);
+ }
+ }
+}
+
+Skeleton3D *BoneAttachment3D::_get_skeleton3d() {
+ if (use_external_skeleton) {
+ if (external_skeleton_node_cache.is_valid()) {
+ return Object::cast_to<Skeleton3D>(ObjectDB::get_instance(external_skeleton_node_cache));
+ } else {
+ _update_external_skeleton_cache();
+ if (external_skeleton_node_cache.is_valid()) {
+ return Object::cast_to<Skeleton3D>(ObjectDB::get_instance(external_skeleton_node_cache));
+ }
}
+ } else {
+ return Object::cast_to<Skeleton3D>(get_parent());
}
+ return nullptr;
}
void BoneAttachment3D::_check_unbind() {
if (bound) {
- Skeleton3D *sk = Object::cast_to<Skeleton3D>(get_parent());
+ Skeleton3D *sk = _get_skeleton3d();
+
if (sk) {
- int idx = sk->find_bone(bone_name);
- if (idx != -1) {
- sk->unbind_child_node_from_bone(idx, this);
- }
+ sk->disconnect(SNAME("bone_pose_changed"), callable_mp(this, &BoneAttachment3D::on_bone_pose_update));
}
bound = false;
}
}
+void BoneAttachment3D::_transform_changed() {
+ if (!is_inside_tree()) {
+ return;
+ }
+
+ if (override_pose) {
+ Skeleton3D *sk = _get_skeleton3d();
+
+ ERR_FAIL_COND_MSG(!sk, "Cannot override pose: Skeleton not found!");
+ ERR_FAIL_INDEX_MSG(bone_idx, sk->get_bone_count(), "Cannot override pose: Bone index is out of range!");
+
+ Transform3D our_trans = get_transform();
+ if (use_external_skeleton) {
+ our_trans = sk->world_transform_to_global_pose(get_global_transform());
+ }
+
+ if (override_mode == OVERRIDE_MODES::MODE_GLOBAL_POSE) {
+ sk->set_bone_global_pose_override(bone_idx, our_trans, 1.0, true);
+ } else if (override_mode == OVERRIDE_MODES::MODE_LOCAL_POSE) {
+ sk->set_bone_local_pose_override(bone_idx, sk->global_pose_to_local_pose(bone_idx, our_trans), 1.0, true);
+ } else if (override_mode == OVERRIDE_MODES::MODE_CUSTOM_POSE) {
+ sk->set_bone_custom_pose(bone_idx, sk->global_pose_to_local_pose(bone_idx, our_trans));
+ }
+ }
+}
+
void BoneAttachment3D::set_bone_name(const String &p_name) {
+ bone_name = p_name;
+ Skeleton3D *sk = _get_skeleton3d();
+ if (sk) {
+ set_bone_idx(sk->find_bone(bone_name));
+ }
+}
+
+String BoneAttachment3D::get_bone_name() const {
+ return bone_name;
+}
+
+void BoneAttachment3D::set_bone_idx(const int &p_idx) {
if (is_inside_tree()) {
_check_unbind();
}
- bone_name = p_name;
+ bone_idx = p_idx;
+
+ Skeleton3D *sk = _get_skeleton3d();
+ if (sk) {
+ if (bone_idx <= -1 || bone_idx >= sk->get_bone_count()) {
+ WARN_PRINT("Bone index out of range! Cannot connect BoneAttachment to node!");
+ bone_idx = -1;
+ } else {
+ bone_name = sk->get_bone_name(bone_idx);
+ }
+ }
if (is_inside_tree()) {
_check_bind();
}
+
+ notify_property_list_changed();
}
-String BoneAttachment3D::get_bone_name() const {
- return bone_name;
+int BoneAttachment3D::get_bone_idx() const {
+ return bone_idx;
+}
+
+void BoneAttachment3D::set_override_pose(bool p_override) {
+ override_pose = p_override;
+ set_notify_local_transform(override_pose);
+ set_process_internal(override_pose);
+
+ if (!override_pose) {
+ Skeleton3D *sk = _get_skeleton3d();
+ if (sk) {
+ if (override_mode == OVERRIDE_MODES::MODE_GLOBAL_POSE) {
+ sk->set_bone_global_pose_override(bone_idx, Transform3D(), 0.0, false);
+ } else if (override_mode == OVERRIDE_MODES::MODE_LOCAL_POSE) {
+ sk->set_bone_local_pose_override(bone_idx, Transform3D(), 0.0, false);
+ } else if (override_mode == OVERRIDE_MODES::MODE_CUSTOM_POSE) {
+ sk->set_bone_custom_pose(bone_idx, Transform3D());
+ }
+ }
+ _transform_changed();
+ }
+ notify_property_list_changed();
+}
+
+bool BoneAttachment3D::get_override_pose() const {
+ return override_pose;
+}
+
+void BoneAttachment3D::set_override_mode(int p_mode) {
+ if (override_pose) {
+ Skeleton3D *sk = _get_skeleton3d();
+ if (sk) {
+ if (override_mode == OVERRIDE_MODES::MODE_GLOBAL_POSE) {
+ sk->set_bone_global_pose_override(bone_idx, Transform3D(), 0.0, false);
+ } else if (override_mode == OVERRIDE_MODES::MODE_LOCAL_POSE) {
+ sk->set_bone_local_pose_override(bone_idx, Transform3D(), 0.0, false);
+ } else if (override_mode == OVERRIDE_MODES::MODE_CUSTOM_POSE) {
+ sk->set_bone_custom_pose(bone_idx, Transform3D());
+ }
+ }
+ override_mode = p_mode;
+ _transform_changed();
+ return;
+ }
+ override_mode = p_mode;
+}
+
+int BoneAttachment3D::get_override_mode() const {
+ return override_mode;
+}
+
+void BoneAttachment3D::set_use_external_skeleton(bool p_use_external) {
+ use_external_skeleton = p_use_external;
+
+ if (use_external_skeleton) {
+ _check_unbind();
+ _update_external_skeleton_cache();
+ _check_bind();
+ _transform_changed();
+ }
+
+ notify_property_list_changed();
+}
+
+bool BoneAttachment3D::get_use_external_skeleton() const {
+ return use_external_skeleton;
+}
+
+void BoneAttachment3D::set_external_skeleton(NodePath p_path) {
+ external_skeleton_node = p_path;
+ _update_external_skeleton_cache();
+ notify_property_list_changed();
+}
+
+NodePath BoneAttachment3D::get_external_skeleton() const {
+ return external_skeleton_node;
}
void BoneAttachment3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
+ if (use_external_skeleton) {
+ _update_external_skeleton_cache();
+ }
_check_bind();
} break;
case NOTIFICATION_EXIT_TREE: {
_check_unbind();
} break;
+ case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
+ _transform_changed();
+ } break;
+ case NOTIFICATION_INTERNAL_PROCESS: {
+ if (_override_dirty) {
+ _override_dirty = false;
+ }
+ }
+ }
+}
+
+void BoneAttachment3D::on_bone_pose_update(int p_bone_index) {
+ if (bone_idx == p_bone_index) {
+ Skeleton3D *sk = _get_skeleton3d();
+ if (sk) {
+ if (!override_pose) {
+ if (use_external_skeleton) {
+ set_global_transform(sk->global_pose_to_world_transform(sk->get_bone_global_pose(bone_idx)));
+ } else {
+ set_transform(sk->get_bone_global_pose(bone_idx));
+ }
+ } else {
+ if (!_override_dirty) {
+ _transform_changed();
+ _override_dirty = true;
+ }
+ }
+ }
}
}
@@ -111,5 +385,21 @@ void BoneAttachment3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bone_name", "bone_name"), &BoneAttachment3D::set_bone_name);
ClassDB::bind_method(D_METHOD("get_bone_name"), &BoneAttachment3D::get_bone_name);
+ ClassDB::bind_method(D_METHOD("set_bone_idx", "bone_idx"), &BoneAttachment3D::set_bone_idx);
+ ClassDB::bind_method(D_METHOD("get_bone_idx"), &BoneAttachment3D::get_bone_idx);
+
+ ClassDB::bind_method(D_METHOD("on_bone_pose_update", "bone_index"), &BoneAttachment3D::on_bone_pose_update);
+
+ ClassDB::bind_method(D_METHOD("set_override_pose", "override_pose"), &BoneAttachment3D::set_override_pose);
+ ClassDB::bind_method(D_METHOD("get_override_pose"), &BoneAttachment3D::get_override_pose);
+ ClassDB::bind_method(D_METHOD("set_override_mode", "override_mode"), &BoneAttachment3D::set_override_mode);
+ ClassDB::bind_method(D_METHOD("get_override_mode"), &BoneAttachment3D::get_override_mode);
+
+ ClassDB::bind_method(D_METHOD("set_use_external_skeleton", "use_external_skeleton"), &BoneAttachment3D::set_use_external_skeleton);
+ ClassDB::bind_method(D_METHOD("get_use_external_skeleton"), &BoneAttachment3D::get_use_external_skeleton);
+ ClassDB::bind_method(D_METHOD("set_external_skeleton", "external_skeleton"), &BoneAttachment3D::set_external_skeleton);
+ ClassDB::bind_method(D_METHOD("get_external_skeleton"), &BoneAttachment3D::get_external_skeleton);
+
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bone_name"), "set_bone_name", "get_bone_name");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "bone_idx"), "set_bone_idx", "get_bone_idx");
}
diff --git a/scene/3d/bone_attachment_3d.h b/scene/3d/bone_attachment_3d.h
index 0c6d5f12b1..cf681cace8 100644
--- a/scene/3d/bone_attachment_3d.h
+++ b/scene/3d/bone_attachment_3d.h
@@ -38,20 +38,59 @@ class BoneAttachment3D : public Node3D {
bool bound = false;
String bone_name;
+ int bone_idx = -1;
+
+ bool override_pose = false;
+ int override_mode = 0;
+ bool _override_dirty = false;
+
+ enum OVERRIDE_MODES {
+ MODE_GLOBAL_POSE,
+ MODE_LOCAL_POSE,
+ MODE_CUSTOM_POSE
+ };
+
+ bool use_external_skeleton = false;
+ NodePath external_skeleton_node;
+ ObjectID external_skeleton_node_cache;
void _check_bind();
void _check_unbind();
+ void _transform_changed();
+ void _update_external_skeleton_cache();
+ Skeleton3D *_get_skeleton3d();
+
protected:
virtual void _validate_property(PropertyInfo &property) const override;
+ 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;
void _notification(int p_what);
static void _bind_methods();
public:
+ virtual TypedArray<String> get_configuration_warnings() const override;
+
void set_bone_name(const String &p_name);
String get_bone_name() const;
+ void set_bone_idx(const int &p_idx);
+ int get_bone_idx() const;
+
+ void set_override_pose(bool p_override);
+ bool get_override_pose() const;
+ void set_override_mode(int p_mode);
+ int get_override_mode() const;
+
+ void set_use_external_skeleton(bool p_external_skeleton);
+ bool get_use_external_skeleton() const;
+ void set_external_skeleton(NodePath p_skeleton);
+ NodePath get_external_skeleton() const;
+
+ virtual void on_bone_pose_update(int p_bone_index);
+
BoneAttachment3D();
};
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index 12c91271d4..aec0b3002c 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -2199,7 +2199,6 @@ void PhysicalBone3D::_notification(int p_what) {
if (parent_skeleton) {
if (-1 != bone_id) {
parent_skeleton->unbind_physical_bone_from_bone(bone_id);
- parent_skeleton->unbind_child_node_from_bone(bone_id, this);
bone_id = -1;
}
}
@@ -2656,7 +2655,6 @@ void PhysicalBone3D::update_bone_id() {
if (-1 != bone_id) {
// Assert the unbind from old node
parent_skeleton->unbind_physical_bone_from_bone(bone_id);
- parent_skeleton->unbind_child_node_from_bone(bone_id, this);
}
bone_id = new_bone_id;
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp
index c996735761..857916e23d 100644
--- a/scene/3d/skeleton_3d.cpp
+++ b/scene/3d/skeleton_3d.cpp
@@ -31,7 +31,10 @@
#include "skeleton_3d.h"
#include "core/object/message_queue.h"
+#include "core/variant/type_info.h"
#include "scene/3d/physics_body_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+#include "scene/resources/surface_tool.h"
#include "scene/scene_string_names.h"
void SkinReference::_skin_changed() {
@@ -68,6 +71,13 @@ SkinReference::~SkinReference() {
bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
+#ifndef _3D_DISABLED
+ if (path.begins_with("modification_stack")) {
+ set_modification_stack(p_value);
+ return true;
+ }
+#endif //_3D_DISABLED
+
if (!path.begins_with("bones/")) {
return false;
}
@@ -100,6 +110,13 @@ bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
+#ifndef _3D_DISABLED
+ if (path.begins_with("modification_stack")) {
+ r_ret = modification_stack;
+ return true;
+ }
+#endif //_3D_DISABLED
+
if (!path.begins_with("bones/")) {
return false;
}
@@ -135,6 +152,14 @@ void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
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));
}
+
+#ifndef _3D_DISABLED
+ p_list->push_back(
+ PropertyInfo(Variant::OBJECT, "modification_stack",
+ PROPERTY_HINT_RESOURCE_TYPE,
+ "SkeletonModificationStack3D",
+ PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
+#endif //_3D_DISABLED
}
void Skeleton3D::_update_process_order() {
@@ -145,47 +170,29 @@ void Skeleton3D::_update_process_order() {
Bone *bonesptr = bones.ptrw();
int len = bones.size();
- process_order.resize(len);
- int *order = process_order.ptrw();
+ parentless_bones.clear();
+
for (int i = 0; i < len; i++) {
if (bonesptr[i].parent >= len) {
//validate this just in case
ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
bonesptr[i].parent = -1;
}
- order[i] = i;
- bonesptr[i].sort_index = i;
- }
- //now check process order
- int pass_count = 0;
- while (pass_count < len * len) {
- //using bubblesort because of simplicity, it won't run every frame though.
- //bublesort worst case is O(n^2), and this may be an infinite loop if cyclic
- bool swapped = false;
- for (int i = 0; i < len; i++) {
- int parent_idx = bonesptr[order[i]].parent;
- if (parent_idx < 0) {
- continue; //do nothing because it has no parent
- }
- //swap indices
- int parent_order = bonesptr[parent_idx].sort_index;
- if (parent_order > i) {
- bonesptr[order[i]].sort_index = parent_order;
- bonesptr[parent_idx].sort_index = i;
- //swap order
- SWAP(order[i], order[parent_order]);
- swapped = true;
- }
- }
+ bonesptr[i].child_bones.clear();
- if (!swapped) {
- break;
- }
- pass_count++;
- }
+ if (bonesptr[i].parent != -1) {
+ int parent_bone_idx = bonesptr[i].parent;
- if (pass_count == len * len) {
- ERR_PRINT("Skeleton3D parenthood graph is cyclic");
+ // 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
+ bonesptr[parent_bone_idx].child_bones.push_back(i);
+ } else {
+ ERR_PRINT("Skeleton3D parenthood graph is cyclic");
+ }
+ } else {
+ parentless_bones.push_back(i);
+ }
}
process_order_dirty = false;
@@ -196,78 +203,12 @@ void Skeleton3D::_notification(int p_what) {
case NOTIFICATION_UPDATE_SKELETON: {
RenderingServer *rs = RenderingServer::get_singleton();
Bone *bonesptr = bones.ptrw();
- int len = bones.size();
-
- _update_process_order();
-
- const int *order = process_order.ptr();
-
- for (int i = 0; i < len; i++) {
- Bone &b = bonesptr[order[i]];
-
- 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 = bonesptr[b.parent].pose_global * pose;
- } else {
- b.pose_global = pose;
- b.pose_global_no_override = pose;
- }
- } else {
- if (b.parent >= 0) {
- b.pose_global = bonesptr[b.parent].pose_global;
- b.pose_global_no_override = bonesptr[b.parent].pose_global;
- } else {
- b.pose_global = Transform3D();
- b.pose_global_no_override = Transform3D();
- }
- }
-
- } 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 = bonesptr[b.parent].pose_global * (b.rest * pose);
- } else {
- b.pose_global = b.rest * pose;
- b.pose_global_no_override = b.rest * pose;
- }
- } else {
- if (b.parent >= 0) {
- b.pose_global = bonesptr[b.parent].pose_global * b.rest;
- b.pose_global_no_override = bonesptr[b.parent].pose_global * b.rest;
- } else {
- b.pose_global = b.rest;
- b.pose_global_no_override = b.rest;
- }
- }
- }
- if (b.global_pose_override_amount >= CMP_EPSILON) {
- b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
- }
-
- if (b.global_pose_override_reset) {
- b.global_pose_override_amount = 0.0;
- }
+ int len = bones.size();
+ dirty = false;
- for (const ObjectID &E : b.nodes_bound) {
- Object *obj = ObjectDB::get_instance(E);
- ERR_CONTINUE(!obj);
- Node3D *node_3d = Object::cast_to<Node3D>(obj);
- ERR_CONTINUE(!node_3d);
- node_3d->set_transform(b.pose_global);
- }
- }
+ // Update bone transforms
+ force_update_all_bone_transforms();
//update skins
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
@@ -325,32 +266,53 @@ void Skeleton3D::_notification(int p_what) {
}
}
- dirty = false;
-
#ifdef TOOLS_ENABLED
emit_signal(SceneStringNames::get_singleton()->pose_updated);
#endif // TOOLS_ENABLED
} break;
+#ifndef _3D_DISABLED
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
// This is active only if the skeleton animates the physical bones
// and the state of the bone is not active.
- if (animate_physical_bones) {
- for (int i = 0; i < bones.size(); i += 1) {
- if (bones[i].physical_bone) {
- if (bones[i].physical_bone->is_simulating_physics() == false) {
- bones[i].physical_bone->reset_to_rest_position();
+ if (Engine::get_singleton()->is_editor_hint()) {
+ if (animate_physical_bones) {
+ for (int i = 0; i < bones.size(); i += 1) {
+ if (bones[i].physical_bone) {
+ if (bones[i].physical_bone->is_simulating_physics() == false) {
+ bones[i].physical_bone->reset_to_rest_position();
+ }
}
}
}
}
+
+ if (modification_stack.is_valid()) {
+ execute_modifications(get_physics_process_delta_time(), SkeletonModificationStack3D::EXECUTION_MODE::execution_mode_physics_process);
+ }
+
} break;
+#endif // _3D_DISABLED
+
+#ifndef _3D_DISABLED
+ case NOTIFICATION_INTERNAL_PROCESS: {
+ if (modification_stack.is_valid()) {
+ execute_modifications(get_process_delta_time(), SkeletonModificationStack3D::EXECUTION_MODE::execution_mode_process);
+ }
+ } break;
+#endif // _3D_DISABLED
+
+#ifndef _3D_DISABLED
case NOTIFICATION_READY: {
- if (Engine::get_singleton()->is_editor_hint()) {
- set_physics_process_internal(true);
+ set_physics_process_internal(true);
+ set_process_internal(true);
+
+ if (modification_stack.is_valid()) {
+ set_modification_stack(modification_stack);
}
} break;
+#endif // _3D_DISABLED
}
}
@@ -363,15 +325,23 @@ void Skeleton3D::clear_bones_global_pose_override() {
}
void Skeleton3D::set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
bones.write[p_bone].global_pose_override_amount = p_amount;
bones.write[p_bone].global_pose_override = p_pose;
bones.write[p_bone].global_pose_override_reset = !p_persistent;
_make_dirty();
}
+Transform3D Skeleton3D::get_bone_global_pose_override(int p_bone) const {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
+ return bones[p_bone].global_pose_override;
+}
+
Transform3D Skeleton3D::get_bone_global_pose(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform3D());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
if (dirty) {
const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
}
@@ -379,13 +349,107 @@ Transform3D Skeleton3D::get_bone_global_pose(int p_bone) const {
}
Transform3D Skeleton3D::get_bone_global_pose_no_override(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform3D());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
if (dirty) {
const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
}
return bones[p_bone].pose_global_no_override;
}
+void Skeleton3D::clear_bones_local_pose_override() {
+ for (int i = 0; i < bones.size(); i += 1) {
+ bones.write[i].local_pose_override_amount = 0;
+ }
+ _make_dirty();
+}
+
+void Skeleton3D::set_bone_local_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
+ bones.write[p_bone].local_pose_override_amount = p_amount;
+ bones.write[p_bone].local_pose_override = p_pose;
+ bones.write[p_bone].local_pose_override_reset = !p_persistent;
+ _make_dirty();
+}
+
+Transform3D Skeleton3D::get_bone_local_pose_override(int p_bone) const {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
+ return bones[p_bone].local_pose_override;
+}
+
+void Skeleton3D::update_bone_rest_forward_vector(int p_bone, bool p_force_update) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
+
+ if (bones[p_bone].rest_bone_forward_vector.length_squared() > 0 && p_force_update == false) {
+ update_bone_rest_forward_axis(p_bone, p_force_update);
+ }
+
+ // If it is a child/leaf bone...
+ if (get_bone_parent(p_bone) > 0) {
+ bones.write[p_bone].rest_bone_forward_vector = bones[p_bone].rest.origin.normalized();
+ } else {
+ // If it has children...
+ Vector<int> child_bones = get_bone_children(p_bone);
+ if (child_bones.size() > 0) {
+ Vector3 combined_child_dir = Vector3(0, 0, 0);
+ for (int i = 0; i < child_bones.size(); i++) {
+ combined_child_dir += bones[child_bones[i]].rest.origin.normalized();
+ }
+ combined_child_dir = combined_child_dir / child_bones.size();
+ bones.write[p_bone].rest_bone_forward_vector = combined_child_dir.normalized();
+ } else {
+ WARN_PRINT_ONCE("Cannot calculate forward direction for bone " + itos(p_bone));
+ WARN_PRINT_ONCE("Assuming direction of (0, 1, 0) for bone");
+ bones.write[p_bone].rest_bone_forward_vector = Vector3(0, 1, 0);
+ }
+ }
+ update_bone_rest_forward_axis(p_bone, p_force_update);
+}
+
+void Skeleton3D::update_bone_rest_forward_axis(int p_bone, bool p_force_update) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
+ if (bones[p_bone].rest_bone_forward_axis > -1 && p_force_update == false) {
+ return;
+ }
+
+ Vector3 forward_axis_absolute = bones[p_bone].rest_bone_forward_vector.abs();
+ if (forward_axis_absolute.x > forward_axis_absolute.y && forward_axis_absolute.x > forward_axis_absolute.z) {
+ if (bones[p_bone].rest_bone_forward_vector.x > 0) {
+ bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_X_FORWARD;
+ } else {
+ bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_NEGATIVE_X_FORWARD;
+ }
+ } else if (forward_axis_absolute.y > forward_axis_absolute.x && forward_axis_absolute.y > forward_axis_absolute.z) {
+ if (bones[p_bone].rest_bone_forward_vector.y > 0) {
+ bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_Y_FORWARD;
+ } else {
+ bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_NEGATIVE_Y_FORWARD;
+ }
+ } else {
+ if (bones[p_bone].rest_bone_forward_vector.z > 0) {
+ bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_Z_FORWARD;
+ } else {
+ bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_NEGATIVE_Z_FORWARD;
+ }
+ }
+}
+
+Vector3 Skeleton3D::get_bone_axis_forward_vector(int p_bone) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3(0, 0, 0));
+ return bones[p_bone].rest_bone_forward_vector;
+}
+
+int Skeleton3D::get_bone_axis_forward_enum(int p_bone) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, -1);
+ return bones[p_bone].rest_bone_forward_axis;
+}
+
// skeleton creation api
void Skeleton3D::add_bone(const String &p_name) {
ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
@@ -414,14 +478,15 @@ int Skeleton3D::find_bone(const String &p_name) const {
}
String Skeleton3D::get_bone_name(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), "");
-
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, "");
return bones[p_bone].name;
}
void Skeleton3D::set_bone_name(int p_bone, const String &p_name) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
- for (int i = 0; i < bones.size(); i++) {
+ for (int i = 0; i < bone_size; i++) {
if (i != p_bone) {
ERR_FAIL_COND(bones[i].name == p_name);
}
@@ -449,7 +514,8 @@ int Skeleton3D::get_bone_count() const {
}
void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
bones.write[p_bone].parent = p_parent;
@@ -458,7 +524,8 @@ void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
}
void Skeleton3D::unparent_bone_and_rest(int p_bone) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
_update_process_order();
@@ -475,76 +542,93 @@ void Skeleton3D::unparent_bone_and_rest(int p_bone) {
}
void Skeleton3D::set_bone_disable_rest(int p_bone, bool p_disable) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ 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 {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
+ 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 {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), -1);
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, -1);
return bones[p_bone].parent;
}
-void Skeleton3D::set_bone_rest(int p_bone, const Transform3D &p_rest) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+Vector<int> Skeleton3D::get_bone_children(int p_bone) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Vector<int>());
+ return bones[p_bone].child_bones;
+}
- bones.write[p_bone].rest = p_rest;
+void Skeleton3D::set_bone_children(int p_bone, Vector<int> p_children) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
+ bones.write[p_bone].child_bones = p_children;
+
+ process_order_dirty = true;
_make_dirty();
}
-Transform3D Skeleton3D::get_bone_rest(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform3D());
- return bones[p_bone].rest;
+void Skeleton3D::add_bone_child(int p_bone, int p_child) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
+ bones.write[p_bone].child_bones.push_back(p_child);
+
+ process_order_dirty = true;
+ _make_dirty();
}
-void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+void Skeleton3D::remove_bone_child(int p_bone, int p_child) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
- bones.write[p_bone].enabled = p_enabled;
+ int child_idx = bones[p_bone].child_bones.find(p_child);
+ if (child_idx >= 0) {
+ bones.write[p_bone].child_bones.remove(child_idx);
+ } else {
+ WARN_PRINT("Cannot remove child bone: Child bone not found.");
+ }
+
+ process_order_dirty = true;
_make_dirty();
}
-bool Skeleton3D::is_bone_enabled(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
- return bones[p_bone].enabled;
+Vector<int> Skeleton3D::get_parentless_bones() {
+ return parentless_bones;
}
-void Skeleton3D::bind_child_node_to_bone(int p_bone, Node *p_node) {
- ERR_FAIL_NULL(p_node);
- ERR_FAIL_INDEX(p_bone, bones.size());
-
- ObjectID id = p_node->get_instance_id();
+void Skeleton3D::set_bone_rest(int p_bone, const Transform3D &p_rest) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
- for (const ObjectID &E : bones[p_bone].nodes_bound) {
- if (E == id) {
- return; // already here
- }
- }
+ bones.write[p_bone].rest = p_rest;
+ _make_dirty();
+}
+Transform3D Skeleton3D::get_bone_rest(int p_bone) const {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
- bones.write[p_bone].nodes_bound.push_back(id);
+ return bones[p_bone].rest;
}
-void Skeleton3D::unbind_child_node_from_bone(int p_bone, Node *p_node) {
- ERR_FAIL_NULL(p_node);
- ERR_FAIL_INDEX(p_bone, bones.size());
+void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
- ObjectID id = p_node->get_instance_id();
- bones.write[p_bone].nodes_bound.erase(id);
+ bones.write[p_bone].enabled = p_enabled;
+ _make_dirty();
}
-void Skeleton3D::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const {
- ERR_FAIL_INDEX(p_bone, bones.size());
-
- for (const ObjectID &E : bones[p_bone].nodes_bound) {
- Object *obj = ObjectDB::get_instance(E);
- ERR_CONTINUE(!obj);
- p_bound->push_back(Object::cast_to<Node>(obj));
- }
+bool Skeleton3D::is_bone_enabled(int p_bone) const {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, false);
+ return bones[p_bone].enabled;
}
void Skeleton3D::clear_bones() {
@@ -557,7 +641,8 @@ void Skeleton3D::clear_bones() {
// posing api
void Skeleton3D::set_bone_pose(int p_bone, const Transform3D &p_pose) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
bones.write[p_bone].pose = p_pose;
if (is_inside_tree()) {
@@ -565,12 +650,14 @@ void Skeleton3D::set_bone_pose(int p_bone, const Transform3D &p_pose) {
}
}
Transform3D Skeleton3D::get_bone_pose(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform3D());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
return bones[p_bone].pose;
}
void Skeleton3D::set_bone_custom_pose(int p_bone, const Transform3D &p_custom_pose) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ 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());
@@ -580,7 +667,8 @@ void Skeleton3D::set_bone_custom_pose(int p_bone, const Transform3D &p_custom_po
}
Transform3D Skeleton3D::get_bone_custom_pose(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform3D());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
return bones[p_bone].custom_pose;
}
@@ -593,24 +681,22 @@ void Skeleton3D::_make_dirty() {
dirty = true;
}
-int Skeleton3D::get_process_order(int p_idx) {
- ERR_FAIL_INDEX_V(p_idx, bones.size(), -1);
+void Skeleton3D::localize_rests() {
_update_process_order();
- return process_order[p_idx];
-}
-Vector<int> Skeleton3D::get_bone_process_orders() {
- _update_process_order();
- return process_order;
-}
+ 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);
-void Skeleton3D::localize_rests() {
- _update_process_order();
+ if (bones[current_bone_idx].parent >= 0) {
+ set_bone_rest(current_bone_idx, bones[bones[current_bone_idx].parent].rest.affine_inverse() * bones[current_bone_idx].rest);
+ }
- for (int i = bones.size() - 1; i >= 0; i--) {
- int idx = process_order[i];
- if (bones[idx].parent >= 0) {
- set_bone_rest(idx, bones[bones[idx].parent].rest.affine_inverse() * bones[idx].rest);
+ // 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]);
}
}
}
@@ -637,7 +723,8 @@ bool Skeleton3D::get_animate_physical_bones() const {
}
void Skeleton3D::bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
ERR_FAIL_COND(bones[p_bone].physical_bone);
ERR_FAIL_COND(!p_physical_bone);
bones.write[p_bone].physical_bone = p_physical_bone;
@@ -646,20 +733,23 @@ void Skeleton3D::bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physic
}
void Skeleton3D::unbind_physical_bone_from_bone(int p_bone) {
- ERR_FAIL_INDEX(p_bone, bones.size());
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
bones.write[p_bone].physical_bone = nullptr;
_rebuild_physical_bones_cache();
}
PhysicalBone3D *Skeleton3D::get_physical_bone(int p_bone) {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr);
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr);
return bones[p_bone].physical_bone;
}
PhysicalBone3D *Skeleton3D::get_physical_bone_parent(int p_bone) {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr);
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr);
if (bones[p_bone].cache_parent_physical_bone) {
return bones[p_bone].cache_parent_physical_bone;
@@ -669,7 +759,8 @@ PhysicalBone3D *Skeleton3D::get_physical_bone_parent(int p_bone) {
}
PhysicalBone3D *Skeleton3D::_get_physical_bone_parent(int p_bone) {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr);
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr);
const int parent_bone = bones[p_bone].parent;
if (0 > parent_bone) {
@@ -800,15 +891,20 @@ Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
// pose changed, rebuild cache of inverses
const Bone *bonesptr = bones.ptr();
int len = bones.size();
- const int *order = process_order.ptr();
// calculate global rests and invert them
- for (int i = 0; i < len; i++) {
- const Bone &b = bonesptr[order[i]];
+ 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];
+
+ // 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(order[i], skin->get_bind_pose(b.parent) * b.rest);
+ skin->set_bind_pose(current_bone_idx, skin->get_bind_pose(b.parent) * b.rest);
} else {
- skin->set_bind_pose(order[i], b.rest);
+ skin->set_bind_pose(current_bone_idx, b.rest);
}
}
@@ -839,17 +935,202 @@ Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
return skin_ref;
}
+void Skeleton3D::force_update_all_bone_transforms() {
+ _update_process_order();
+
+ for (int i = 0; i < parentless_bones.size(); i++) {
+ force_update_bone_children_transforms(parentless_bones[i]);
+ }
+}
+
+void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone_idx, bone_size);
+
+ Bone *bonesptr = bones.ptrw();
+ List<int> bones_to_process = List<int>();
+ bones_to_process.push_back(p_bone_idx);
+
+ while (bones_to_process.size() > 0) {
+ int current_bone_idx = bones_to_process[0];
+ bones_to_process.erase(current_bone_idx);
+
+ Bone &b = bonesptr[current_bone_idx];
+
+ 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;
+ }
+ } 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;
+ }
+ }
+
+ } 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;
+ }
+ } 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;
+ }
+ }
+ }
+
+ 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);
+ } else {
+ override_local_pose = (b.rest * b.local_pose_override);
+ }
+ b.pose_global = b.pose_global.interpolate_with(override_local_pose, b.local_pose_override_amount);
+ }
+
+ if (b.global_pose_override_amount >= CMP_EPSILON) {
+ b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
+ }
+
+ if (b.local_pose_override_reset) {
+ b.local_pose_override_amount = 0.0;
+ }
+ if (b.global_pose_override_reset) {
+ b.global_pose_override_amount = 0.0;
+ }
+
+ // 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]);
+ }
+
+ emit_signal(SceneStringNames::get_singleton()->bone_pose_changed, current_bone_idx);
+ }
+}
+
// helper functions
-Transform3D Skeleton3D::bone_transform_to_world_transform(Transform3D p_bone_transform) {
- return get_global_transform() * p_bone_transform;
+
+Transform3D Skeleton3D::global_pose_to_world_transform(Transform3D p_global_pose) {
+ return get_global_transform() * p_global_pose;
}
-Transform3D Skeleton3D::world_transform_to_bone_transform(Transform3D p_world_transform) {
+Transform3D Skeleton3D::world_transform_to_global_pose(Transform3D p_world_transform) {
return get_global_transform().affine_inverse() * p_world_transform;
}
+Transform3D Skeleton3D::global_pose_to_local_pose(int p_bone_idx, Transform3D p_global_pose) {
+ const int bone_size = bones.size();
+ 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;
+ } else {
+ return p_global_pose;
+ }
+}
+
+Transform3D Skeleton3D::local_pose_to_global_pose(int p_bone_idx, Transform3D p_local_pose) {
+ const int bone_size = bones.size();
+ 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;
+ } else {
+ return p_local_pose;
+ }
+}
+
+Basis Skeleton3D::global_pose_z_forward_to_bone_forward(int p_bone_idx, Basis p_basis) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone_idx, bone_size, Basis());
+ Basis return_basis = p_basis;
+
+ if (bones[p_bone_idx].rest_bone_forward_axis < 0) {
+ update_bone_rest_forward_vector(p_bone_idx, true);
+ }
+
+ if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_X_FORWARD) {
+ return_basis.rotate_local(Vector3(0, 1, 0), (Math_PI / 2.0));
+ } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_NEGATIVE_X_FORWARD) {
+ return_basis.rotate_local(Vector3(0, 1, 0), -(Math_PI / 2.0));
+ } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_Y_FORWARD) {
+ return_basis.rotate_local(Vector3(1, 0, 0), -(Math_PI / 2.0));
+ } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_NEGATIVE_Y_FORWARD) {
+ return_basis.rotate_local(Vector3(1, 0, 0), (Math_PI / 2.0));
+ } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_Z_FORWARD) {
+ // Do nothing!
+ } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_NEGATIVE_Z_FORWARD) {
+ return_basis.rotate_local(Vector3(0, 0, 1), Math_PI);
+ }
+
+ return return_basis;
+}
+
+// Modifications
+
+#ifndef _3D_DISABLED
+
+void Skeleton3D::set_modification_stack(Ref<SkeletonModificationStack3D> p_stack) {
+ if (modification_stack.is_valid()) {
+ modification_stack->is_setup = false;
+ modification_stack->set_skeleton(nullptr);
+ }
+
+ modification_stack = p_stack;
+ if (modification_stack.is_valid()) {
+ modification_stack->set_skeleton(this);
+ modification_stack->setup();
+ }
+}
+Ref<SkeletonModificationStack3D> Skeleton3D::get_modification_stack() {
+ return modification_stack;
+}
+
+void Skeleton3D::execute_modifications(real_t p_delta, int p_execution_mode) {
+ if (!modification_stack.is_valid()) {
+ return;
+ }
+
+ // Needed to avoid the issue where the stack looses reference to the skeleton when the scene is saved.
+ if (modification_stack->skeleton != this) {
+ modification_stack->set_skeleton(this);
+ }
+
+ modification_stack->execute(p_delta, p_execution_mode);
+}
+
+#endif // _3D_DISABLED
+
void Skeleton3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_bone_process_orders"), &Skeleton3D::get_bone_process_orders);
ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton3D::add_bone);
ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton3D::find_bone);
ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton3D::get_bone_name);
@@ -862,6 +1143,13 @@ void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton3D::unparent_bone_and_rest);
+ ClassDB::bind_method(D_METHOD("get_bone_children", "bone_idx"), &Skeleton3D::get_bone_children);
+ ClassDB::bind_method(D_METHOD("set_bone_children", "bone_idx", "bone_children"), &Skeleton3D::set_bone_children);
+ ClassDB::bind_method(D_METHOD("add_bone_child", "bone_idx", "child_bone_idx"), &Skeleton3D::add_bone_child);
+ ClassDB::bind_method(D_METHOD("remove_bone_child", "bone_idx", "child_bone_idx"), &Skeleton3D::remove_bone_child);
+
+ ClassDB::bind_method(D_METHOD("get_parentless_bones"), &Skeleton3D::get_parentless_bones);
+
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);
@@ -879,14 +1167,26 @@ void Skeleton3D::_bind_methods() {
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));
+ ClassDB::bind_method(D_METHOD("get_bone_global_pose_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_override);
ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton3D::get_bone_global_pose);
ClassDB::bind_method(D_METHOD("get_bone_global_pose_no_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_no_override);
+ ClassDB::bind_method(D_METHOD("clear_bones_local_pose_override"), &Skeleton3D::clear_bones_local_pose_override);
+ 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("bone_transform_to_world_transform", "bone_transform"), &Skeleton3D::bone_transform_to_world_transform);
- ClassDB::bind_method(D_METHOD("world_transform_to_bone_transform", "world_transform"), &Skeleton3D::world_transform_to_bone_transform);
+ 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);
+
+ // Helper functions
+ ClassDB::bind_method(D_METHOD("global_pose_to_world_transform", "global_pose"), &Skeleton3D::global_pose_to_world_transform);
+ ClassDB::bind_method(D_METHOD("world_transform_to_global_pose", "world_transform"), &Skeleton3D::world_transform_to_global_pose);
+ ClassDB::bind_method(D_METHOD("global_pose_to_local_pose", "bone_idx", "global_pose"), &Skeleton3D::global_pose_to_local_pose);
+ 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("get_animate_physical_bones"), &Skeleton3D::get_animate_physical_bones);
@@ -896,12 +1196,21 @@ void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton3D::physical_bones_add_collision_exception);
ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception);
+ // Modifications
+ ClassDB::bind_method(D_METHOD("set_modification_stack", "modification_stack"), &Skeleton3D::set_modification_stack);
+ ClassDB::bind_method(D_METHOD("get_modification_stack"), &Skeleton3D::get_modification_stack);
+ ClassDB::bind_method(D_METHOD("execute_modifications", "delta", "execution_mode"), &Skeleton3D::execute_modifications);
+
+#ifndef _3D_DISABLED
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones");
+#endif // _3D_DISABLED
#ifdef TOOLS_ENABLED
ADD_SIGNAL(MethodInfo("pose_updated"));
#endif // TOOLS_ENABLED
+ ADD_SIGNAL(MethodInfo("bone_pose_changed", PropertyInfo(Variant::INT, "bone_idx")));
+
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
}
diff --git a/scene/3d/skeleton_3d.h b/scene/3d/skeleton_3d.h
index bccad97d5f..c8a19db813 100644
--- a/scene/3d/skeleton_3d.h
+++ b/scene/3d/skeleton_3d.h
@@ -32,6 +32,7 @@
#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;
@@ -61,6 +62,8 @@ public:
~SkinReference();
};
+class SkeletonModificationStack3D;
+
class Skeleton3D : public Node3D {
GDCLASS(Skeleton3D, Node3D);
@@ -70,9 +73,8 @@ 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;
Transform3D rest;
@@ -91,7 +93,35 @@ private:
PhysicalBone3D *physical_bone = nullptr;
PhysicalBone3D *cache_parent_physical_bone = nullptr;
- List<ObjectID> nodes_bound;
+ 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>();
+
+ rest_bone_forward_vector = Vector3(0, 0, 0);
+ rest_bone_forward_axis = -1;
+ }
};
Set<SkinReference *> skin_bindings;
@@ -100,8 +130,9 @@ 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;
@@ -117,7 +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
};
@@ -135,6 +179,12 @@ 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;
@@ -145,16 +195,8 @@ public:
Transform3D get_bone_global_pose(int p_bone) const;
Transform3D get_bone_global_pose_no_override(int p_bone) const;
- void clear_bones_global_pose_override();
- void set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent = false);
-
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
@@ -165,15 +207,40 @@ public:
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
- Transform3D bone_transform_to_world_transform(Transform3D p_transform);
- Transform3D world_transform_to_bone_transform(Transform3D 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
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 47c7e57e3f..40ab439a51 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -168,7 +168,15 @@
#include "scene/resources/skeleton_modification_2d_physicalbones.h"
#include "scene/resources/skeleton_modification_2d_stackholder.h"
#include "scene/resources/skeleton_modification_2d_twoboneik.h"
+#include "scene/resources/skeleton_modification_3d.h"
+#include "scene/resources/skeleton_modification_3d_ccdik.h"
+#include "scene/resources/skeleton_modification_3d_fabrik.h"
+#include "scene/resources/skeleton_modification_3d_jiggle.h"
+#include "scene/resources/skeleton_modification_3d_lookat.h"
+#include "scene/resources/skeleton_modification_3d_stackholder.h"
+#include "scene/resources/skeleton_modification_3d_twoboneik.h"
#include "scene/resources/skeleton_modification_stack_2d.h"
+#include "scene/resources/skeleton_modification_stack_3d.h"
#include "scene/resources/sky.h"
#include "scene/resources/sky_material.h"
#include "scene/resources/sphere_shape_3d.h"
@@ -754,6 +762,15 @@ void register_scene_types() {
GDREGISTER_CLASS(ConvexPolygonShape3D);
GDREGISTER_CLASS(ConcavePolygonShape3D);
+ ClassDB::register_class<SkeletonModificationStack3D>();
+ ClassDB::register_class<SkeletonModification3D>();
+ ClassDB::register_class<SkeletonModification3DLookAt>();
+ ClassDB::register_class<SkeletonModification3DCCDIK>();
+ ClassDB::register_class<SkeletonModification3DFABRIK>();
+ ClassDB::register_class<SkeletonModification3DJiggle>();
+ ClassDB::register_class<SkeletonModification3DTwoBoneIK>();
+ ClassDB::register_class<SkeletonModification3DStackHolder>();
+
OS::get_singleton()->yield(); //may take time to init
GDREGISTER_CLASS(VelocityTracker3D);
diff --git a/scene/resources/skeleton_modification_3d.cpp b/scene/resources/skeleton_modification_3d.cpp
new file mode 100644
index 0000000000..9306ee14cd
--- /dev/null
+++ b/scene/resources/skeleton_modification_3d.cpp
@@ -0,0 +1,170 @@
+/*************************************************************************/
+/* skeleton_modification_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "skeleton_modification_3d.h"
+#include "scene/3d/skeleton_3d.h"
+
+void SkeletonModification3D::_execute(real_t p_delta) {
+ if (get_script_instance()) {
+ if (get_script_instance()->has_method("execute")) {
+ get_script_instance()->call("execute", p_delta);
+ }
+ }
+
+ if (!enabled)
+ return;
+}
+
+void SkeletonModification3D::_setup_modification(SkeletonModificationStack3D *p_stack) {
+ stack = p_stack;
+ if (stack) {
+ is_setup = true;
+ } else {
+ WARN_PRINT("Could not setup modification with name " + this->get_name());
+ }
+
+ if (get_script_instance()) {
+ if (get_script_instance()->has_method("setup_modification")) {
+ get_script_instance()->call("setup_modification", p_stack);
+ }
+ }
+}
+
+void SkeletonModification3D::set_enabled(bool p_enabled) {
+ enabled = p_enabled;
+}
+
+bool SkeletonModification3D::get_enabled() {
+ return enabled;
+}
+
+// Helper function. Needed for CCDIK.
+real_t SkeletonModification3D::clamp_angle(real_t p_angle, real_t p_min_bound, real_t p_max_bound, bool p_invert) {
+ // Map to the 0 to 360 range (in radians though) instead of the -180 to 180 range.
+ if (p_angle < 0) {
+ p_angle = Math_TAU + p_angle;
+ }
+
+ // Make min and max in the range of 0 to 360 (in radians), and make sure they are in the right order
+ if (p_min_bound < 0) {
+ p_min_bound = Math_TAU + p_min_bound;
+ }
+ if (p_max_bound < 0) {
+ p_max_bound = Math_TAU + p_max_bound;
+ }
+ if (p_min_bound > p_max_bound) {
+ real_t tmp = p_min_bound;
+ p_min_bound = p_max_bound;
+ p_max_bound = tmp;
+ }
+
+ // Note: May not be the most optimal way to clamp, but it always constraints to the nearest angle.
+ if (p_invert == false) {
+ if (p_angle < p_min_bound || p_angle > p_max_bound) {
+ Vector2 min_bound_vec = Vector2(Math::cos(p_min_bound), Math::sin(p_min_bound));
+ Vector2 max_bound_vec = Vector2(Math::cos(p_max_bound), Math::sin(p_max_bound));
+ Vector2 angle_vec = Vector2(Math::cos(p_angle), Math::sin(p_angle));
+
+ if (angle_vec.distance_squared_to(min_bound_vec) <= angle_vec.distance_squared_to(max_bound_vec)) {
+ p_angle = p_min_bound;
+ } else {
+ p_angle = p_max_bound;
+ }
+ }
+ } else {
+ if (p_angle > p_min_bound && p_angle < p_max_bound) {
+ Vector2 min_bound_vec = Vector2(Math::cos(p_min_bound), Math::sin(p_min_bound));
+ Vector2 max_bound_vec = Vector2(Math::cos(p_max_bound), Math::sin(p_max_bound));
+ Vector2 angle_vec = Vector2(Math::cos(p_angle), Math::sin(p_angle));
+
+ if (angle_vec.distance_squared_to(min_bound_vec) <= angle_vec.distance_squared_to(max_bound_vec)) {
+ p_angle = p_min_bound;
+ } else {
+ p_angle = p_max_bound;
+ }
+ }
+ }
+ return p_angle;
+}
+
+bool SkeletonModification3D::_print_execution_error(bool p_condition, String p_message) {
+ // If the modification is not setup, don't bother printing the error
+ if (!is_setup) {
+ return p_condition;
+ }
+
+ if (p_condition && !execution_error_found) {
+ ERR_PRINT(p_message);
+ execution_error_found = true;
+ }
+ return p_condition;
+}
+
+Ref<SkeletonModificationStack3D> SkeletonModification3D::get_modification_stack() {
+ return stack;
+}
+
+void SkeletonModification3D::set_is_setup(bool p_is_setup) {
+ is_setup = p_is_setup;
+}
+
+bool SkeletonModification3D::get_is_setup() const {
+ return is_setup;
+}
+
+void SkeletonModification3D::set_execution_mode(int p_mode) {
+ execution_mode = p_mode;
+}
+
+int SkeletonModification3D::get_execution_mode() const {
+ return execution_mode;
+}
+
+void SkeletonModification3D::_bind_methods() {
+ BIND_VMETHOD(MethodInfo("_execute", PropertyInfo(Variant::FLOAT, "delta")));
+ BIND_VMETHOD(MethodInfo("_setup_modification", PropertyInfo(Variant::OBJECT, "modification_stack", PROPERTY_HINT_RESOURCE_TYPE, "SkeletonModificationStack3D")));
+
+ ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &SkeletonModification3D::set_enabled);
+ ClassDB::bind_method(D_METHOD("get_enabled"), &SkeletonModification3D::get_enabled);
+ ClassDB::bind_method(D_METHOD("get_modification_stack"), &SkeletonModification3D::get_modification_stack);
+ ClassDB::bind_method(D_METHOD("set_is_setup", "is_setup"), &SkeletonModification3D::set_is_setup);
+ ClassDB::bind_method(D_METHOD("get_is_setup"), &SkeletonModification3D::get_is_setup);
+ ClassDB::bind_method(D_METHOD("set_execution_mode", "execution_mode"), &SkeletonModification3D::set_execution_mode);
+ ClassDB::bind_method(D_METHOD("get_execution_mode"), &SkeletonModification3D::get_execution_mode);
+ ClassDB::bind_method(D_METHOD("clamp_angle", "angle", "min", "max", "invert"), &SkeletonModification3D::clamp_angle);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "execution_mode", PROPERTY_HINT_ENUM, "process, physics_process"), "set_execution_mode", "get_execution_mode");
+}
+
+SkeletonModification3D::SkeletonModification3D() {
+ stack = nullptr;
+ is_setup = false;
+}
diff --git a/scene/resources/skeleton_modification_3d.h b/scene/resources/skeleton_modification_3d.h
new file mode 100644
index 0000000000..94ab0bf32c
--- /dev/null
+++ b/scene/resources/skeleton_modification_3d.h
@@ -0,0 +1,76 @@
+/*************************************************************************/
+/* skeleton_modification_3d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#ifndef SKELETONMODIFICATION3D_H
+#define SKELETONMODIFICATION3D_H
+
+#include "scene/3d/skeleton_3d.h"
+#include "scene/resources/skeleton_modification_stack_3d.h"
+
+class SkeletonModificationStack3D;
+
+class SkeletonModification3D : public Resource {
+ GDCLASS(SkeletonModification3D, Resource);
+ friend class Skeleton3D;
+ friend class SkeletonModificationStack3D;
+
+protected:
+ static void _bind_methods();
+
+ SkeletonModificationStack3D *stack;
+ int execution_mode = 0; // 0 = process
+
+ bool enabled = true;
+ bool is_setup = false;
+ bool execution_error_found = false;
+
+ bool _print_execution_error(bool p_condition, String p_message);
+
+public:
+ virtual void _execute(real_t p_delta);
+ virtual void _setup_modification(SkeletonModificationStack3D *p_stack);
+
+ real_t clamp_angle(real_t p_angle, real_t p_min_bound, real_t p_max_bound, bool p_invert);
+
+ void set_enabled(bool p_enabled);
+ bool get_enabled();
+
+ void set_execution_mode(int p_mode);
+ int get_execution_mode() const;
+
+ Ref<SkeletonModificationStack3D> get_modification_stack();
+
+ void set_is_setup(bool p_setup);
+ bool get_is_setup() const;
+
+ SkeletonModification3D();
+};
+
+#endif // SKELETONMODIFICATION3D_H
diff --git a/scene/resources/skeleton_modification_3d_ccdik.cpp b/scene/resources/skeleton_modification_3d_ccdik.cpp
new file mode 100644
index 0000000000..6409022563
--- /dev/null
+++ b/scene/resources/skeleton_modification_3d_ccdik.cpp
@@ -0,0 +1,474 @@
+/*************************************************************************/
+/* skeleton_modification_3d_ccdik.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "scene/resources/skeleton_modification_3d_ccdik.h"
+#include "scene/3d/skeleton_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+
+bool SkeletonModification3DCCDIK::_set(const StringName &p_path, const Variant &p_value) {
+ String path = p_path;
+
+ if (path.begins_with("joint_data/")) {
+ int ccdik_data_size = ccdik_data_chain.size();
+ int which = path.get_slicec('/', 1).to_int();
+ String what = path.get_slicec('/', 2);
+ ERR_FAIL_INDEX_V(which, ccdik_data_size, false);
+
+ if (what == "bone_name") {
+ set_ccdik_joint_bone_name(which, p_value);
+ } else if (what == "bone_index") {
+ set_ccdik_joint_bone_index(which, p_value);
+ } else if (what == "ccdik_axis") {
+ set_ccdik_joint_ccdik_axis(which, p_value);
+ } else if (what == "enable_joint_constraint") {
+ set_ccdik_joint_enable_constraint(which, p_value);
+ } else if (what == "joint_constraint_angle_min") {
+ set_ccdik_joint_constraint_angle_min(which, Math::deg2rad(real_t(p_value)));
+ } else if (what == "joint_constraint_angle_max") {
+ set_ccdik_joint_constraint_angle_max(which, Math::deg2rad(real_t(p_value)));
+ } else if (what == "joint_constraint_angles_invert") {
+ set_ccdik_joint_constraint_invert(which, p_value);
+ }
+ return true;
+ }
+ return true;
+}
+
+bool SkeletonModification3DCCDIK::_get(const StringName &p_path, Variant &r_ret) const {
+ String path = p_path;
+
+ if (path.begins_with("joint_data/")) {
+ const int ccdik_data_size = ccdik_data_chain.size();
+ int which = path.get_slicec('/', 1).to_int();
+ String what = path.get_slicec('/', 2);
+ ERR_FAIL_INDEX_V(which, ccdik_data_size, false);
+
+ if (what == "bone_name") {
+ r_ret = get_ccdik_joint_bone_name(which);
+ } else if (what == "bone_index") {
+ r_ret = get_ccdik_joint_bone_index(which);
+ } else if (what == "ccdik_axis") {
+ r_ret = get_ccdik_joint_ccdik_axis(which);
+ } else if (what == "enable_joint_constraint") {
+ r_ret = get_ccdik_joint_enable_constraint(which);
+ } else if (what == "joint_constraint_angle_min") {
+ r_ret = Math::rad2deg(get_ccdik_joint_constraint_angle_min(which));
+ } else if (what == "joint_constraint_angle_max") {
+ r_ret = Math::rad2deg(get_ccdik_joint_constraint_angle_max(which));
+ } else if (what == "joint_constraint_angles_invert") {
+ r_ret = get_ccdik_joint_constraint_invert(which);
+ }
+ return true;
+ }
+ return true;
+}
+
+void SkeletonModification3DCCDIK::_get_property_list(List<PropertyInfo> *p_list) const {
+ for (uint32_t i = 0; i < ccdik_data_chain.size(); i++) {
+ String base_string = "joint_data/" + itos(i) + "/";
+
+ p_list->push_back(PropertyInfo(Variant::STRING_NAME, base_string + "bone_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::INT, base_string + "bone_index", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+
+ p_list->push_back(PropertyInfo(Variant::INT, base_string + "ccdik_axis",
+ PROPERTY_HINT_ENUM, "X Axis, Y Axis, Z Axis", PROPERTY_USAGE_DEFAULT));
+
+ p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "enable_joint_constraint", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ if (ccdik_data_chain[i].enable_constraint) {
+ p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "joint_constraint_angle_min", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "joint_constraint_angle_max", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "joint_constraint_angles_invert", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ }
+ }
+}
+
+void SkeletonModification3DCCDIK::_execute(real_t p_delta) {
+ ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
+ "Modification is not setup and therefore cannot execute!");
+ if (!enabled) {
+ return;
+ }
+
+ if (target_node_cache.is_null()) {
+ _print_execution_error(true, "Target cache is out of date. Attempting to update");
+ update_target_cache();
+ return;
+ }
+ if (tip_node_cache.is_null()) {
+ _print_execution_error(true, "Tip cache is out of date. Attempting to update");
+ update_tip_cache();
+ return;
+ }
+
+ // Reset the local bone overrides for CCDIK affected nodes
+ for (uint32_t i = 0; i < ccdik_data_chain.size(); i++) {
+ stack->skeleton->set_bone_local_pose_override(ccdik_data_chain[i].bone_idx,
+ stack->skeleton->get_bone_local_pose_override(ccdik_data_chain[i].bone_idx),
+ 0.0, false);
+ }
+
+ Node3D *node_target = Object::cast_to<Node3D>(ObjectDB::get_instance(target_node_cache));
+ Node3D *node_tip = Object::cast_to<Node3D>(ObjectDB::get_instance(tip_node_cache));
+
+ if (_print_execution_error(!node_target || !node_target->is_inside_tree(), "Target node is not in the scene tree. Cannot execute modification!")) {
+ return;
+ }
+ if (_print_execution_error(!node_tip || !node_tip->is_inside_tree(), "Tip node is not in the scene tree. Cannot execute modification!")) {
+ return;
+ }
+
+ if (use_high_quality_solve) {
+ for (uint32_t i = 0; i < ccdik_data_chain.size(); i++) {
+ for (uint32_t j = i; j < ccdik_data_chain.size(); j++) {
+ _execute_ccdik_joint(j, node_target, node_tip);
+ }
+ }
+ } else {
+ for (uint32_t i = 0; i < ccdik_data_chain.size(); i++) {
+ _execute_ccdik_joint(i, node_target, node_tip);
+ }
+ }
+
+ execution_error_found = false;
+}
+
+void SkeletonModification3DCCDIK::_execute_ccdik_joint(int p_joint_idx, Node3D *p_target, Node3D *p_tip) {
+ CCDIK_Joint_Data ccdik_data = ccdik_data_chain[p_joint_idx];
+
+ if (_print_execution_error(ccdik_data.bone_idx < 0 || ccdik_data.bone_idx > stack->skeleton->get_bone_count(),
+ "CCDIK joint: bone index for joint" + itos(p_joint_idx) + " not found. Cannot execute modification!")) {
+ return;
+ }
+
+ Transform3D bone_trans = stack->skeleton->global_pose_to_local_pose(ccdik_data.bone_idx, stack->skeleton->get_bone_global_pose(ccdik_data.bone_idx));
+ Transform3D tip_trans = stack->skeleton->global_pose_to_local_pose(ccdik_data.bone_idx, stack->skeleton->world_transform_to_global_pose(p_tip->get_global_transform()));
+ Transform3D target_trans = stack->skeleton->global_pose_to_local_pose(ccdik_data.bone_idx, stack->skeleton->world_transform_to_global_pose(p_target->get_global_transform()));
+
+ if (tip_trans.origin.distance_to(target_trans.origin) <= 0.01) {
+ return;
+ }
+
+ // Inspired (and very loosely based on) by the CCDIK algorithm made by Zalo on GitHub (https://github.com/zalo/MathUtilities)
+ // Convert the 3D position to a 2D position so we can use Atan2 (via the angle function)
+ // to know how much rotation we need on the given axis to place the tip at the target.
+ Vector2 tip_pos_2d;
+ Vector2 target_pos_2d;
+ if (ccdik_data.ccdik_axis == CCDIK_Axes::AXIS_X) {
+ tip_pos_2d = Vector2(tip_trans.origin.y, tip_trans.origin.z);
+ target_pos_2d = Vector2(target_trans.origin.y, target_trans.origin.z);
+ bone_trans.basis.rotate_local(Vector3(1, 0, 0), target_pos_2d.angle() - tip_pos_2d.angle());
+ } else if (ccdik_data.ccdik_axis == CCDIK_Axes::AXIS_Y) {
+ tip_pos_2d = Vector2(tip_trans.origin.z, tip_trans.origin.x);
+ target_pos_2d = Vector2(target_trans.origin.z, target_trans.origin.x);
+ bone_trans.basis.rotate_local(Vector3(0, 1, 0), target_pos_2d.angle() - tip_pos_2d.angle());
+ } else if (ccdik_data.ccdik_axis == CCDIK_Axes::AXIS_Z) {
+ tip_pos_2d = Vector2(tip_trans.origin.x, tip_trans.origin.y);
+ target_pos_2d = Vector2(target_trans.origin.x, target_trans.origin.y);
+ bone_trans.basis.rotate_local(Vector3(0, 0, 1), target_pos_2d.angle() - tip_pos_2d.angle());
+ } else {
+ // Should never happen, but...
+ ERR_FAIL_MSG("CCDIK joint: Unknown axis vector passed for joint" + itos(p_joint_idx) + ". Cannot execute modification!");
+ }
+
+ if (ccdik_data.enable_constraint) {
+ Vector3 rotation_axis;
+ real_t rotation_angle;
+ bone_trans.basis.get_axis_angle(rotation_axis, rotation_angle);
+
+ // Note: When the axis has a negative direction, the angle is OVER 180 degrees and therefore we need to account for this
+ // when constraining.
+ if (ccdik_data.ccdik_axis == CCDIK_Axes::AXIS_X) {
+ if (rotation_axis.x < 0) {
+ rotation_angle += Math_PI;
+ rotation_axis = Vector3(1, 0, 0);
+ }
+ } else if (ccdik_data.ccdik_axis == CCDIK_Axes::AXIS_Y) {
+ if (rotation_axis.y < 0) {
+ rotation_angle += Math_PI;
+ rotation_axis = Vector3(0, 1, 0);
+ }
+ } else if (ccdik_data.ccdik_axis == CCDIK_Axes::AXIS_Z) {
+ if (rotation_axis.z < 0) {
+ rotation_angle += Math_PI;
+ rotation_axis = Vector3(0, 0, 1);
+ }
+ } else {
+ // Should never happen, but...
+ ERR_FAIL_MSG("CCDIK joint: Unknown axis vector passed for joint" + itos(p_joint_idx) + ". Cannot execute modification!");
+ }
+ rotation_angle = clamp_angle(rotation_angle, ccdik_data.constraint_angle_min, ccdik_data.constraint_angle_max, ccdik_data.constraint_angles_invert);
+
+ bone_trans.basis.set_axis_angle(rotation_axis, rotation_angle);
+ }
+
+ stack->skeleton->set_bone_local_pose_override(ccdik_data.bone_idx, bone_trans, stack->strength, true);
+ stack->skeleton->force_update_bone_children_transforms(ccdik_data.bone_idx);
+}
+
+void SkeletonModification3DCCDIK::_setup_modification(SkeletonModificationStack3D *p_stack) {
+ stack = p_stack;
+ if (stack != nullptr) {
+ is_setup = true;
+ execution_error_found = false;
+ update_target_cache();
+ update_tip_cache();
+ }
+}
+
+void SkeletonModification3DCCDIK::update_target_cache() {
+ if (!is_setup || !stack) {
+ _print_execution_error(true, "Cannot update target cache: modification is not properly setup!");
+ return;
+ }
+
+ target_node_cache = ObjectID();
+ if (stack->skeleton) {
+ if (stack->skeleton->is_inside_tree()) {
+ if (stack->skeleton->has_node(target_node)) {
+ Node *node = stack->skeleton->get_node(target_node);
+ ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
+ "Cannot update target cache: node is this modification's skeleton or cannot be found!");
+ ERR_FAIL_COND_MSG(!node->is_inside_tree(),
+ "Cannot update target cache: node is not in scene tree!");
+ target_node_cache = node->get_instance_id();
+
+ execution_error_found = false;
+ }
+ }
+ }
+}
+
+void SkeletonModification3DCCDIK::update_tip_cache() {
+ if (!is_setup || !stack) {
+ _print_execution_error(true, "Cannot update tip cache: modification is not properly setup!");
+ return;
+ }
+
+ tip_node_cache = ObjectID();
+ if (stack->skeleton) {
+ if (stack->skeleton->is_inside_tree()) {
+ if (stack->skeleton->has_node(tip_node)) {
+ Node *node = stack->skeleton->get_node(tip_node);
+ ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
+ "Cannot update tip cache: node is this modification's skeleton or cannot be found!");
+ ERR_FAIL_COND_MSG(!node->is_inside_tree(),
+ "Cannot update tip cache: node is not in scene tree!");
+ tip_node_cache = node->get_instance_id();
+
+ execution_error_found = false;
+ }
+ }
+ }
+}
+
+void SkeletonModification3DCCDIK::set_target_node(const NodePath &p_target_node) {
+ target_node = p_target_node;
+ update_target_cache();
+}
+
+NodePath SkeletonModification3DCCDIK::get_target_node() const {
+ return target_node;
+}
+
+void SkeletonModification3DCCDIK::set_tip_node(const NodePath &p_tip_node) {
+ tip_node = p_tip_node;
+ update_tip_cache();
+}
+
+NodePath SkeletonModification3DCCDIK::get_tip_node() const {
+ return tip_node;
+}
+
+void SkeletonModification3DCCDIK::set_use_high_quality_solve(bool p_high_quality) {
+ use_high_quality_solve = p_high_quality;
+}
+
+bool SkeletonModification3DCCDIK::get_use_high_quality_solve() const {
+ return use_high_quality_solve;
+}
+
+// CCDIK joint data functions
+String SkeletonModification3DCCDIK::get_ccdik_joint_bone_name(int p_joint_idx) const {
+ const int bone_chain_size = ccdik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, String());
+ return ccdik_data_chain[p_joint_idx].bone_name;
+}
+
+void SkeletonModification3DCCDIK::set_ccdik_joint_bone_name(int p_joint_idx, String p_bone_name) {
+ const int bone_chain_size = ccdik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ ccdik_data_chain[p_joint_idx].bone_name = p_bone_name;
+
+ if (stack) {
+ if (stack->skeleton) {
+ ccdik_data_chain[p_joint_idx].bone_idx = stack->skeleton->find_bone(p_bone_name);
+ }
+ }
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+int SkeletonModification3DCCDIK::get_ccdik_joint_bone_index(int p_joint_idx) const {
+ const int bone_chain_size = ccdik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
+ return ccdik_data_chain[p_joint_idx].bone_idx;
+}
+
+void SkeletonModification3DCCDIK::set_ccdik_joint_bone_index(int p_joint_idx, int p_bone_idx) {
+ const int bone_chain_size = ccdik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
+ ccdik_data_chain[p_joint_idx].bone_idx = p_bone_idx;
+
+ if (stack) {
+ if (stack->skeleton) {
+ ccdik_data_chain[p_joint_idx].bone_name = stack->skeleton->get_bone_name(p_bone_idx);
+ }
+ }
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+int SkeletonModification3DCCDIK::get_ccdik_joint_ccdik_axis(int p_joint_idx) const {
+ const int bone_chain_size = ccdik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
+ return ccdik_data_chain[p_joint_idx].ccdik_axis;
+}
+
+void SkeletonModification3DCCDIK::set_ccdik_joint_ccdik_axis(int p_joint_idx, int p_axis) {
+ const int bone_chain_size = ccdik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ ERR_FAIL_COND_MSG(p_axis < 0, "CCDIK axis is out of range: The axis mode is too low!");
+ ccdik_data_chain[p_joint_idx].ccdik_axis = p_axis;
+ notify_property_list_changed();
+}
+
+bool SkeletonModification3DCCDIK::get_ccdik_joint_enable_constraint(int p_joint_idx) const {
+ const int bone_chain_size = ccdik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
+ return ccdik_data_chain[p_joint_idx].enable_constraint;
+}
+
+void SkeletonModification3DCCDIK::set_ccdik_joint_enable_constraint(int p_joint_idx, bool p_enable) {
+ const int bone_chain_size = ccdik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ ccdik_data_chain[p_joint_idx].enable_constraint = p_enable;
+ notify_property_list_changed();
+}
+
+real_t SkeletonModification3DCCDIK::get_ccdik_joint_constraint_angle_min(int p_joint_idx) const {
+ const int bone_chain_size = ccdik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
+ return ccdik_data_chain[p_joint_idx].constraint_angle_min;
+}
+
+void SkeletonModification3DCCDIK::set_ccdik_joint_constraint_angle_min(int p_joint_idx, real_t p_angle_min) {
+ const int bone_chain_size = ccdik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ ccdik_data_chain[p_joint_idx].constraint_angle_min = p_angle_min;
+}
+
+real_t SkeletonModification3DCCDIK::get_ccdik_joint_constraint_angle_max(int p_joint_idx) const {
+ const int bone_chain_size = ccdik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
+ return ccdik_data_chain[p_joint_idx].constraint_angle_max;
+}
+
+void SkeletonModification3DCCDIK::set_ccdik_joint_constraint_angle_max(int p_joint_idx, real_t p_angle_max) {
+ const int bone_chain_size = ccdik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ ccdik_data_chain[p_joint_idx].constraint_angle_max = p_angle_max;
+}
+
+bool SkeletonModification3DCCDIK::get_ccdik_joint_constraint_invert(int p_joint_idx) const {
+ const int bone_chain_size = ccdik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
+ return ccdik_data_chain[p_joint_idx].constraint_angles_invert;
+}
+
+void SkeletonModification3DCCDIK::set_ccdik_joint_constraint_invert(int p_joint_idx, bool p_invert) {
+ const int bone_chain_size = ccdik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ ccdik_data_chain[p_joint_idx].constraint_angles_invert = p_invert;
+}
+
+int SkeletonModification3DCCDIK::get_ccdik_data_chain_length() {
+ return ccdik_data_chain.size();
+}
+void SkeletonModification3DCCDIK::set_ccdik_data_chain_length(int p_length) {
+ ERR_FAIL_COND(p_length < 0);
+ ccdik_data_chain.resize(p_length);
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+void SkeletonModification3DCCDIK::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification3DCCDIK::set_target_node);
+ ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification3DCCDIK::get_target_node);
+
+ ClassDB::bind_method(D_METHOD("set_tip_node", "tip_nodepath"), &SkeletonModification3DCCDIK::set_tip_node);
+ ClassDB::bind_method(D_METHOD("get_tip_node"), &SkeletonModification3DCCDIK::get_tip_node);
+
+ ClassDB::bind_method(D_METHOD("set_use_high_quality_solve", "high_quality_solve"), &SkeletonModification3DCCDIK::set_use_high_quality_solve);
+ ClassDB::bind_method(D_METHOD("get_use_high_quality_solve"), &SkeletonModification3DCCDIK::get_use_high_quality_solve);
+
+ // CCDIK joint data functions
+ ClassDB::bind_method(D_METHOD("get_ccdik_joint_bone_name", "joint_idx"), &SkeletonModification3DCCDIK::get_ccdik_joint_bone_name);
+ ClassDB::bind_method(D_METHOD("set_ccdik_joint_bone_name", "joint_idx", "bone_name"), &SkeletonModification3DCCDIK::set_ccdik_joint_bone_name);
+ ClassDB::bind_method(D_METHOD("get_ccdik_joint_bone_index", "joint_idx"), &SkeletonModification3DCCDIK::get_ccdik_joint_bone_index);
+ ClassDB::bind_method(D_METHOD("set_ccdik_joint_bone_index", "joint_idx", "bone_index"), &SkeletonModification3DCCDIK::set_ccdik_joint_bone_index);
+ ClassDB::bind_method(D_METHOD("get_ccdik_joint_ccdik_axis", "joint_idx"), &SkeletonModification3DCCDIK::get_ccdik_joint_ccdik_axis);
+ ClassDB::bind_method(D_METHOD("set_ccdik_joint_ccdik_axis", "joint_idx", "axis"), &SkeletonModification3DCCDIK::set_ccdik_joint_ccdik_axis);
+ ClassDB::bind_method(D_METHOD("get_ccdik_joint_enable_joint_constraint", "joint_idx"), &SkeletonModification3DCCDIK::get_ccdik_joint_enable_constraint);
+ ClassDB::bind_method(D_METHOD("set_ccdik_joint_enable_joint_constraint", "joint_idx", "enable"), &SkeletonModification3DCCDIK::set_ccdik_joint_enable_constraint);
+ ClassDB::bind_method(D_METHOD("get_ccdik_joint_constraint_angle_min", "joint_idx"), &SkeletonModification3DCCDIK::get_ccdik_joint_constraint_angle_min);
+ ClassDB::bind_method(D_METHOD("set_ccdik_joint_constraint_angle_min", "joint_idx", "min_angle"), &SkeletonModification3DCCDIK::set_ccdik_joint_constraint_angle_min);
+ ClassDB::bind_method(D_METHOD("get_ccdik_joint_constraint_angle_max", "joint_idx"), &SkeletonModification3DCCDIK::get_ccdik_joint_constraint_angle_max);
+ ClassDB::bind_method(D_METHOD("set_ccdik_joint_constraint_angle_max", "joint_idx", "max_angle"), &SkeletonModification3DCCDIK::set_ccdik_joint_constraint_angle_max);
+ ClassDB::bind_method(D_METHOD("get_ccdik_joint_constraint_invert", "joint_idx"), &SkeletonModification3DCCDIK::get_ccdik_joint_constraint_invert);
+ ClassDB::bind_method(D_METHOD("set_ccdik_joint_constraint_invert", "joint_idx", "invert"), &SkeletonModification3DCCDIK::set_ccdik_joint_constraint_invert);
+
+ ClassDB::bind_method(D_METHOD("set_ccdik_data_chain_length", "length"), &SkeletonModification3DCCDIK::set_ccdik_data_chain_length);
+ ClassDB::bind_method(D_METHOD("get_ccdik_data_chain_length"), &SkeletonModification3DCCDIK::get_ccdik_data_chain_length);
+
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_target_node", "get_target_node");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "tip_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_tip_node", "get_tip_node");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "high_quality_solve", PROPERTY_HINT_NONE, ""), "set_use_high_quality_solve", "get_use_high_quality_solve");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "ccdik_data_chain_length", PROPERTY_HINT_RANGE, "0,100,1"), "set_ccdik_data_chain_length", "get_ccdik_data_chain_length");
+}
+
+SkeletonModification3DCCDIK::SkeletonModification3DCCDIK() {
+ stack = nullptr;
+ is_setup = false;
+ enabled = true;
+}
+
+SkeletonModification3DCCDIK::~SkeletonModification3DCCDIK() {
+}
diff --git a/scene/resources/skeleton_modification_3d_ccdik.h b/scene/resources/skeleton_modification_3d_ccdik.h
new file mode 100644
index 0000000000..e7537cc5b0
--- /dev/null
+++ b/scene/resources/skeleton_modification_3d_ccdik.h
@@ -0,0 +1,114 @@
+/*************************************************************************/
+/* skeleton_modification_3d_ccdik.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "core/templates/local_vector.h"
+#include "scene/3d/skeleton_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+
+#ifndef SKELETONMODIFICATION3DCCDIK_H
+#define SKELETONMODIFICATION3DCCDIK_H
+
+class SkeletonModification3DCCDIK : public SkeletonModification3D {
+ GDCLASS(SkeletonModification3DCCDIK, SkeletonModification3D);
+
+private:
+ enum CCDIK_Axes {
+ AXIS_X,
+ AXIS_Y,
+ AXIS_Z
+ };
+
+ struct CCDIK_Joint_Data {
+ String bone_name = "";
+ int bone_idx = -1;
+ int ccdik_axis = 0;
+
+ bool enable_constraint = false;
+ real_t constraint_angle_min = 0;
+ real_t constraint_angle_max = (2.0 * Math_PI);
+ bool constraint_angles_invert = false;
+ };
+
+ LocalVector<CCDIK_Joint_Data> ccdik_data_chain;
+ NodePath target_node;
+ ObjectID target_node_cache;
+
+ NodePath tip_node;
+ ObjectID tip_node_cache;
+
+ bool use_high_quality_solve = true;
+
+ void update_target_cache();
+ void update_tip_cache();
+
+ void _execute_ccdik_joint(int p_joint_idx, Node3D *p_target, Node3D *p_tip);
+
+protected:
+ static void _bind_methods();
+ 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;
+
+public:
+ virtual void _execute(real_t p_delta) override;
+ virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
+
+ void set_target_node(const NodePath &p_target_node);
+ NodePath get_target_node() const;
+
+ void set_tip_node(const NodePath &p_tip_node);
+ NodePath get_tip_node() const;
+
+ void set_use_high_quality_solve(bool p_solve);
+ bool get_use_high_quality_solve() const;
+
+ String get_ccdik_joint_bone_name(int p_joint_idx) const;
+ void set_ccdik_joint_bone_name(int p_joint_idx, String p_bone_name);
+ int get_ccdik_joint_bone_index(int p_joint_idx) const;
+ void set_ccdik_joint_bone_index(int p_joint_idx, int p_bone_idx);
+ int get_ccdik_joint_ccdik_axis(int p_joint_idx) const;
+ void set_ccdik_joint_ccdik_axis(int p_joint_idx, int p_axis);
+ bool get_ccdik_joint_enable_constraint(int p_joint_idx) const;
+ void set_ccdik_joint_enable_constraint(int p_joint_idx, bool p_enable);
+ real_t get_ccdik_joint_constraint_angle_min(int p_joint_idx) const;
+ void set_ccdik_joint_constraint_angle_min(int p_joint_idx, real_t p_angle_min);
+ real_t get_ccdik_joint_constraint_angle_max(int p_joint_idx) const;
+ void set_ccdik_joint_constraint_angle_max(int p_joint_idx, real_t p_angle_max);
+ bool get_ccdik_joint_constraint_invert(int p_joint_idx) const;
+ void set_ccdik_joint_constraint_invert(int p_joint_idx, bool p_invert);
+
+ int get_ccdik_data_chain_length();
+ void set_ccdik_data_chain_length(int p_new_length);
+
+ SkeletonModification3DCCDIK();
+ ~SkeletonModification3DCCDIK();
+};
+
+#endif //SKELETONMODIFICATION3DCCDIK_H
diff --git a/scene/resources/skeleton_modification_3d_fabrik.cpp b/scene/resources/skeleton_modification_3d_fabrik.cpp
new file mode 100644
index 0000000000..69f75eb7b5
--- /dev/null
+++ b/scene/resources/skeleton_modification_3d_fabrik.cpp
@@ -0,0 +1,628 @@
+/*************************************************************************/
+/* skeleton_modification_3d_fabrik.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "scene/resources/skeleton_modification_3d_fabrik.h"
+#include "scene/3d/skeleton_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+
+bool SkeletonModification3DFABRIK::_set(const StringName &p_path, const Variant &p_value) {
+ String path = p_path;
+
+ if (path.begins_with("joint_data/")) {
+ int fabrik_data_size = fabrik_data_chain.size();
+ int which = path.get_slicec('/', 1).to_int();
+ String what = path.get_slicec('/', 2);
+ ERR_FAIL_INDEX_V(which, fabrik_data_size, false);
+
+ if (what == "bone_name") {
+ set_fabrik_joint_bone_name(which, p_value);
+ } else if (what == "bone_index") {
+ set_fabrik_joint_bone_index(which, p_value);
+ } else if (what == "length") {
+ set_fabrik_joint_length(which, p_value);
+ } else if (what == "magnet_position") {
+ set_fabrik_joint_magnet(which, p_value);
+ } else if (what == "auto_calculate_length") {
+ set_fabrik_joint_auto_calculate_length(which, p_value);
+ } else if (what == "use_tip_node") {
+ set_fabrik_joint_use_tip_node(which, p_value);
+ } else if (what == "tip_node") {
+ set_fabrik_joint_tip_node(which, p_value);
+ } else if (what == "use_target_basis") {
+ set_fabrik_joint_use_target_basis(which, p_value);
+ } else if (what == "roll") {
+ set_fabrik_joint_roll(which, Math::deg2rad(real_t(p_value)));
+ }
+ return true;
+ }
+ return true;
+}
+
+bool SkeletonModification3DFABRIK::_get(const StringName &p_path, Variant &r_ret) const {
+ String path = p_path;
+
+ if (path.begins_with("joint_data/")) {
+ const int fabrik_data_size = fabrik_data_chain.size();
+ int which = path.get_slicec('/', 1).to_int();
+ String what = path.get_slicec('/', 2);
+ ERR_FAIL_INDEX_V(which, fabrik_data_size, false);
+
+ if (what == "bone_name") {
+ r_ret = get_fabrik_joint_bone_name(which);
+ } else if (what == "bone_index") {
+ r_ret = get_fabrik_joint_bone_index(which);
+ } else if (what == "length") {
+ r_ret = get_fabrik_joint_length(which);
+ } else if (what == "magnet_position") {
+ r_ret = get_fabrik_joint_magnet(which);
+ } else if (what == "auto_calculate_length") {
+ r_ret = get_fabrik_joint_auto_calculate_length(which);
+ } else if (what == "use_tip_node") {
+ r_ret = get_fabrik_joint_use_tip_node(which);
+ } else if (what == "tip_node") {
+ r_ret = get_fabrik_joint_tip_node(which);
+ } else if (what == "use_target_basis") {
+ r_ret = get_fabrik_joint_use_target_basis(which);
+ } else if (what == "roll") {
+ r_ret = Math::rad2deg(get_fabrik_joint_roll(which));
+ }
+ return true;
+ }
+ return true;
+}
+
+void SkeletonModification3DFABRIK::_get_property_list(List<PropertyInfo> *p_list) const {
+ for (uint32_t i = 0; i < fabrik_data_chain.size(); i++) {
+ String base_string = "joint_data/" + itos(i) + "/";
+
+ p_list->push_back(PropertyInfo(Variant::STRING_NAME, base_string + "bone_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::INT, base_string + "bone_index", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "roll", PROPERTY_HINT_RANGE, "-360,360,0.01", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "auto_calculate_length", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+
+ if (!fabrik_data_chain[i].auto_calculate_length) {
+ p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "length", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ } else {
+ p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "use_tip_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ if (fabrik_data_chain[i].use_tip_node) {
+ p_list->push_back(PropertyInfo(Variant::NODE_PATH, base_string + "tip_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D", PROPERTY_USAGE_DEFAULT));
+ }
+ }
+
+ // Cannot apply magnet to the origin of the chain, as it will not do anything.
+ if (i > 0) {
+ p_list->push_back(PropertyInfo(Variant::VECTOR3, base_string + "magnet_position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ }
+ // Only give the override basis option on the last bone in the chain, so only include it for the last bone.
+ if (i == fabrik_data_chain.size() - 1) {
+ p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "use_target_basis", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ }
+ }
+}
+
+void SkeletonModification3DFABRIK::_execute(real_t p_delta) {
+ ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
+ "Modification is not setup and therefore cannot execute!");
+ if (!enabled) {
+ return;
+ }
+
+ if (target_node_cache.is_null()) {
+ _print_execution_error(true, "Target cache is out of date. Attempting to update...");
+ update_target_cache();
+ return;
+ }
+
+ if (_print_execution_error(fabrik_data_chain.size() <= 1, "FABRIK requires at least two joints to operate. Cannot execute modification!")) {
+ return;
+ }
+
+ Node3D *node_target = Object::cast_to<Node3D>(ObjectDB::get_instance(target_node_cache));
+ if (_print_execution_error(!node_target || !node_target->is_inside_tree(), "Target node is not in the scene tree. Cannot execute modification!")) {
+ return;
+ }
+
+ // Verify that all joints have a valid bone ID, and that all bone lengths are zero or more
+ // Also, while we are here, apply magnet positions.
+ for (uint32_t i = 0; i < fabrik_data_chain.size(); i++) {
+ if (_print_execution_error(fabrik_data_chain[i].bone_idx < 0, "FABRIK Joint " + itos(i) + " has an invalid bone ID. Cannot execute!")) {
+ return;
+ }
+
+ if (fabrik_data_chain[i].length < 0 && fabrik_data_chain[i].auto_calculate_length) {
+ fabrik_joint_auto_calculate_length(i);
+ }
+ if (_print_execution_error(fabrik_data_chain[i].length < 0, "FABRIK Joint " + itos(i) + " has an invalid joint length. Cannot execute!")) {
+ return;
+ }
+
+ Transform3D local_pose_override = stack->skeleton->get_bone_local_pose_override(fabrik_data_chain[i].bone_idx);
+
+ // Apply magnet positions:
+ if (stack->skeleton->get_bone_parent(fabrik_data_chain[i].bone_idx) >= 0) {
+ int parent_bone_idx = stack->skeleton->get_bone_parent(fabrik_data_chain[i].bone_idx);
+ Transform3D conversion_transform = (stack->skeleton->get_bone_global_pose(parent_bone_idx) * stack->skeleton->get_bone_rest(parent_bone_idx));
+ local_pose_override.origin += conversion_transform.basis.xform_inv(fabrik_data_chain[i].magnet_position);
+ } else {
+ local_pose_override.origin += fabrik_data_chain[i].magnet_position;
+ }
+
+ stack->skeleton->set_bone_local_pose_override(fabrik_data_chain[i].bone_idx, local_pose_override, stack->strength, true);
+ }
+
+ target_global_pose = stack->skeleton->world_transform_to_global_pose(node_target->get_global_transform());
+ origin_global_pose = stack->skeleton->local_pose_to_global_pose(
+ fabrik_data_chain[0].bone_idx, stack->skeleton->get_bone_local_pose_override(fabrik_data_chain[0].bone_idx));
+
+ final_joint_idx = fabrik_data_chain.size() - 1;
+ real_t target_distance = stack->skeleton->global_pose_to_local_pose(fabrik_data_chain[final_joint_idx].bone_idx, target_global_pose).origin.length();
+ chain_iterations = 0;
+
+ while (target_distance > chain_tolerance) {
+ chain_backwards();
+ chain_forwards();
+
+ // update the target distance
+ target_distance = stack->skeleton->global_pose_to_local_pose(fabrik_data_chain[final_joint_idx].bone_idx, target_global_pose).origin.length();
+
+ // update chain iterations
+ chain_iterations += 1;
+ if (chain_iterations >= chain_max_iterations) {
+ break;
+ }
+ }
+ chain_apply();
+
+ execution_error_found = false;
+}
+
+void SkeletonModification3DFABRIK::chain_backwards() {
+ int final_bone_idx = fabrik_data_chain[final_joint_idx].bone_idx;
+ Transform3D final_joint_trans = stack->skeleton->local_pose_to_global_pose(final_bone_idx, stack->skeleton->get_bone_local_pose_override(final_bone_idx));
+
+ // Get the direction the final bone is facing in.
+ stack->skeleton->update_bone_rest_forward_vector(final_bone_idx);
+ Transform3D final_bone_direction_trans = final_joint_trans.looking_at(target_global_pose.origin, Vector3(0, 1, 0));
+ final_bone_direction_trans.basis = stack->skeleton->global_pose_z_forward_to_bone_forward(final_bone_idx, final_bone_direction_trans.basis);
+ Vector3 direction = final_bone_direction_trans.basis.xform(stack->skeleton->get_bone_axis_forward_vector(final_bone_idx)).normalized();
+
+ // If set to override, then use the target's Basis rather than the bone's
+ if (fabrik_data_chain[final_joint_idx].use_target_basis) {
+ direction = target_global_pose.basis.xform(stack->skeleton->get_bone_axis_forward_vector(final_bone_idx)).normalized();
+ }
+
+ // set the position of the final joint to the target position
+ final_joint_trans.origin = target_global_pose.origin - (direction * fabrik_data_chain[final_joint_idx].length);
+ final_joint_trans = stack->skeleton->global_pose_to_local_pose(final_bone_idx, final_joint_trans);
+ stack->skeleton->set_bone_local_pose_override(final_bone_idx, final_joint_trans, stack->strength, true);
+
+ // for all other joints, move them towards the target
+ int i = final_joint_idx;
+ while (i >= 1) {
+ int next_bone_idx = fabrik_data_chain[i].bone_idx;
+ Transform3D next_bone_trans = stack->skeleton->local_pose_to_global_pose(next_bone_idx, stack->skeleton->get_bone_local_pose_override(next_bone_idx));
+ i -= 1;
+ int current_bone_idx = fabrik_data_chain[i].bone_idx;
+ Transform3D current_trans = stack->skeleton->local_pose_to_global_pose(current_bone_idx, stack->skeleton->get_bone_local_pose_override(current_bone_idx));
+
+ real_t length = fabrik_data_chain[i].length / (next_bone_trans.origin - current_trans.origin).length();
+ current_trans.origin = next_bone_trans.origin.lerp(current_trans.origin, length);
+
+ // Apply it back to the skeleton
+ stack->skeleton->set_bone_local_pose_override(current_bone_idx, stack->skeleton->global_pose_to_local_pose(current_bone_idx, current_trans), stack->strength, true);
+ }
+}
+
+void SkeletonModification3DFABRIK::chain_forwards() {
+ // Set root at the initial position.
+ int origin_bone_idx = fabrik_data_chain[0].bone_idx;
+ Transform3D root_transform = stack->skeleton->local_pose_to_global_pose(origin_bone_idx, stack->skeleton->get_bone_local_pose_override(origin_bone_idx));
+ root_transform.origin = origin_global_pose.origin;
+ stack->skeleton->set_bone_local_pose_override(origin_bone_idx, stack->skeleton->global_pose_to_local_pose(origin_bone_idx, root_transform), stack->strength, true);
+
+ for (uint32_t i = 0; i < fabrik_data_chain.size() - 1; i++) {
+ int current_bone_idx = fabrik_data_chain[i].bone_idx;
+ Transform3D current_trans = stack->skeleton->local_pose_to_global_pose(current_bone_idx, stack->skeleton->get_bone_local_pose_override(current_bone_idx));
+ int next_bone_idx = fabrik_data_chain[i + 1].bone_idx;
+ Transform3D next_bone_trans = stack->skeleton->local_pose_to_global_pose(next_bone_idx, stack->skeleton->get_bone_local_pose_override(next_bone_idx));
+
+ real_t length = fabrik_data_chain[i].length / (current_trans.origin - next_bone_trans.origin).length();
+ next_bone_trans.origin = current_trans.origin.lerp(next_bone_trans.origin, length);
+
+ // Apply it back to the skeleton
+ stack->skeleton->set_bone_local_pose_override(next_bone_idx, stack->skeleton->global_pose_to_local_pose(next_bone_idx, next_bone_trans), stack->strength, true);
+ }
+}
+
+void SkeletonModification3DFABRIK::chain_apply() {
+ for (uint32_t i = 0; i < fabrik_data_chain.size(); i++) {
+ int current_bone_idx = fabrik_data_chain[i].bone_idx;
+ Transform3D current_trans = stack->skeleton->get_bone_local_pose_override(current_bone_idx);
+ current_trans = stack->skeleton->local_pose_to_global_pose(current_bone_idx, current_trans);
+
+ // If this is the last bone in the chain...
+ if (i == fabrik_data_chain.size() - 1) {
+ if (fabrik_data_chain[i].use_target_basis == false) { // Point to target...
+ // Get the forward direction that the basis is facing in right now.
+ stack->skeleton->update_bone_rest_forward_vector(current_bone_idx);
+ Vector3 forward_vector = stack->skeleton->get_bone_axis_forward_vector(current_bone_idx);
+ // Rotate the bone towards the target:
+ current_trans.basis.rotate_to_align(forward_vector, current_trans.origin.direction_to(target_global_pose.origin));
+ current_trans.basis.rotate_local(forward_vector, fabrik_data_chain[i].roll);
+ } else { // Use the target's Basis...
+ current_trans.basis = target_global_pose.basis.orthonormalized().scaled(current_trans.basis.get_scale());
+ }
+ } else { // every other bone in the chain...
+ int next_bone_idx = fabrik_data_chain[i + 1].bone_idx;
+ Transform3D next_trans = stack->skeleton->local_pose_to_global_pose(next_bone_idx, stack->skeleton->get_bone_local_pose_override(next_bone_idx));
+
+ // Get the forward direction that the basis is facing in right now.
+ stack->skeleton->update_bone_rest_forward_vector(current_bone_idx);
+ Vector3 forward_vector = stack->skeleton->get_bone_axis_forward_vector(current_bone_idx);
+ // Rotate the bone towards the next bone in the chain:
+ current_trans.basis.rotate_to_align(forward_vector, current_trans.origin.direction_to(next_trans.origin));
+ current_trans.basis.rotate_local(forward_vector, fabrik_data_chain[i].roll);
+ }
+ current_trans = stack->skeleton->global_pose_to_local_pose(current_bone_idx, current_trans);
+ current_trans.origin = Vector3(0, 0, 0);
+ stack->skeleton->set_bone_local_pose_override(current_bone_idx, current_trans, stack->strength, true);
+ }
+
+ // Update all the bones so the next modification has up-to-date data.
+ stack->skeleton->force_update_all_bone_transforms();
+}
+
+void SkeletonModification3DFABRIK::_setup_modification(SkeletonModificationStack3D *p_stack) {
+ stack = p_stack;
+ if (stack != nullptr) {
+ is_setup = true;
+ execution_error_found = false;
+ update_target_cache();
+
+ for (uint32_t i = 0; i < fabrik_data_chain.size(); i++) {
+ update_joint_tip_cache(i);
+ }
+ }
+}
+
+void SkeletonModification3DFABRIK::update_target_cache() {
+ if (!is_setup || !stack) {
+ _print_execution_error(true, "Cannot update target cache: modification is not properly setup!");
+ return;
+ }
+ target_node_cache = ObjectID();
+ if (stack->skeleton) {
+ if (stack->skeleton->is_inside_tree() && target_node.is_empty() == false) {
+ if (stack->skeleton->has_node(target_node)) {
+ Node *node = stack->skeleton->get_node(target_node);
+ ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
+ "Cannot update target cache: node is this modification's skeleton or cannot be found!");
+ ERR_FAIL_COND_MSG(!node->is_inside_tree(),
+ "Cannot update target cache: node is not in the scene tree!");
+ target_node_cache = node->get_instance_id();
+
+ execution_error_found = false;
+ }
+ }
+ }
+}
+
+void SkeletonModification3DFABRIK::update_joint_tip_cache(int p_joint_idx) {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX_MSG(p_joint_idx, bone_chain_size, "FABRIK joint not found");
+ if (!is_setup || !stack) {
+ _print_execution_error(true, "Cannot update tip cache: modification is not properly setup!");
+ return;
+ }
+ fabrik_data_chain[p_joint_idx].tip_node_cache = ObjectID();
+ if (stack->skeleton) {
+ if (stack->skeleton->is_inside_tree() && fabrik_data_chain[p_joint_idx].tip_node.is_empty() == false) {
+ if (stack->skeleton->has_node(fabrik_data_chain[p_joint_idx].tip_node)) {
+ Node *node = stack->skeleton->get_node(fabrik_data_chain[p_joint_idx].tip_node);
+ ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
+ "Cannot update tip cache for joint " + itos(p_joint_idx) + ": node is this modification's skeleton or cannot be found!");
+ ERR_FAIL_COND_MSG(!node->is_inside_tree(),
+ "Cannot update tip cache for joint " + itos(p_joint_idx) + ": node is not in scene tree!");
+ fabrik_data_chain[p_joint_idx].tip_node_cache = node->get_instance_id();
+
+ execution_error_found = false;
+ }
+ }
+ }
+}
+
+void SkeletonModification3DFABRIK::set_target_node(const NodePath &p_target_node) {
+ target_node = p_target_node;
+ update_target_cache();
+}
+
+NodePath SkeletonModification3DFABRIK::get_target_node() const {
+ return target_node;
+}
+
+int SkeletonModification3DFABRIK::get_fabrik_data_chain_length() {
+ return fabrik_data_chain.size();
+}
+
+void SkeletonModification3DFABRIK::set_fabrik_data_chain_length(int p_length) {
+ ERR_FAIL_COND(p_length < 0);
+ fabrik_data_chain.resize(p_length);
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+real_t SkeletonModification3DFABRIK::get_chain_tolerance() {
+ return chain_tolerance;
+}
+
+void SkeletonModification3DFABRIK::set_chain_tolerance(real_t p_tolerance) {
+ ERR_FAIL_COND_MSG(p_tolerance <= 0, "FABRIK chain tolerance must be more than zero!");
+ chain_tolerance = p_tolerance;
+}
+
+int SkeletonModification3DFABRIK::get_chain_max_iterations() {
+ return chain_max_iterations;
+}
+void SkeletonModification3DFABRIK::set_chain_max_iterations(int p_iterations) {
+ ERR_FAIL_COND_MSG(p_iterations <= 0, "FABRIK chain iterations must be at least one. Set enabled to false to disable the FABRIK chain.");
+ chain_max_iterations = p_iterations;
+}
+
+// FABRIK joint data functions
+String SkeletonModification3DFABRIK::get_fabrik_joint_bone_name(int p_joint_idx) const {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, String());
+ return fabrik_data_chain[p_joint_idx].bone_name;
+}
+
+void SkeletonModification3DFABRIK::set_fabrik_joint_bone_name(int p_joint_idx, String p_bone_name) {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ fabrik_data_chain[p_joint_idx].bone_name = p_bone_name;
+
+ if (stack) {
+ if (stack->skeleton) {
+ fabrik_data_chain[p_joint_idx].bone_idx = stack->skeleton->find_bone(p_bone_name);
+ }
+ }
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+int SkeletonModification3DFABRIK::get_fabrik_joint_bone_index(int p_joint_idx) const {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
+ return fabrik_data_chain[p_joint_idx].bone_idx;
+}
+
+void SkeletonModification3DFABRIK::set_fabrik_joint_bone_index(int p_joint_idx, int p_bone_idx) {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
+ fabrik_data_chain[p_joint_idx].bone_idx = p_bone_idx;
+
+ if (stack) {
+ if (stack->skeleton) {
+ fabrik_data_chain[p_joint_idx].bone_name = stack->skeleton->get_bone_name(p_bone_idx);
+ }
+ }
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+real_t SkeletonModification3DFABRIK::get_fabrik_joint_length(int p_joint_idx) const {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
+ return fabrik_data_chain[p_joint_idx].length;
+}
+
+void SkeletonModification3DFABRIK::set_fabrik_joint_length(int p_joint_idx, real_t p_bone_length) {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ ERR_FAIL_COND_MSG(p_bone_length < 0, "FABRIK joint length cannot be less than zero!");
+
+ if (!is_setup) {
+ fabrik_data_chain[p_joint_idx].length = p_bone_length;
+ return;
+ }
+
+ if (fabrik_data_chain[p_joint_idx].auto_calculate_length) {
+ WARN_PRINT("FABRIK Length not set: auto calculate length is enabled for this joint!");
+ fabrik_joint_auto_calculate_length(p_joint_idx);
+ } else {
+ fabrik_data_chain[p_joint_idx].length = p_bone_length;
+ }
+
+ execution_error_found = false;
+}
+
+Vector3 SkeletonModification3DFABRIK::get_fabrik_joint_magnet(int p_joint_idx) const {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, Vector3());
+ return fabrik_data_chain[p_joint_idx].magnet_position;
+}
+
+void SkeletonModification3DFABRIK::set_fabrik_joint_magnet(int p_joint_idx, Vector3 p_magnet) {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ fabrik_data_chain[p_joint_idx].magnet_position = p_magnet;
+}
+
+bool SkeletonModification3DFABRIK::get_fabrik_joint_auto_calculate_length(int p_joint_idx) const {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
+ return fabrik_data_chain[p_joint_idx].auto_calculate_length;
+}
+
+void SkeletonModification3DFABRIK::set_fabrik_joint_auto_calculate_length(int p_joint_idx, bool p_auto_calculate) {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ fabrik_data_chain[p_joint_idx].auto_calculate_length = p_auto_calculate;
+ fabrik_joint_auto_calculate_length(p_joint_idx);
+ notify_property_list_changed();
+}
+
+void SkeletonModification3DFABRIK::fabrik_joint_auto_calculate_length(int p_joint_idx) {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ if (!fabrik_data_chain[p_joint_idx].auto_calculate_length) {
+ return;
+ }
+
+ if (!stack || !stack->skeleton || !is_setup) {
+ _print_execution_error(true, "Cannot auto calculate joint length: modification is not properly setup!");
+ return;
+ }
+ ERR_FAIL_INDEX_MSG(fabrik_data_chain[p_joint_idx].bone_idx, stack->skeleton->get_bone_count(),
+ "Bone for joint " + itos(p_joint_idx) + " is not set or points to an unknown bone!");
+
+ if (fabrik_data_chain[p_joint_idx].use_tip_node) { // Use the tip node to update joint length.
+
+ update_joint_tip_cache(p_joint_idx);
+
+ Node3D *tip_node = Object::cast_to<Node3D>(ObjectDB::get_instance(fabrik_data_chain[p_joint_idx].tip_node_cache));
+ ERR_FAIL_COND_MSG(!tip_node, "Tip node for joint " + itos(p_joint_idx) + "is not a Node3D-based node. Cannot calculate length...");
+ ERR_FAIL_COND_MSG(!tip_node->is_inside_tree(), "Tip node for joint " + itos(p_joint_idx) + "is not in the scene tree. Cannot calculate length...");
+
+ Transform3D node_trans = tip_node->get_global_transform();
+ node_trans = stack->skeleton->world_transform_to_global_pose(node_trans);
+ node_trans = stack->skeleton->global_pose_to_local_pose(fabrik_data_chain[p_joint_idx].bone_idx, node_trans);
+ fabrik_data_chain[p_joint_idx].length = node_trans.origin.length();
+ } else { // Use child bone(s) to update joint length, if possible
+ Vector<int> bone_children = stack->skeleton->get_bone_children(fabrik_data_chain[p_joint_idx].bone_idx);
+ if (bone_children.size() <= 0) {
+ ERR_FAIL_MSG("Cannot calculate length for joint " + itos(p_joint_idx) + "joint uses leaf bone. \nPlease manually set the bone length or use a tip node!");
+ return;
+ }
+
+ real_t final_length = 0;
+ for (int i = 0; i < bone_children.size(); i++) {
+ Transform3D child_transform = stack->skeleton->get_bone_global_pose(bone_children[i]);
+ final_length += stack->skeleton->global_pose_to_local_pose(fabrik_data_chain[p_joint_idx].bone_idx, child_transform).origin.length();
+ }
+ fabrik_data_chain[p_joint_idx].length = final_length / bone_children.size();
+ }
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+bool SkeletonModification3DFABRIK::get_fabrik_joint_use_tip_node(int p_joint_idx) const {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
+ return fabrik_data_chain[p_joint_idx].use_tip_node;
+}
+
+void SkeletonModification3DFABRIK::set_fabrik_joint_use_tip_node(int p_joint_idx, bool p_use_tip_node) {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ fabrik_data_chain[p_joint_idx].use_tip_node = p_use_tip_node;
+ notify_property_list_changed();
+}
+
+NodePath SkeletonModification3DFABRIK::get_fabrik_joint_tip_node(int p_joint_idx) const {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, NodePath());
+ return fabrik_data_chain[p_joint_idx].tip_node;
+}
+
+void SkeletonModification3DFABRIK::set_fabrik_joint_tip_node(int p_joint_idx, NodePath p_tip_node) {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ fabrik_data_chain[p_joint_idx].tip_node = p_tip_node;
+ update_joint_tip_cache(p_joint_idx);
+}
+
+bool SkeletonModification3DFABRIK::get_fabrik_joint_use_target_basis(int p_joint_idx) const {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
+ return fabrik_data_chain[p_joint_idx].use_target_basis;
+}
+
+void SkeletonModification3DFABRIK::set_fabrik_joint_use_target_basis(int p_joint_idx, bool p_use_target_basis) {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ fabrik_data_chain[p_joint_idx].use_target_basis = p_use_target_basis;
+}
+
+real_t SkeletonModification3DFABRIK::get_fabrik_joint_roll(int p_joint_idx) const {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, 0.0);
+ return fabrik_data_chain[p_joint_idx].roll;
+}
+
+void SkeletonModification3DFABRIK::set_fabrik_joint_roll(int p_joint_idx, real_t p_roll) {
+ const int bone_chain_size = fabrik_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ fabrik_data_chain[p_joint_idx].roll = p_roll;
+}
+
+void SkeletonModification3DFABRIK::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification3DFABRIK::set_target_node);
+ ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification3DFABRIK::get_target_node);
+ ClassDB::bind_method(D_METHOD("set_fabrik_data_chain_length", "length"), &SkeletonModification3DFABRIK::set_fabrik_data_chain_length);
+ ClassDB::bind_method(D_METHOD("get_fabrik_data_chain_length"), &SkeletonModification3DFABRIK::get_fabrik_data_chain_length);
+ ClassDB::bind_method(D_METHOD("set_chain_tolerance", "tolerance"), &SkeletonModification3DFABRIK::set_chain_tolerance);
+ ClassDB::bind_method(D_METHOD("get_chain_tolerance"), &SkeletonModification3DFABRIK::get_chain_tolerance);
+ ClassDB::bind_method(D_METHOD("set_chain_max_iterations", "max_iterations"), &SkeletonModification3DFABRIK::set_chain_max_iterations);
+ ClassDB::bind_method(D_METHOD("get_chain_max_iterations"), &SkeletonModification3DFABRIK::get_chain_max_iterations);
+
+ // FABRIK joint data functions
+ ClassDB::bind_method(D_METHOD("get_fabrik_joint_bone_name", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_bone_name);
+ ClassDB::bind_method(D_METHOD("set_fabrik_joint_bone_name", "joint_idx", "bone_name"), &SkeletonModification3DFABRIK::set_fabrik_joint_bone_name);
+ ClassDB::bind_method(D_METHOD("get_fabrik_joint_bone_index", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_bone_index);
+ ClassDB::bind_method(D_METHOD("set_fabrik_joint_bone_index", "joint_idx", "bone_index"), &SkeletonModification3DFABRIK::set_fabrik_joint_bone_index);
+ ClassDB::bind_method(D_METHOD("get_fabrik_joint_length", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_length);
+ ClassDB::bind_method(D_METHOD("set_fabrik_joint_length", "joint_idx", "length"), &SkeletonModification3DFABRIK::set_fabrik_joint_length);
+ ClassDB::bind_method(D_METHOD("get_fabrik_joint_magnet", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_magnet);
+ ClassDB::bind_method(D_METHOD("set_fabrik_joint_magnet", "joint_idx", "magnet_position"), &SkeletonModification3DFABRIK::set_fabrik_joint_magnet);
+ ClassDB::bind_method(D_METHOD("get_fabrik_joint_auto_calculate_length", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_auto_calculate_length);
+ ClassDB::bind_method(D_METHOD("set_fabrik_joint_auto_calculate_length", "joint_idx", "auto_calculate_length"), &SkeletonModification3DFABRIK::set_fabrik_joint_auto_calculate_length);
+ ClassDB::bind_method(D_METHOD("fabrik_joint_auto_calculate_length", "joint_idx"), &SkeletonModification3DFABRIK::fabrik_joint_auto_calculate_length);
+ ClassDB::bind_method(D_METHOD("get_fabrik_joint_use_tip_node", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_use_tip_node);
+ ClassDB::bind_method(D_METHOD("set_fabrik_joint_use_tip_node", "joint_idx", "use_tip_node"), &SkeletonModification3DFABRIK::set_fabrik_joint_use_tip_node);
+ ClassDB::bind_method(D_METHOD("get_fabrik_joint_tip_node", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_tip_node);
+ ClassDB::bind_method(D_METHOD("set_fabrik_joint_tip_node", "joint_idx", "tip_node"), &SkeletonModification3DFABRIK::set_fabrik_joint_tip_node);
+ ClassDB::bind_method(D_METHOD("get_fabrik_joint_use_target_basis", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_use_target_basis);
+ ClassDB::bind_method(D_METHOD("set_fabrik_joint_use_target_basis", "joint_idx", "use_target_basis"), &SkeletonModification3DFABRIK::set_fabrik_joint_use_target_basis);
+
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_target_node", "get_target_node");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "fabrik_data_chain_length", PROPERTY_HINT_RANGE, "0,100,1"), "set_fabrik_data_chain_length", "get_fabrik_data_chain_length");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "chain_tolerance", PROPERTY_HINT_RANGE, "0,100,0.001"), "set_chain_tolerance", "get_chain_tolerance");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "chain_max_iterations", PROPERTY_HINT_RANGE, "1,50,1"), "set_chain_max_iterations", "get_chain_max_iterations");
+}
+
+SkeletonModification3DFABRIK::SkeletonModification3DFABRIK() {
+ stack = nullptr;
+ is_setup = false;
+ enabled = true;
+}
+
+SkeletonModification3DFABRIK::~SkeletonModification3DFABRIK() {
+}
diff --git a/scene/resources/skeleton_modification_3d_fabrik.h b/scene/resources/skeleton_modification_3d_fabrik.h
new file mode 100644
index 0000000000..9b5da883d4
--- /dev/null
+++ b/scene/resources/skeleton_modification_3d_fabrik.h
@@ -0,0 +1,122 @@
+/*************************************************************************/
+/* skeleton_modification_3d_fabrik.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "core/templates/local_vector.h"
+#include "scene/3d/skeleton_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+
+#ifndef SKELETONMODIFICATION3DFABRIK_H
+#define SKELETONMODIFICATION3DFABRIK_H
+
+class SkeletonModification3DFABRIK : public SkeletonModification3D {
+ GDCLASS(SkeletonModification3DFABRIK, SkeletonModification3D);
+
+private:
+ struct FABRIK_Joint_Data {
+ String bone_name = "";
+ int bone_idx = -1;
+ real_t length = -1;
+ Vector3 magnet_position = Vector3(0, 0, 0);
+
+ bool auto_calculate_length = true;
+ bool use_tip_node = false;
+ NodePath tip_node = NodePath();
+ ObjectID tip_node_cache;
+
+ bool use_target_basis = false;
+ real_t roll = 0;
+ };
+
+ LocalVector<FABRIK_Joint_Data> fabrik_data_chain;
+ NodePath target_node;
+ ObjectID target_node_cache;
+
+ real_t chain_tolerance = 0.01;
+ int chain_max_iterations = 10;
+ int chain_iterations = 0;
+
+ void update_target_cache();
+ void update_joint_tip_cache(int p_joint_idx);
+
+ int final_joint_idx = 0;
+ Transform3D target_global_pose = Transform3D();
+ Transform3D origin_global_pose = Transform3D();
+
+ void chain_backwards();
+ void chain_forwards();
+ void chain_apply();
+
+protected:
+ static void _bind_methods();
+ 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;
+
+public:
+ virtual void _execute(real_t p_delta) override;
+ virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
+
+ void set_target_node(const NodePath &p_target_node);
+ NodePath get_target_node() const;
+
+ int get_fabrik_data_chain_length();
+ void set_fabrik_data_chain_length(int p_new_length);
+
+ real_t get_chain_tolerance();
+ void set_chain_tolerance(real_t p_tolerance);
+
+ int get_chain_max_iterations();
+ void set_chain_max_iterations(int p_iterations);
+
+ String get_fabrik_joint_bone_name(int p_joint_idx) const;
+ void set_fabrik_joint_bone_name(int p_joint_idx, String p_bone_name);
+ int get_fabrik_joint_bone_index(int p_joint_idx) const;
+ void set_fabrik_joint_bone_index(int p_joint_idx, int p_bone_idx);
+ real_t get_fabrik_joint_length(int p_joint_idx) const;
+ void set_fabrik_joint_length(int p_joint_idx, real_t p_bone_length);
+ Vector3 get_fabrik_joint_magnet(int p_joint_idx) const;
+ void set_fabrik_joint_magnet(int p_joint_idx, Vector3 p_magnet);
+ bool get_fabrik_joint_auto_calculate_length(int p_joint_idx) const;
+ void set_fabrik_joint_auto_calculate_length(int p_joint_idx, bool p_auto_calculate);
+ void fabrik_joint_auto_calculate_length(int p_joint_idx);
+ bool get_fabrik_joint_use_tip_node(int p_joint_idx) const;
+ void set_fabrik_joint_use_tip_node(int p_joint_idx, bool p_use_tip_node);
+ NodePath get_fabrik_joint_tip_node(int p_joint_idx) const;
+ void set_fabrik_joint_tip_node(int p_joint_idx, NodePath p_tip_node);
+ bool get_fabrik_joint_use_target_basis(int p_joint_idx) const;
+ void set_fabrik_joint_use_target_basis(int p_joint_idx, bool p_use_basis);
+ real_t get_fabrik_joint_roll(int p_joint_idx) const;
+ void set_fabrik_joint_roll(int p_joint_idx, real_t p_roll);
+
+ SkeletonModification3DFABRIK();
+ ~SkeletonModification3DFABRIK();
+};
+
+#endif //SKELETONMODIFICATION3DFABRIK_H
diff --git a/scene/resources/skeleton_modification_3d_jiggle.cpp b/scene/resources/skeleton_modification_3d_jiggle.cpp
new file mode 100644
index 0000000000..1fb7dad2ad
--- /dev/null
+++ b/scene/resources/skeleton_modification_3d_jiggle.cpp
@@ -0,0 +1,573 @@
+/*************************************************************************/
+/* skeleton_modification_3d_jiggle.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "scene/resources/skeleton_modification_3d_jiggle.h"
+#include "scene/3d/skeleton_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+
+bool SkeletonModification3DJiggle::_set(const StringName &p_path, const Variant &p_value) {
+ String path = p_path;
+
+ if (path.begins_with("joint_data/")) {
+ const int jiggle_size = jiggle_data_chain.size();
+ int which = path.get_slicec('/', 1).to_int();
+ String what = path.get_slicec('/', 2);
+ ERR_FAIL_INDEX_V(which, jiggle_size, false);
+
+ if (what == "bone_name") {
+ set_jiggle_joint_bone_name(which, p_value);
+ } else if (what == "bone_index") {
+ set_jiggle_joint_bone_index(which, p_value);
+ } else if (what == "override_defaults") {
+ set_jiggle_joint_override(which, p_value);
+ } else if (what == "stiffness") {
+ set_jiggle_joint_stiffness(which, p_value);
+ } else if (what == "mass") {
+ set_jiggle_joint_mass(which, p_value);
+ } else if (what == "damping") {
+ set_jiggle_joint_damping(which, p_value);
+ } else if (what == "use_gravity") {
+ set_jiggle_joint_use_gravity(which, p_value);
+ } else if (what == "gravity") {
+ set_jiggle_joint_gravity(which, p_value);
+ } else if (what == "roll") {
+ set_jiggle_joint_roll(which, Math::deg2rad(real_t(p_value)));
+ }
+ return true;
+ } else {
+ if (path == "use_colliders") {
+ set_use_colliders(p_value);
+ } else if (path == "collision_mask") {
+ set_collision_mask(p_value);
+ }
+ return true;
+ }
+ return true;
+}
+
+bool SkeletonModification3DJiggle::_get(const StringName &p_path, Variant &r_ret) const {
+ String path = p_path;
+
+ if (path.begins_with("joint_data/")) {
+ const int jiggle_size = jiggle_data_chain.size();
+ int which = path.get_slicec('/', 1).to_int();
+ String what = path.get_slicec('/', 2);
+ ERR_FAIL_INDEX_V(which, jiggle_size, false);
+
+ if (what == "bone_name") {
+ r_ret = get_jiggle_joint_bone_name(which);
+ } else if (what == "bone_index") {
+ r_ret = get_jiggle_joint_bone_index(which);
+ } else if (what == "override_defaults") {
+ r_ret = get_jiggle_joint_override(which);
+ } else if (what == "stiffness") {
+ r_ret = get_jiggle_joint_stiffness(which);
+ } else if (what == "mass") {
+ r_ret = get_jiggle_joint_mass(which);
+ } else if (what == "damping") {
+ r_ret = get_jiggle_joint_damping(which);
+ } else if (what == "use_gravity") {
+ r_ret = get_jiggle_joint_use_gravity(which);
+ } else if (what == "gravity") {
+ r_ret = get_jiggle_joint_gravity(which);
+ } else if (what == "roll") {
+ r_ret = Math::rad2deg(get_jiggle_joint_roll(which));
+ }
+ return true;
+ } else {
+ if (path == "use_colliders") {
+ r_ret = get_use_colliders();
+ } else if (path == "collision_mask") {
+ r_ret = get_collision_mask();
+ }
+ return true;
+ }
+ return true;
+}
+
+void SkeletonModification3DJiggle::_get_property_list(List<PropertyInfo> *p_list) const {
+ p_list->push_back(PropertyInfo(Variant::BOOL, "use_colliders", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ if (use_colliders) {
+ p_list->push_back(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS, "", PROPERTY_USAGE_DEFAULT));
+ }
+
+ for (uint32_t i = 0; i < jiggle_data_chain.size(); i++) {
+ String base_string = "joint_data/" + itos(i) + "/";
+
+ p_list->push_back(PropertyInfo(Variant::STRING_NAME, base_string + "bone_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::INT, base_string + "bone_index", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "roll", PROPERTY_HINT_RANGE, "-360,360,0.01", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "override_defaults", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+
+ if (jiggle_data_chain[i].override_defaults) {
+ p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "stiffness", PROPERTY_HINT_RANGE, "0, 1000, 0.01", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "mass", PROPERTY_HINT_RANGE, "0, 1000, 0.01", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "damping", PROPERTY_HINT_RANGE, "0, 1, 0.01", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "use_gravity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ if (jiggle_data_chain[i].use_gravity) {
+ p_list->push_back(PropertyInfo(Variant::VECTOR3, base_string + "gravity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ }
+ }
+ }
+}
+
+void SkeletonModification3DJiggle::_execute(real_t p_delta) {
+ ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
+ "Modification is not setup and therefore cannot execute!");
+ if (!enabled) {
+ return;
+ }
+ if (target_node_cache.is_null()) {
+ _print_execution_error(true, "Target cache is out of date. Attempting to update...");
+ update_cache();
+ return;
+ }
+ Node3D *target = Object::cast_to<Node3D>(ObjectDB::get_instance(target_node_cache));
+ _print_execution_error(!target || !target->is_inside_tree(), "Target node is not in the scene tree. Cannot execute modification!");
+
+ for (uint32_t i = 0; i < jiggle_data_chain.size(); i++) {
+ _execute_jiggle_joint(i, target, p_delta);
+ }
+
+ execution_error_found = false;
+}
+
+void SkeletonModification3DJiggle::_execute_jiggle_joint(int p_joint_idx, Node3D *p_target, real_t p_delta) {
+ // Adopted from: https://wiki.unity3d.com/index.php/JiggleBone
+ // With modifications by TwistedTwigleg.
+
+ if (jiggle_data_chain[p_joint_idx].bone_idx <= -2) {
+ jiggle_data_chain[p_joint_idx].bone_idx = stack->skeleton->find_bone(jiggle_data_chain[p_joint_idx].bone_name);
+ }
+ if (_print_execution_error(
+ jiggle_data_chain[p_joint_idx].bone_idx < 0 || jiggle_data_chain[p_joint_idx].bone_idx > stack->skeleton->get_bone_count(),
+ "Jiggle joint " + itos(p_joint_idx) + " bone index is invald. Cannot execute modification!")) {
+ return;
+ }
+
+ Transform3D new_bone_trans = stack->skeleton->local_pose_to_global_pose(jiggle_data_chain[p_joint_idx].bone_idx, stack->skeleton->get_bone_local_pose_override(jiggle_data_chain[p_joint_idx].bone_idx));
+ Vector3 target_position = stack->skeleton->world_transform_to_global_pose(p_target->get_global_transform()).origin;
+
+ jiggle_data_chain[p_joint_idx].force = (target_position - jiggle_data_chain[p_joint_idx].dynamic_position) * jiggle_data_chain[p_joint_idx].stiffness * p_delta;
+
+ if (jiggle_data_chain[p_joint_idx].use_gravity) {
+ Vector3 gravity_to_apply = new_bone_trans.basis.inverse().xform(jiggle_data_chain[p_joint_idx].gravity);
+ jiggle_data_chain[p_joint_idx].force += gravity_to_apply * p_delta;
+ }
+
+ jiggle_data_chain[p_joint_idx].acceleration = jiggle_data_chain[p_joint_idx].force / jiggle_data_chain[p_joint_idx].mass;
+ jiggle_data_chain[p_joint_idx].velocity += jiggle_data_chain[p_joint_idx].acceleration * (1 - jiggle_data_chain[p_joint_idx].damping);
+
+ jiggle_data_chain[p_joint_idx].dynamic_position += jiggle_data_chain[p_joint_idx].velocity + jiggle_data_chain[p_joint_idx].force;
+ jiggle_data_chain[p_joint_idx].dynamic_position += new_bone_trans.origin - jiggle_data_chain[p_joint_idx].last_position;
+ jiggle_data_chain[p_joint_idx].last_position = new_bone_trans.origin;
+
+ // Collision detection/response
+ if (use_colliders) {
+ if (execution_mode == SkeletonModificationStack3D::EXECUTION_MODE::execution_mode_physics_process) {
+ Ref<World3D> world_3d = stack->skeleton->get_world_3d();
+ ERR_FAIL_COND(world_3d.is_null());
+ PhysicsDirectSpaceState3D *space_state = PhysicsServer3D::get_singleton()->space_get_direct_state(world_3d->get_space());
+ PhysicsDirectSpaceState3D::RayResult ray_result;
+
+ // Convert to world transforms, which is what the physics server needs
+ Transform3D new_bone_trans_world = stack->skeleton->global_pose_to_world_transform(new_bone_trans);
+ Transform3D dynamic_position_world = stack->skeleton->global_pose_to_world_transform(Transform3D(Basis(), jiggle_data_chain[p_joint_idx].dynamic_position));
+
+ bool ray_hit = space_state->intersect_ray(new_bone_trans_world.origin, dynamic_position_world.get_origin(),
+ ray_result, Set<RID>(), collision_mask);
+
+ if (ray_hit) {
+ jiggle_data_chain[p_joint_idx].dynamic_position = jiggle_data_chain[p_joint_idx].last_noncollision_position;
+ jiggle_data_chain[p_joint_idx].acceleration = Vector3(0, 0, 0);
+ jiggle_data_chain[p_joint_idx].velocity = Vector3(0, 0, 0);
+ } else {
+ jiggle_data_chain[p_joint_idx].last_noncollision_position = jiggle_data_chain[p_joint_idx].dynamic_position;
+ }
+
+ } else {
+ WARN_PRINT_ONCE("Jiggle modifier: You cannot detect colliders without the stack mode being set to _physics_process!");
+ }
+ }
+
+ // Get the forward direction that the basis is facing in right now.
+ stack->skeleton->update_bone_rest_forward_vector(jiggle_data_chain[p_joint_idx].bone_idx);
+ Vector3 forward_vector = stack->skeleton->get_bone_axis_forward_vector(jiggle_data_chain[p_joint_idx].bone_idx);
+
+ // Rotate the bone using the dynamic position!
+ new_bone_trans.basis.rotate_to_align(forward_vector, new_bone_trans.origin.direction_to(jiggle_data_chain[p_joint_idx].dynamic_position));
+
+ // Roll
+ new_bone_trans.basis.rotate_local(forward_vector, jiggle_data_chain[p_joint_idx].roll);
+
+ new_bone_trans = stack->skeleton->global_pose_to_local_pose(jiggle_data_chain[p_joint_idx].bone_idx, new_bone_trans);
+ stack->skeleton->set_bone_local_pose_override(jiggle_data_chain[p_joint_idx].bone_idx, new_bone_trans, stack->strength, true);
+ stack->skeleton->force_update_bone_children_transforms(jiggle_data_chain[p_joint_idx].bone_idx);
+}
+
+void SkeletonModification3DJiggle::_update_jiggle_joint_data() {
+ for (uint32_t i = 0; i < jiggle_data_chain.size(); i++) {
+ if (!jiggle_data_chain[i].override_defaults) {
+ set_jiggle_joint_stiffness(i, stiffness);
+ set_jiggle_joint_mass(i, mass);
+ set_jiggle_joint_damping(i, damping);
+ set_jiggle_joint_use_gravity(i, use_gravity);
+ set_jiggle_joint_gravity(i, gravity);
+ }
+ }
+}
+
+void SkeletonModification3DJiggle::_setup_modification(SkeletonModificationStack3D *p_stack) {
+ stack = p_stack;
+
+ if (stack) {
+ is_setup = true;
+ execution_error_found = false;
+
+ if (stack->skeleton) {
+ for (uint32_t i = 0; i < jiggle_data_chain.size(); i++) {
+ int bone_idx = jiggle_data_chain[i].bone_idx;
+ if (bone_idx > 0 && bone_idx < stack->skeleton->get_bone_count()) {
+ jiggle_data_chain[i].dynamic_position = stack->skeleton->local_pose_to_global_pose(bone_idx, stack->skeleton->get_bone_local_pose_override(bone_idx)).origin;
+ }
+ }
+ }
+
+ update_cache();
+ }
+}
+
+void SkeletonModification3DJiggle::update_cache() {
+ if (!is_setup || !stack) {
+ _print_execution_error(true, "Cannot update target cache: modification is not properly setup!");
+ return;
+ }
+
+ target_node_cache = ObjectID();
+ if (stack->skeleton) {
+ if (stack->skeleton->is_inside_tree()) {
+ if (stack->skeleton->has_node(target_node)) {
+ Node *node = stack->skeleton->get_node(target_node);
+ ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
+ "Cannot update target cache: node is this modification's skeleton or cannot be found!");
+ ERR_FAIL_COND_MSG(!node->is_inside_tree(),
+ "Cannot update target cache: node is not in the scene tree!");
+ target_node_cache = node->get_instance_id();
+
+ execution_error_found = false;
+ }
+ }
+ }
+}
+
+void SkeletonModification3DJiggle::set_target_node(const NodePath &p_target_node) {
+ target_node = p_target_node;
+ update_cache();
+}
+
+NodePath SkeletonModification3DJiggle::get_target_node() const {
+ return target_node;
+}
+
+void SkeletonModification3DJiggle::set_stiffness(real_t p_stiffness) {
+ ERR_FAIL_COND_MSG(p_stiffness < 0, "Stiffness cannot be set to a negative value!");
+ stiffness = p_stiffness;
+ _update_jiggle_joint_data();
+}
+
+real_t SkeletonModification3DJiggle::get_stiffness() const {
+ return stiffness;
+}
+
+void SkeletonModification3DJiggle::set_mass(real_t p_mass) {
+ ERR_FAIL_COND_MSG(p_mass < 0, "Mass cannot be set to a negative value!");
+ mass = p_mass;
+ _update_jiggle_joint_data();
+}
+
+real_t SkeletonModification3DJiggle::get_mass() const {
+ return mass;
+}
+
+void SkeletonModification3DJiggle::set_damping(real_t p_damping) {
+ ERR_FAIL_COND_MSG(p_damping < 0, "Damping cannot be set to a negative value!");
+ ERR_FAIL_COND_MSG(p_damping > 1, "Damping cannot be more than one!");
+ damping = p_damping;
+ _update_jiggle_joint_data();
+}
+
+real_t SkeletonModification3DJiggle::get_damping() const {
+ return damping;
+}
+
+void SkeletonModification3DJiggle::set_use_gravity(bool p_use_gravity) {
+ use_gravity = p_use_gravity;
+ _update_jiggle_joint_data();
+}
+
+bool SkeletonModification3DJiggle::get_use_gravity() const {
+ return use_gravity;
+}
+
+void SkeletonModification3DJiggle::set_gravity(Vector3 p_gravity) {
+ gravity = p_gravity;
+ _update_jiggle_joint_data();
+}
+
+Vector3 SkeletonModification3DJiggle::get_gravity() const {
+ return gravity;
+}
+
+void SkeletonModification3DJiggle::set_use_colliders(bool p_use_collider) {
+ use_colliders = p_use_collider;
+ notify_property_list_changed();
+}
+
+bool SkeletonModification3DJiggle::get_use_colliders() const {
+ return use_colliders;
+}
+
+void SkeletonModification3DJiggle::set_collision_mask(int p_mask) {
+ collision_mask = p_mask;
+}
+
+int SkeletonModification3DJiggle::get_collision_mask() const {
+ return collision_mask;
+}
+
+// Jiggle joint data functions
+int SkeletonModification3DJiggle::get_jiggle_data_chain_length() {
+ return jiggle_data_chain.size();
+}
+
+void SkeletonModification3DJiggle::set_jiggle_data_chain_length(int p_length) {
+ ERR_FAIL_COND(p_length < 0);
+ jiggle_data_chain.resize(p_length);
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+void SkeletonModification3DJiggle::set_jiggle_joint_bone_name(int p_joint_idx, String p_name) {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+
+ jiggle_data_chain[p_joint_idx].bone_name = p_name;
+ if (stack && stack->skeleton) {
+ jiggle_data_chain[p_joint_idx].bone_idx = stack->skeleton->find_bone(p_name);
+ }
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+String SkeletonModification3DJiggle::get_jiggle_joint_bone_name(int p_joint_idx) const {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, "");
+ return jiggle_data_chain[p_joint_idx].bone_name;
+}
+
+int SkeletonModification3DJiggle::get_jiggle_joint_bone_index(int p_joint_idx) const {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
+ return jiggle_data_chain[p_joint_idx].bone_idx;
+}
+
+void SkeletonModification3DJiggle::set_jiggle_joint_bone_index(int p_joint_idx, int p_bone_idx) {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
+ jiggle_data_chain[p_joint_idx].bone_idx = p_bone_idx;
+
+ if (stack) {
+ if (stack->skeleton) {
+ jiggle_data_chain[p_joint_idx].bone_name = stack->skeleton->get_bone_name(p_bone_idx);
+ }
+ }
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+void SkeletonModification3DJiggle::set_jiggle_joint_override(int p_joint_idx, bool p_override) {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ jiggle_data_chain[p_joint_idx].override_defaults = p_override;
+ _update_jiggle_joint_data();
+ notify_property_list_changed();
+}
+
+bool SkeletonModification3DJiggle::get_jiggle_joint_override(int p_joint_idx) const {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
+ return jiggle_data_chain[p_joint_idx].override_defaults;
+}
+
+void SkeletonModification3DJiggle::set_jiggle_joint_stiffness(int p_joint_idx, real_t p_stiffness) {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_COND_MSG(p_stiffness < 0, "Stiffness cannot be set to a negative value!");
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ jiggle_data_chain[p_joint_idx].stiffness = p_stiffness;
+}
+
+real_t SkeletonModification3DJiggle::get_jiggle_joint_stiffness(int p_joint_idx) const {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
+ return jiggle_data_chain[p_joint_idx].stiffness;
+}
+
+void SkeletonModification3DJiggle::set_jiggle_joint_mass(int p_joint_idx, real_t p_mass) {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_COND_MSG(p_mass < 0, "Mass cannot be set to a negative value!");
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ jiggle_data_chain[p_joint_idx].mass = p_mass;
+}
+
+real_t SkeletonModification3DJiggle::get_jiggle_joint_mass(int p_joint_idx) const {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
+ return jiggle_data_chain[p_joint_idx].mass;
+}
+
+void SkeletonModification3DJiggle::set_jiggle_joint_damping(int p_joint_idx, real_t p_damping) {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_COND_MSG(p_damping < 0, "Damping cannot be set to a negative value!");
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ jiggle_data_chain[p_joint_idx].damping = p_damping;
+}
+
+real_t SkeletonModification3DJiggle::get_jiggle_joint_damping(int p_joint_idx) const {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
+ return jiggle_data_chain[p_joint_idx].damping;
+}
+
+void SkeletonModification3DJiggle::set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity) {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ jiggle_data_chain[p_joint_idx].use_gravity = p_use_gravity;
+ notify_property_list_changed();
+}
+
+bool SkeletonModification3DJiggle::get_jiggle_joint_use_gravity(int p_joint_idx) const {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
+ return jiggle_data_chain[p_joint_idx].use_gravity;
+}
+
+void SkeletonModification3DJiggle::set_jiggle_joint_gravity(int p_joint_idx, Vector3 p_gravity) {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ jiggle_data_chain[p_joint_idx].gravity = p_gravity;
+}
+
+Vector3 SkeletonModification3DJiggle::get_jiggle_joint_gravity(int p_joint_idx) const {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, Vector3(0, 0, 0));
+ return jiggle_data_chain[p_joint_idx].gravity;
+}
+
+void SkeletonModification3DJiggle::set_jiggle_joint_roll(int p_joint_idx, real_t p_roll) {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
+ jiggle_data_chain[p_joint_idx].roll = p_roll;
+}
+
+real_t SkeletonModification3DJiggle::get_jiggle_joint_roll(int p_joint_idx) const {
+ const int bone_chain_size = jiggle_data_chain.size();
+ ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, 0.0);
+ return jiggle_data_chain[p_joint_idx].roll;
+}
+
+void SkeletonModification3DJiggle::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification3DJiggle::set_target_node);
+ ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification3DJiggle::get_target_node);
+
+ ClassDB::bind_method(D_METHOD("set_jiggle_data_chain_length", "length"), &SkeletonModification3DJiggle::set_jiggle_data_chain_length);
+ ClassDB::bind_method(D_METHOD("get_jiggle_data_chain_length"), &SkeletonModification3DJiggle::get_jiggle_data_chain_length);
+
+ ClassDB::bind_method(D_METHOD("set_stiffness", "stiffness"), &SkeletonModification3DJiggle::set_stiffness);
+ ClassDB::bind_method(D_METHOD("get_stiffness"), &SkeletonModification3DJiggle::get_stiffness);
+ ClassDB::bind_method(D_METHOD("set_mass", "mass"), &SkeletonModification3DJiggle::set_mass);
+ ClassDB::bind_method(D_METHOD("get_mass"), &SkeletonModification3DJiggle::get_mass);
+ ClassDB::bind_method(D_METHOD("set_damping", "damping"), &SkeletonModification3DJiggle::set_damping);
+ ClassDB::bind_method(D_METHOD("get_damping"), &SkeletonModification3DJiggle::get_damping);
+ ClassDB::bind_method(D_METHOD("set_use_gravity", "use_gravity"), &SkeletonModification3DJiggle::set_use_gravity);
+ ClassDB::bind_method(D_METHOD("get_use_gravity"), &SkeletonModification3DJiggle::get_use_gravity);
+ ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &SkeletonModification3DJiggle::set_gravity);
+ ClassDB::bind_method(D_METHOD("get_gravity"), &SkeletonModification3DJiggle::get_gravity);
+
+ ClassDB::bind_method(D_METHOD("set_use_colliders", "use_colliders"), &SkeletonModification3DJiggle::set_use_colliders);
+ ClassDB::bind_method(D_METHOD("get_use_colliders"), &SkeletonModification3DJiggle::get_use_colliders);
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &SkeletonModification3DJiggle::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &SkeletonModification3DJiggle::get_collision_mask);
+
+ // Jiggle joint data functions
+ ClassDB::bind_method(D_METHOD("set_jiggle_joint_bone_name", "joint_idx", "name"), &SkeletonModification3DJiggle::set_jiggle_joint_bone_name);
+ ClassDB::bind_method(D_METHOD("get_jiggle_joint_bone_name", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_bone_name);
+ ClassDB::bind_method(D_METHOD("set_jiggle_joint_bone_index", "joint_idx", "bone_idx"), &SkeletonModification3DJiggle::set_jiggle_joint_bone_index);
+ ClassDB::bind_method(D_METHOD("get_jiggle_joint_bone_index", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_bone_index);
+ ClassDB::bind_method(D_METHOD("set_jiggle_joint_override", "joint_idx", "override"), &SkeletonModification3DJiggle::set_jiggle_joint_override);
+ ClassDB::bind_method(D_METHOD("get_jiggle_joint_override", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_override);
+ ClassDB::bind_method(D_METHOD("set_jiggle_joint_stiffness", "joint_idx", "stiffness"), &SkeletonModification3DJiggle::set_jiggle_joint_stiffness);
+ ClassDB::bind_method(D_METHOD("get_jiggle_joint_stiffness", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_stiffness);
+ ClassDB::bind_method(D_METHOD("set_jiggle_joint_mass", "joint_idx", "mass"), &SkeletonModification3DJiggle::set_jiggle_joint_mass);
+ ClassDB::bind_method(D_METHOD("get_jiggle_joint_mass", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_mass);
+ ClassDB::bind_method(D_METHOD("set_jiggle_joint_damping", "joint_idx", "damping"), &SkeletonModification3DJiggle::set_jiggle_joint_damping);
+ ClassDB::bind_method(D_METHOD("get_jiggle_joint_damping", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_damping);
+ ClassDB::bind_method(D_METHOD("set_jiggle_joint_use_gravity", "joint_idx", "use_gravity"), &SkeletonModification3DJiggle::set_jiggle_joint_use_gravity);
+ ClassDB::bind_method(D_METHOD("get_jiggle_joint_use_gravity", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_use_gravity);
+ ClassDB::bind_method(D_METHOD("set_jiggle_joint_gravity", "joint_idx", "gravity"), &SkeletonModification3DJiggle::set_jiggle_joint_gravity);
+ ClassDB::bind_method(D_METHOD("get_jiggle_joint_gravity", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_gravity);
+ ClassDB::bind_method(D_METHOD("set_jiggle_joint_roll", "joint_idx", "roll"), &SkeletonModification3DJiggle::set_jiggle_joint_roll);
+ ClassDB::bind_method(D_METHOD("get_jiggle_joint_roll", "joint_idx"), &SkeletonModification3DJiggle::get_jiggle_joint_roll);
+
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_target_node", "get_target_node");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "jiggle_data_chain_length", PROPERTY_HINT_RANGE, "0,100,1"), "set_jiggle_data_chain_length", "get_jiggle_data_chain_length");
+ ADD_GROUP("Default Joint Settings", "");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "stiffness"), "set_stiffness", "get_stiffness");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass"), "set_mass", "get_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0, 1, 0.01"), "set_damping", "get_damping");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_gravity"), "set_use_gravity", "get_use_gravity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
+ ADD_GROUP("", "");
+}
+
+SkeletonModification3DJiggle::SkeletonModification3DJiggle() {
+ stack = nullptr;
+ is_setup = false;
+ jiggle_data_chain = Vector<Jiggle_Joint_Data>();
+ stiffness = 3;
+ mass = 0.75;
+ damping = 0.75;
+ use_gravity = false;
+ gravity = Vector3(0, -6.0, 0);
+ enabled = true;
+}
+
+SkeletonModification3DJiggle::~SkeletonModification3DJiggle() {
+}
diff --git a/scene/resources/skeleton_modification_3d_jiggle.h b/scene/resources/skeleton_modification_3d_jiggle.h
new file mode 100644
index 0000000000..c210c8fa73
--- /dev/null
+++ b/scene/resources/skeleton_modification_3d_jiggle.h
@@ -0,0 +1,138 @@
+/*************************************************************************/
+/* skeleton_modification_3d_jiggle.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "core/templates/local_vector.h"
+#include "scene/3d/skeleton_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+
+#ifndef SKELETONMODIFICATION3DJIGGLE_H
+#define SKELETONMODIFICATION3DJIGGLE_H
+
+class SkeletonModification3DJiggle : public SkeletonModification3D {
+ GDCLASS(SkeletonModification3DJiggle, SkeletonModification3D);
+
+private:
+ struct Jiggle_Joint_Data {
+ String bone_name = "";
+ int bone_idx = -1;
+
+ bool override_defaults = false;
+ real_t stiffness = 3;
+ real_t mass = 0.75;
+ real_t damping = 0.75;
+ bool use_gravity = false;
+ Vector3 gravity = Vector3(0, -6.0, 0);
+ real_t roll = 0;
+
+ Vector3 cached_rotation = Vector3(0, 0, 0);
+ Vector3 force = Vector3(0, 0, 0);
+ Vector3 acceleration = Vector3(0, 0, 0);
+ Vector3 velocity = Vector3(0, 0, 0);
+ Vector3 last_position = Vector3(0, 0, 0);
+ Vector3 dynamic_position = Vector3(0, 0, 0);
+
+ Vector3 last_noncollision_position = Vector3(0, 0, 0);
+ };
+
+ NodePath target_node;
+ ObjectID target_node_cache;
+ LocalVector<Jiggle_Joint_Data> jiggle_data_chain;
+
+ real_t stiffness = 3;
+ real_t mass = 0.75;
+ real_t damping = 0.75;
+ bool use_gravity = false;
+ Vector3 gravity = Vector3(0, -6.0, 0);
+
+ bool use_colliders = false;
+ uint32_t collision_mask = 1;
+
+ void update_cache();
+ void _execute_jiggle_joint(int p_joint_idx, Node3D *p_target, real_t p_delta);
+ void _update_jiggle_joint_data();
+
+protected:
+ static void _bind_methods();
+ 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;
+
+public:
+ virtual void _execute(real_t p_delta) override;
+ virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
+
+ void set_target_node(const NodePath &p_target_node);
+ NodePath get_target_node() const;
+
+ void set_stiffness(real_t p_stiffness);
+ real_t get_stiffness() const;
+ void set_mass(real_t p_mass);
+ real_t get_mass() const;
+ void set_damping(real_t p_damping);
+ real_t get_damping() const;
+
+ void set_use_gravity(bool p_use_gravity);
+ bool get_use_gravity() const;
+ void set_gravity(Vector3 p_gravity);
+ Vector3 get_gravity() const;
+
+ void set_use_colliders(bool p_use_colliders);
+ bool get_use_colliders() const;
+ void set_collision_mask(int p_mask);
+ int get_collision_mask() const;
+
+ int get_jiggle_data_chain_length();
+ void set_jiggle_data_chain_length(int p_new_length);
+
+ void set_jiggle_joint_bone_name(int p_joint_idx, String p_name);
+ String get_jiggle_joint_bone_name(int p_joint_idx) const;
+ void set_jiggle_joint_bone_index(int p_joint_idx, int p_idx);
+ int get_jiggle_joint_bone_index(int p_joint_idx) const;
+
+ void set_jiggle_joint_override(int p_joint_idx, bool p_override);
+ bool get_jiggle_joint_override(int p_joint_idx) const;
+ void set_jiggle_joint_stiffness(int p_joint_idx, real_t p_stiffness);
+ real_t get_jiggle_joint_stiffness(int p_joint_idx) const;
+ void set_jiggle_joint_mass(int p_joint_idx, real_t p_mass);
+ real_t get_jiggle_joint_mass(int p_joint_idx) const;
+ void set_jiggle_joint_damping(int p_joint_idx, real_t p_damping);
+ real_t get_jiggle_joint_damping(int p_joint_idx) const;
+ void set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity);
+ bool get_jiggle_joint_use_gravity(int p_joint_idx) const;
+ void set_jiggle_joint_gravity(int p_joint_idx, Vector3 p_gravity);
+ Vector3 get_jiggle_joint_gravity(int p_joint_idx) const;
+ void set_jiggle_joint_roll(int p_joint_idx, real_t p_roll);
+ real_t get_jiggle_joint_roll(int p_joint_idx) const;
+
+ SkeletonModification3DJiggle();
+ ~SkeletonModification3DJiggle();
+};
+
+#endif //SKELETONMODIFICATION3DJIGGLE_H
diff --git a/scene/resources/skeleton_modification_3d_lookat.cpp b/scene/resources/skeleton_modification_3d_lookat.cpp
new file mode 100644
index 0000000000..afdb077e71
--- /dev/null
+++ b/scene/resources/skeleton_modification_3d_lookat.cpp
@@ -0,0 +1,265 @@
+/*************************************************************************/
+/* skeleton_modification_3d_lookat.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "scene/resources/skeleton_modification_3d_lookat.h"
+#include "scene/3d/skeleton_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+
+bool SkeletonModification3DLookAt::_set(const StringName &p_path, const Variant &p_value) {
+ if (p_path == "lock_rotation_to_plane") {
+ set_lock_rotation_to_plane(p_value);
+ } else if (p_path == "lock_rotation_plane") {
+ set_lock_rotation_plane(p_value);
+ } else if (p_path == "additional_rotation") {
+ Vector3 tmp = p_value;
+ tmp.x = Math::deg2rad(tmp.x);
+ tmp.y = Math::deg2rad(tmp.y);
+ tmp.z = Math::deg2rad(tmp.z);
+ set_additional_rotation(tmp);
+ }
+
+ return true;
+}
+
+bool SkeletonModification3DLookAt::_get(const StringName &p_path, Variant &r_ret) const {
+ if (p_path == "lock_rotation_to_plane") {
+ r_ret = get_lock_rotation_to_plane();
+ } else if (p_path == "lock_rotation_plane") {
+ r_ret = get_lock_rotation_plane();
+ } else if (p_path == "additional_rotation") {
+ Vector3 tmp = get_additional_rotation();
+ tmp.x = Math::rad2deg(tmp.x);
+ tmp.y = Math::rad2deg(tmp.y);
+ tmp.z = Math::rad2deg(tmp.z);
+ r_ret = tmp;
+ }
+
+ return true;
+}
+
+void SkeletonModification3DLookAt::_get_property_list(List<PropertyInfo> *p_list) const {
+ p_list->push_back(PropertyInfo(Variant::BOOL, "lock_rotation_to_plane", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ if (lock_rotation_to_plane) {
+ p_list->push_back(PropertyInfo(Variant::INT, "lock_rotation_plane", PROPERTY_HINT_ENUM, "X plane, Y plane, Z plane", PROPERTY_USAGE_DEFAULT));
+ }
+ p_list->push_back(PropertyInfo(Variant::VECTOR3, "additional_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+}
+
+void SkeletonModification3DLookAt::_execute(real_t p_delta) {
+ ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
+ "Modification is not setup and therefore cannot execute!");
+ if (!enabled) {
+ return;
+ }
+
+ if (target_node_cache.is_null()) {
+ _print_execution_error(true, "Target cache is out of date. Attempting to update...");
+ update_cache();
+ return;
+ }
+
+ if (bone_idx <= -2) {
+ bone_idx = stack->skeleton->find_bone(bone_name);
+ }
+
+ Node3D *target = Object::cast_to<Node3D>(ObjectDB::get_instance(target_node_cache));
+ if (_print_execution_error(!target || !target->is_inside_tree(), "Target node is not in the scene tree. Cannot execute modification!")) {
+ return;
+ }
+ if (_print_execution_error(bone_idx <= -1, "Bone index is invalid. Cannot execute modification!")) {
+ return;
+ }
+
+ Transform3D new_bone_trans = stack->skeleton->get_bone_local_pose_override(bone_idx);
+ Vector3 target_pos = stack->skeleton->global_pose_to_local_pose(bone_idx, stack->skeleton->world_transform_to_global_pose(target->get_global_transform())).origin;
+
+ // Lock the rotation to a plane relative to the bone by changing the target position
+ if (lock_rotation_to_plane) {
+ if (lock_rotation_plane == ROTATION_PLANE::ROTATION_PLANE_X) {
+ target_pos.x = new_bone_trans.origin.x;
+ } else if (lock_rotation_plane == ROTATION_PLANE::ROTATION_PLANE_Y) {
+ target_pos.y = new_bone_trans.origin.y;
+ } else if (lock_rotation_plane == ROTATION_PLANE::ROTATION_PLANE_Z) {
+ target_pos.z = new_bone_trans.origin.z;
+ }
+ }
+
+ // Look at the target!
+ new_bone_trans = new_bone_trans.looking_at(target_pos, Vector3(0, 1, 0));
+ // Convert from Z-forward to whatever direction the bone faces.
+ stack->skeleton->update_bone_rest_forward_vector(bone_idx);
+ new_bone_trans.basis = stack->skeleton->global_pose_z_forward_to_bone_forward(bone_idx, new_bone_trans.basis);
+
+ // Apply additional rotation
+ new_bone_trans.basis.rotate_local(Vector3(1, 0, 0), additional_rotation.x);
+ new_bone_trans.basis.rotate_local(Vector3(0, 1, 0), additional_rotation.y);
+ new_bone_trans.basis.rotate_local(Vector3(0, 0, 1), additional_rotation.z);
+
+ stack->skeleton->set_bone_local_pose_override(bone_idx, new_bone_trans, stack->strength, true);
+ stack->skeleton->force_update_bone_children_transforms(bone_idx);
+
+ // If we completed it successfully, then we can set execution_error_found to false
+ execution_error_found = false;
+}
+
+void SkeletonModification3DLookAt::_setup_modification(SkeletonModificationStack3D *p_stack) {
+ stack = p_stack;
+
+ if (stack != nullptr) {
+ is_setup = true;
+ execution_error_found = false;
+ update_cache();
+ }
+}
+
+void SkeletonModification3DLookAt::set_bone_name(String p_name) {
+ bone_name = p_name;
+ if (stack) {
+ if (stack->skeleton) {
+ bone_idx = stack->skeleton->find_bone(bone_name);
+ }
+ }
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+String SkeletonModification3DLookAt::get_bone_name() const {
+ return bone_name;
+}
+
+int SkeletonModification3DLookAt::get_bone_index() const {
+ return bone_idx;
+}
+
+void SkeletonModification3DLookAt::set_bone_index(int p_bone_idx) {
+ ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
+ bone_idx = p_bone_idx;
+
+ if (stack) {
+ if (stack->skeleton) {
+ bone_name = stack->skeleton->get_bone_name(p_bone_idx);
+ }
+ }
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+void SkeletonModification3DLookAt::update_cache() {
+ if (!is_setup || !stack) {
+ _print_execution_error(true, "Cannot update target cache: modification is not properly setup!");
+ return;
+ }
+
+ target_node_cache = ObjectID();
+ if (stack->skeleton) {
+ if (stack->skeleton->is_inside_tree()) {
+ if (stack->skeleton->has_node(target_node)) {
+ Node *node = stack->skeleton->get_node(target_node);
+ ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
+ "Cannot update target cache: Node is this modification's skeleton or cannot be found!");
+ ERR_FAIL_COND_MSG(!node->is_inside_tree(),
+ "Cannot update target cache: Node is not in the scene tree!");
+ target_node_cache = node->get_instance_id();
+
+ execution_error_found = false;
+ }
+ }
+ }
+}
+
+void SkeletonModification3DLookAt::set_target_node(const NodePath &p_target_node) {
+ target_node = p_target_node;
+ update_cache();
+}
+
+NodePath SkeletonModification3DLookAt::get_target_node() const {
+ return target_node;
+}
+
+Vector3 SkeletonModification3DLookAt::get_additional_rotation() const {
+ return additional_rotation;
+}
+
+void SkeletonModification3DLookAt::set_additional_rotation(Vector3 p_offset) {
+ additional_rotation = p_offset;
+}
+
+bool SkeletonModification3DLookAt::get_lock_rotation_to_plane() const {
+ return lock_rotation_plane;
+}
+
+void SkeletonModification3DLookAt::set_lock_rotation_to_plane(bool p_lock_rotation) {
+ lock_rotation_to_plane = p_lock_rotation;
+ notify_property_list_changed();
+}
+
+int SkeletonModification3DLookAt::get_lock_rotation_plane() const {
+ return lock_rotation_plane;
+}
+
+void SkeletonModification3DLookAt::set_lock_rotation_plane(int p_plane) {
+ lock_rotation_plane = p_plane;
+}
+
+void SkeletonModification3DLookAt::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_bone_name", "name"), &SkeletonModification3DLookAt::set_bone_name);
+ ClassDB::bind_method(D_METHOD("get_bone_name"), &SkeletonModification3DLookAt::get_bone_name);
+
+ ClassDB::bind_method(D_METHOD("set_bone_index", "bone_idx"), &SkeletonModification3DLookAt::set_bone_index);
+ ClassDB::bind_method(D_METHOD("get_bone_index"), &SkeletonModification3DLookAt::get_bone_index);
+
+ ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification3DLookAt::set_target_node);
+ ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification3DLookAt::get_target_node);
+
+ ClassDB::bind_method(D_METHOD("set_additional_rotation", "additional_rotation"), &SkeletonModification3DLookAt::set_additional_rotation);
+ ClassDB::bind_method(D_METHOD("get_additional_rotation"), &SkeletonModification3DLookAt::get_additional_rotation);
+
+ ClassDB::bind_method(D_METHOD("set_lock_rotation_to_plane", "lock_to_plane"), &SkeletonModification3DLookAt::set_lock_rotation_to_plane);
+ ClassDB::bind_method(D_METHOD("get_lock_rotation_to_plane"), &SkeletonModification3DLookAt::get_lock_rotation_to_plane);
+ ClassDB::bind_method(D_METHOD("set_lock_rotation_plane", "plane"), &SkeletonModification3DLookAt::set_lock_rotation_plane);
+ ClassDB::bind_method(D_METHOD("get_lock_rotation_plane"), &SkeletonModification3DLookAt::get_lock_rotation_plane);
+
+ ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bone_name"), "set_bone_name", "get_bone_name");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "bone_index"), "set_bone_index", "get_bone_index");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_target_node", "get_target_node");
+}
+
+SkeletonModification3DLookAt::SkeletonModification3DLookAt() {
+ stack = nullptr;
+ is_setup = false;
+ bone_name = "";
+ bone_idx = -2;
+ additional_rotation = Vector3();
+ lock_rotation_to_plane = false;
+ enabled = true;
+}
+
+SkeletonModification3DLookAt::~SkeletonModification3DLookAt() {
+}
diff --git a/scene/resources/skeleton_modification_3d_lookat.h b/scene/resources/skeleton_modification_3d_lookat.h
new file mode 100644
index 0000000000..5971e3f647
--- /dev/null
+++ b/scene/resources/skeleton_modification_3d_lookat.h
@@ -0,0 +1,89 @@
+/*************************************************************************/
+/* skeleton_modification_3d_lookat.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "scene/3d/skeleton_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+
+#ifndef SKELETONMODIFICATION3DLOOKAT_H
+#define SKELETONMODIFICATION3DLOOKAT_H
+
+class SkeletonModification3DLookAt : public SkeletonModification3D {
+ GDCLASS(SkeletonModification3DLookAt, SkeletonModification3D);
+
+private:
+ String bone_name = "";
+ int bone_idx = -1;
+ NodePath target_node;
+ ObjectID target_node_cache;
+
+ Vector3 additional_rotation = Vector3(1, 0, 0);
+ bool lock_rotation_to_plane = false;
+ int lock_rotation_plane = ROTATION_PLANE_X;
+
+ void update_cache();
+
+protected:
+ static void _bind_methods();
+ 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;
+
+public:
+ enum ROTATION_PLANE {
+ ROTATION_PLANE_X,
+ ROTATION_PLANE_Y,
+ ROTATION_PLANE_Z
+ };
+
+ virtual void _execute(real_t p_delta) override;
+ virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
+
+ void set_bone_name(String p_name);
+ String get_bone_name() const;
+
+ void set_bone_index(int p_idx);
+ int get_bone_index() const;
+
+ void set_target_node(const NodePath &p_target_node);
+ NodePath get_target_node() const;
+
+ void set_additional_rotation(Vector3 p_offset);
+ Vector3 get_additional_rotation() const;
+
+ void set_lock_rotation_to_plane(bool p_lock_to_plane);
+ bool get_lock_rotation_to_plane() const;
+ void set_lock_rotation_plane(int p_plane);
+ int get_lock_rotation_plane() const;
+
+ SkeletonModification3DLookAt();
+ ~SkeletonModification3DLookAt();
+};
+
+#endif //SKELETONMODIFICATION3DLOOKAT_H
diff --git a/scene/resources/skeleton_modification_3d_stackholder.cpp b/scene/resources/skeleton_modification_3d_stackholder.cpp
new file mode 100644
index 0000000000..56035a4def
--- /dev/null
+++ b/scene/resources/skeleton_modification_3d_stackholder.cpp
@@ -0,0 +1,104 @@
+/*************************************************************************/
+/* skeleton_modification_3d_stackholder.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "scene/resources/skeleton_modification_3d_stackholder.h"
+#include "scene/3d/skeleton_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+
+bool SkeletonModification3DStackHolder::_set(const StringName &p_path, const Variant &p_value) {
+ String path = p_path;
+
+ if (path == "held_modification_stack") {
+ set_held_modification_stack(p_value);
+ }
+ return true;
+}
+
+bool SkeletonModification3DStackHolder::_get(const StringName &p_path, Variant &r_ret) const {
+ String path = p_path;
+
+ if (path == "held_modification_stack") {
+ r_ret = get_held_modification_stack();
+ }
+ return true;
+}
+
+void SkeletonModification3DStackHolder::_get_property_list(List<PropertyInfo> *p_list) const {
+ p_list->push_back(PropertyInfo(Variant::OBJECT, "held_modification_stack", PROPERTY_HINT_RESOURCE_TYPE, "SkeletonModificationStack3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
+}
+
+void SkeletonModification3DStackHolder::_execute(real_t p_delta) {
+ ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
+ "Modification is not setup and therefore cannot execute!");
+
+ if (held_modification_stack.is_valid()) {
+ held_modification_stack->execute(p_delta, execution_mode);
+ }
+}
+
+void SkeletonModification3DStackHolder::_setup_modification(SkeletonModificationStack3D *p_stack) {
+ stack = p_stack;
+
+ if (stack != nullptr) {
+ is_setup = true;
+
+ if (held_modification_stack.is_valid()) {
+ held_modification_stack->set_skeleton(stack->get_skeleton());
+ held_modification_stack->setup();
+ }
+ }
+}
+
+void SkeletonModification3DStackHolder::set_held_modification_stack(Ref<SkeletonModificationStack3D> p_held_stack) {
+ held_modification_stack = p_held_stack;
+
+ if (is_setup && held_modification_stack.is_valid()) {
+ held_modification_stack->set_skeleton(stack->get_skeleton());
+ held_modification_stack->setup();
+ }
+}
+
+Ref<SkeletonModificationStack3D> SkeletonModification3DStackHolder::get_held_modification_stack() const {
+ return held_modification_stack;
+}
+
+void SkeletonModification3DStackHolder::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_held_modification_stack", "held_modification_stack"), &SkeletonModification3DStackHolder::set_held_modification_stack);
+ ClassDB::bind_method(D_METHOD("get_held_modification_stack"), &SkeletonModification3DStackHolder::get_held_modification_stack);
+}
+
+SkeletonModification3DStackHolder::SkeletonModification3DStackHolder() {
+ stack = nullptr;
+ is_setup = false;
+ enabled = true;
+}
+
+SkeletonModification3DStackHolder::~SkeletonModification3DStackHolder() {
+}
diff --git a/scene/resources/skeleton_modification_3d_stackholder.h b/scene/resources/skeleton_modification_3d_stackholder.h
new file mode 100644
index 0000000000..c765cd8de3
--- /dev/null
+++ b/scene/resources/skeleton_modification_3d_stackholder.h
@@ -0,0 +1,59 @@
+/*************************************************************************/
+/* skeleton_modification_3d_stackholder.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "scene/3d/skeleton_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+
+#ifndef SKELETONMODIFICATION3DSTACKHOLDER_H
+#define SKELETONMODIFICATION3DSTACKHOLDER_H
+
+class SkeletonModification3DStackHolder : public SkeletonModification3D {
+ GDCLASS(SkeletonModification3DStackHolder, SkeletonModification3D);
+
+protected:
+ static void _bind_methods();
+ 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;
+
+public:
+ Ref<SkeletonModificationStack3D> held_modification_stack;
+
+ virtual void _execute(real_t p_delta) override;
+ virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
+
+ void set_held_modification_stack(Ref<SkeletonModificationStack3D> p_held_stack);
+ Ref<SkeletonModificationStack3D> get_held_modification_stack() const;
+
+ SkeletonModification3DStackHolder();
+ ~SkeletonModification3DStackHolder();
+};
+
+#endif //SKELETONMODIFICATION3DSTACKHOLDER_H
diff --git a/scene/resources/skeleton_modification_3d_twoboneik.cpp b/scene/resources/skeleton_modification_3d_twoboneik.cpp
new file mode 100644
index 0000000000..ae7a3bab7e
--- /dev/null
+++ b/scene/resources/skeleton_modification_3d_twoboneik.cpp
@@ -0,0 +1,599 @@
+/*************************************************************************/
+/* skeleton_modification_3d_twoboneik.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "scene/resources/skeleton_modification_3d_twoboneik.h"
+#include "scene/3d/skeleton_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+
+bool SkeletonModification3DTwoBoneIK::_set(const StringName &p_path, const Variant &p_value) {
+ String path = p_path;
+
+ if (path == "use_tip_node") {
+ set_use_tip_node(p_value);
+ } else if (path == "tip_node") {
+ set_tip_node(p_value);
+ } else if (path == "auto_calculate_joint_length") {
+ set_auto_calculate_joint_length(p_value);
+ } else if (path == "use_pole_node") {
+ set_use_pole_node(p_value);
+ } else if (path == "pole_node") {
+ set_pole_node(p_value);
+ } else if (path == "joint_one_length") {
+ set_joint_one_length(p_value);
+ } else if (path == "joint_two_length") {
+ set_joint_two_length(p_value);
+ } else if (path == "joint_one/bone_name") {
+ set_joint_one_bone_name(p_value);
+ } else if (path == "joint_one/bone_idx") {
+ set_joint_one_bone_idx(p_value);
+ } else if (path == "joint_one/roll") {
+ set_joint_one_roll(Math::deg2rad(real_t(p_value)));
+ } else if (path == "joint_two/bone_name") {
+ set_joint_two_bone_name(p_value);
+ } else if (path == "joint_two/bone_idx") {
+ set_joint_two_bone_idx(p_value);
+ } else if (path == "joint_two/roll") {
+ set_joint_two_roll(Math::deg2rad(real_t(p_value)));
+ }
+
+ return true;
+}
+
+bool SkeletonModification3DTwoBoneIK::_get(const StringName &p_path, Variant &r_ret) const {
+ String path = p_path;
+
+ if (path == "use_tip_node") {
+ r_ret = get_use_tip_node();
+ } else if (path == "tip_node") {
+ r_ret = get_tip_node();
+ } else if (path == "auto_calculate_joint_length") {
+ r_ret = get_auto_calculate_joint_length();
+ } else if (path == "use_pole_node") {
+ r_ret = get_use_pole_node();
+ } else if (path == "pole_node") {
+ r_ret = get_pole_node();
+ } else if (path == "joint_one_length") {
+ r_ret = get_joint_one_length();
+ } else if (path == "joint_two_length") {
+ r_ret = get_joint_two_length();
+ } else if (path == "joint_one/bone_name") {
+ r_ret = get_joint_one_bone_name();
+ } else if (path == "joint_one/bone_idx") {
+ r_ret = get_joint_one_bone_idx();
+ } else if (path == "joint_one/roll") {
+ r_ret = Math::rad2deg(get_joint_one_roll());
+ } else if (path == "joint_two/bone_name") {
+ r_ret = get_joint_two_bone_name();
+ } else if (path == "joint_two/bone_idx") {
+ r_ret = get_joint_two_bone_idx();
+ } else if (path == "joint_two/roll") {
+ r_ret = Math::rad2deg(get_joint_two_roll());
+ }
+
+ return true;
+}
+
+void SkeletonModification3DTwoBoneIK::_get_property_list(List<PropertyInfo> *p_list) const {
+ p_list->push_back(PropertyInfo(Variant::BOOL, "use_tip_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ if (use_tip_node) {
+ p_list->push_back(PropertyInfo(Variant::NODE_PATH, "tip_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D", PROPERTY_USAGE_DEFAULT));
+ }
+
+ p_list->push_back(PropertyInfo(Variant::BOOL, "auto_calculate_joint_length", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ if (!auto_calculate_joint_length) {
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_one_length", PROPERTY_HINT_RANGE, "-1, 10000, 0.001", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_two_length", PROPERTY_HINT_RANGE, "-1, 10000, 0.001", PROPERTY_USAGE_DEFAULT));
+ }
+
+ p_list->push_back(PropertyInfo(Variant::BOOL, "use_pole_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ if (use_pole_node) {
+ p_list->push_back(PropertyInfo(Variant::NODE_PATH, "pole_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D", PROPERTY_USAGE_DEFAULT));
+ }
+
+ p_list->push_back(PropertyInfo(Variant::STRING_NAME, "joint_one/bone_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::INT, "joint_one/bone_idx", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_one/roll", PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT));
+
+ p_list->push_back(PropertyInfo(Variant::STRING_NAME, "joint_two/bone_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::INT, "joint_two/bone_idx", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_two/roll", PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT));
+}
+
+void SkeletonModification3DTwoBoneIK::_execute(real_t p_delta) {
+ ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
+ "Modification is not setup and therefore cannot execute!");
+
+ if (!enabled) {
+ return;
+ }
+
+ if (_print_execution_error(joint_one_bone_idx < 0 || joint_two_bone_idx < 0,
+ "One (or more) of the bones in the modification have invalid bone indexes. Cannot execute modification!")) {
+ return;
+ }
+
+ if (target_node_cache.is_null()) {
+ _print_execution_error(true, "Target cache is out of date. Attempting to update...");
+ update_cache_target();
+ return;
+ }
+
+ // Update joint lengths (if needed)
+ if (auto_calculate_joint_length && (joint_one_length < 0 || joint_two_length < 0)) {
+ calculate_joint_lengths();
+ }
+
+ // Adopted from the links below:
+ // http://theorangeduck.com/page/simple-two-joint
+ // https://www.alanzucconi.com/2018/05/02/ik-2d-2/
+ // With modifications by TwistedTwigleg
+ Node3D *target = Object::cast_to<Node3D>(ObjectDB::get_instance(target_node_cache));
+ if (_print_execution_error(!target || !target->is_inside_tree(), "Target node is not in the scene tree. Cannot execute modification!")) {
+ return;
+ }
+ Transform3D target_trans = stack->skeleton->world_transform_to_global_pose(target->get_global_transform());
+
+ Transform3D bone_one_trans;
+ Transform3D bone_two_trans;
+
+ // Make the first joint look at the pole, and the second look at the target. That way, the
+ // TwoBoneIK solver has to really only handle extension/contraction, which should make it align with the pole.
+ if (use_pole_node) {
+ if (pole_node_cache.is_null()) {
+ _print_execution_error(true, "Pole cache is out of date. Attempting to update...");
+ update_cache_pole();
+ return;
+ }
+
+ Node3D *pole = Object::cast_to<Node3D>(ObjectDB::get_instance(pole_node_cache));
+ if (_print_execution_error(!pole || !pole->is_inside_tree(), "Pole node is not in the scene tree. Cannot execute modification!")) {
+ return;
+ }
+ Transform3D pole_trans = stack->skeleton->world_transform_to_global_pose(pole->get_global_transform());
+
+ bone_one_trans = stack->skeleton->local_pose_to_global_pose(joint_one_bone_idx, stack->skeleton->get_bone_local_pose_override(joint_one_bone_idx));
+ bone_one_trans = bone_one_trans.looking_at(pole_trans.origin, Vector3(0, 1, 0));
+ bone_one_trans.basis = stack->skeleton->global_pose_z_forward_to_bone_forward(joint_one_bone_idx, bone_one_trans.basis);
+ stack->skeleton->update_bone_rest_forward_vector(joint_one_bone_idx);
+ bone_one_trans.basis.rotate_local(stack->skeleton->get_bone_axis_forward_vector(joint_one_bone_idx), joint_one_roll);
+ stack->skeleton->set_bone_local_pose_override(joint_one_bone_idx, stack->skeleton->global_pose_to_local_pose(joint_one_bone_idx, bone_one_trans), stack->strength, true);
+ stack->skeleton->force_update_bone_children_transforms(joint_one_bone_idx);
+
+ bone_two_trans = stack->skeleton->local_pose_to_global_pose(joint_two_bone_idx, stack->skeleton->get_bone_local_pose_override(joint_two_bone_idx));
+ bone_two_trans = bone_two_trans.looking_at(target_trans.origin, Vector3(0, 1, 0));
+ bone_two_trans.basis = stack->skeleton->global_pose_z_forward_to_bone_forward(joint_two_bone_idx, bone_two_trans.basis);
+ stack->skeleton->update_bone_rest_forward_vector(joint_two_bone_idx);
+ bone_two_trans.basis.rotate_local(stack->skeleton->get_bone_axis_forward_vector(joint_two_bone_idx), joint_two_roll);
+ stack->skeleton->set_bone_local_pose_override(joint_two_bone_idx, stack->skeleton->global_pose_to_local_pose(joint_two_bone_idx, bone_two_trans), stack->strength, true);
+ stack->skeleton->force_update_bone_children_transforms(joint_two_bone_idx);
+ } else {
+ bone_one_trans = stack->skeleton->local_pose_to_global_pose(joint_one_bone_idx, stack->skeleton->get_bone_local_pose_override(joint_one_bone_idx));
+ bone_two_trans = stack->skeleton->local_pose_to_global_pose(joint_two_bone_idx, stack->skeleton->get_bone_local_pose_override(joint_two_bone_idx));
+ }
+
+ Transform3D bone_two_tip_trans;
+ if (use_tip_node) {
+ if (tip_node_cache.is_null()) {
+ _print_execution_error(true, "Tip cache is out of date. Attempting to update...");
+ update_cache_tip();
+ return;
+ }
+ Node3D *tip = Object::cast_to<Node3D>(ObjectDB::get_instance(tip_node_cache));
+ if (_print_execution_error(!tip || !tip->is_inside_tree(), "Tip node is not in the scene tree. Cannot execute modification!")) {
+ return;
+ }
+ bone_two_tip_trans = stack->skeleton->world_transform_to_global_pose(tip->get_global_transform());
+ } else {
+ stack->skeleton->update_bone_rest_forward_vector(joint_two_bone_idx);
+ bone_two_tip_trans = bone_two_trans;
+ bone_two_tip_trans.origin += bone_two_trans.basis.xform(stack->skeleton->get_bone_axis_forward_vector(joint_two_bone_idx)).normalized() * joint_two_length;
+ }
+
+ real_t joint_one_to_target_length = bone_one_trans.origin.distance_to(target_trans.origin);
+ if (joint_one_length + joint_two_length < joint_one_to_target_length) {
+ // Set the target *just* out of reach to straighten the bones
+ joint_one_to_target_length = joint_one_length + joint_two_length + 0.01;
+ } else if (joint_one_to_target_length < joint_one_length) {
+ // Place the target in reach so the solver doesn't do crazy things
+ joint_one_to_target_length = joint_one_length;
+ }
+
+ // Get the square lengths for all three sides of the triangle we'll use to calculate the angles
+ real_t sqr_one_length = joint_one_length * joint_one_length;
+ real_t sqr_two_length = joint_two_length * joint_two_length;
+ real_t sqr_three_length = joint_one_to_target_length * joint_one_to_target_length;
+
+ // Calculate the angles for the first joint using the law of cosigns
+ real_t ac_ab_0 = Math::acos(CLAMP(bone_two_tip_trans.origin.direction_to(bone_one_trans.origin).dot(bone_two_trans.origin.direction_to(bone_one_trans.origin)), -1, 1));
+ real_t ac_at_0 = Math::acos(CLAMP(bone_one_trans.origin.direction_to(bone_two_tip_trans.origin).dot(bone_one_trans.origin.direction_to(target_trans.origin)), -1, 1));
+ real_t ac_ab_1 = Math::acos(CLAMP((sqr_two_length - sqr_one_length - sqr_three_length) / (-2.0 * joint_one_length * joint_one_to_target_length), -1, 1));
+
+ // Calculate the angles of rotation. Angle 0 is the extension/contraction axis, while angle 1 is the rotation axis to align the triangle to the target
+ Vector3 axis_0 = bone_one_trans.origin.direction_to(bone_two_tip_trans.origin).cross(bone_one_trans.origin.direction_to(bone_two_trans.origin));
+ Vector3 axis_1 = bone_one_trans.origin.direction_to(bone_two_tip_trans.origin).cross(bone_one_trans.origin.direction_to(target_trans.origin));
+
+ // Make a quaternion with the delta rotation needed to rotate the first joint into alignment and apply it to the transform.
+ Quaternion bone_one_quat = bone_one_trans.basis.get_rotation_quaternion();
+ Quaternion rot_0 = Quaternion(bone_one_quat.inverse().xform(axis_0).normalized(), (ac_ab_1 - ac_ab_0));
+ Quaternion rot_2 = Quaternion(bone_one_quat.inverse().xform(axis_1).normalized(), ac_at_0);
+ bone_one_trans.basis.set_quaternion(bone_one_quat * (rot_0 * rot_2));
+
+ stack->skeleton->update_bone_rest_forward_vector(joint_one_bone_idx);
+ bone_one_trans.basis.rotate_local(stack->skeleton->get_bone_axis_forward_vector(joint_one_bone_idx), joint_one_roll);
+
+ // Apply the rotation to the first joint
+ bone_one_trans = stack->skeleton->global_pose_to_local_pose(joint_one_bone_idx, bone_one_trans);
+ bone_one_trans.origin = Vector3(0, 0, 0);
+ stack->skeleton->set_bone_local_pose_override(joint_one_bone_idx, bone_one_trans, stack->strength, true);
+ stack->skeleton->force_update_bone_children_transforms(joint_one_bone_idx);
+
+ if (use_pole_node) {
+ // Update bone_two_trans so its at the latest position, with the rotation of bone_one_trans taken into account, then look at the target.
+ bone_two_trans = stack->skeleton->local_pose_to_global_pose(joint_two_bone_idx, stack->skeleton->get_bone_local_pose_override(joint_two_bone_idx));
+ stack->skeleton->update_bone_rest_forward_vector(joint_two_bone_idx);
+ Vector3 forward_vector = stack->skeleton->get_bone_axis_forward_vector(joint_two_bone_idx);
+ bone_two_trans.basis.rotate_to_align(forward_vector, bone_two_trans.origin.direction_to(target_trans.origin));
+
+ stack->skeleton->update_bone_rest_forward_vector(joint_two_bone_idx);
+ bone_two_trans.basis.rotate_local(stack->skeleton->get_bone_axis_forward_vector(joint_two_bone_idx), joint_two_roll);
+
+ bone_two_trans = stack->skeleton->global_pose_to_local_pose(joint_two_bone_idx, bone_two_trans);
+ stack->skeleton->set_bone_local_pose_override(joint_two_bone_idx, bone_two_trans, stack->strength, true);
+ stack->skeleton->force_update_bone_children_transforms(joint_two_bone_idx);
+ } else {
+ // Calculate the angles for the second joint using the law of cosigns, make a quaternion with the delta rotation needed to rotate the joint into
+ // alignment, and then apply it to the second joint.
+ real_t ba_bc_0 = Math::acos(CLAMP(bone_two_trans.origin.direction_to(bone_one_trans.origin).dot(bone_two_trans.origin.direction_to(bone_two_tip_trans.origin)), -1, 1));
+ real_t ba_bc_1 = Math::acos(CLAMP((sqr_three_length - sqr_one_length - sqr_two_length) / (-2.0 * joint_one_length * joint_two_length), -1, 1));
+ Quaternion bone_two_quat = bone_two_trans.basis.get_rotation_quaternion();
+ Quaternion rot_1 = Quaternion(bone_two_quat.inverse().xform(axis_0).normalized(), (ba_bc_1 - ba_bc_0));
+ bone_two_trans.basis.set_quaternion(bone_two_quat * rot_1);
+
+ stack->skeleton->update_bone_rest_forward_vector(joint_two_bone_idx);
+ bone_two_trans.basis.rotate_local(stack->skeleton->get_bone_axis_forward_vector(joint_two_bone_idx), joint_two_roll);
+
+ bone_two_trans = stack->skeleton->global_pose_to_local_pose(joint_two_bone_idx, bone_two_trans);
+ bone_two_trans.origin = Vector3(0, 0, 0);
+ stack->skeleton->set_bone_local_pose_override(joint_two_bone_idx, bone_two_trans, stack->strength, true);
+ stack->skeleton->force_update_bone_children_transforms(joint_two_bone_idx);
+ }
+}
+
+void SkeletonModification3DTwoBoneIK::_setup_modification(SkeletonModificationStack3D *p_stack) {
+ stack = p_stack;
+
+ if (stack != nullptr) {
+ is_setup = true;
+ execution_error_found = false;
+ update_cache_target();
+ update_cache_tip();
+ }
+}
+
+void SkeletonModification3DTwoBoneIK::update_cache_target() {
+ if (!is_setup || !stack) {
+ _print_execution_error(true, "Cannot update target cache: modification is not properly setup!");
+ return;
+ }
+
+ target_node_cache = ObjectID();
+ if (stack->skeleton) {
+ if (stack->skeleton->is_inside_tree() && target_node.is_empty() == false) {
+ if (stack->skeleton->has_node(target_node)) {
+ Node *node = stack->skeleton->get_node(target_node);
+ ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
+ "Cannot update target cache: Target node is this modification's skeleton or cannot be found. Cannot execute modification");
+ ERR_FAIL_COND_MSG(!node->is_inside_tree(),
+ "Cannot update target cache: Target node is not in the scene tree. Cannot execute modification!");
+ target_node_cache = node->get_instance_id();
+
+ execution_error_found = false;
+ }
+ }
+ }
+}
+
+void SkeletonModification3DTwoBoneIK::update_cache_tip() {
+ if (!is_setup || !stack) {
+ _print_execution_error(true, "Cannot update tip cache: modification is not properly setup!");
+ return;
+ }
+
+ tip_node_cache = ObjectID();
+ if (stack->skeleton) {
+ if (stack->skeleton->is_inside_tree()) {
+ if (stack->skeleton->has_node(tip_node)) {
+ Node *node = stack->skeleton->get_node(tip_node);
+ ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
+ "Cannot update tip cache: Tip node is this modification's skeleton or cannot be found!");
+ ERR_FAIL_COND_MSG(!node->is_inside_tree(),
+ "Cannot update tip cache: Tip node is not in the scene tree. Cannot execute modification!");
+ tip_node_cache = node->get_instance_id();
+
+ execution_error_found = false;
+ }
+ }
+ }
+}
+
+void SkeletonModification3DTwoBoneIK::update_cache_pole() {
+ if (!is_setup || !stack) {
+ _print_execution_error(true, "Cannot update pole cache: modification is not properly setup!");
+ return;
+ }
+
+ pole_node_cache = ObjectID();
+ if (stack->skeleton) {
+ if (stack->skeleton->is_inside_tree()) {
+ if (stack->skeleton->has_node(pole_node)) {
+ Node *node = stack->skeleton->get_node(pole_node);
+ ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
+ "Cannot update pole cache: Pole node is this modification's skeleton or cannot be found!");
+ ERR_FAIL_COND_MSG(!node->is_inside_tree(),
+ "Cannot update pole cache: Pole node is not in the scene tree. Cannot execute modification!");
+ pole_node_cache = node->get_instance_id();
+
+ execution_error_found = false;
+ }
+ }
+ }
+}
+
+void SkeletonModification3DTwoBoneIK::set_target_node(const NodePath &p_target_node) {
+ target_node = p_target_node;
+ update_cache_target();
+}
+
+NodePath SkeletonModification3DTwoBoneIK::get_target_node() const {
+ return target_node;
+}
+
+void SkeletonModification3DTwoBoneIK::set_use_tip_node(const bool p_use_tip_node) {
+ use_tip_node = p_use_tip_node;
+ notify_property_list_changed();
+}
+
+bool SkeletonModification3DTwoBoneIK::get_use_tip_node() const {
+ return use_tip_node;
+}
+
+void SkeletonModification3DTwoBoneIK::set_tip_node(const NodePath &p_tip_node) {
+ tip_node = p_tip_node;
+ update_cache_tip();
+}
+
+NodePath SkeletonModification3DTwoBoneIK::get_tip_node() const {
+ return tip_node;
+}
+
+void SkeletonModification3DTwoBoneIK::set_use_pole_node(const bool p_use_pole_node) {
+ use_pole_node = p_use_pole_node;
+ notify_property_list_changed();
+}
+
+bool SkeletonModification3DTwoBoneIK::get_use_pole_node() const {
+ return use_pole_node;
+}
+
+void SkeletonModification3DTwoBoneIK::set_pole_node(const NodePath &p_pole_node) {
+ pole_node = p_pole_node;
+ update_cache_pole();
+}
+
+NodePath SkeletonModification3DTwoBoneIK::get_pole_node() const {
+ return pole_node;
+}
+
+void SkeletonModification3DTwoBoneIK::set_auto_calculate_joint_length(bool p_calculate) {
+ auto_calculate_joint_length = p_calculate;
+ if (p_calculate) {
+ calculate_joint_lengths();
+ }
+ notify_property_list_changed();
+}
+
+bool SkeletonModification3DTwoBoneIK::get_auto_calculate_joint_length() const {
+ return auto_calculate_joint_length;
+}
+
+void SkeletonModification3DTwoBoneIK::calculate_joint_lengths() {
+ if (!is_setup) {
+ return; // fail silently, as we likely just loaded the scene.
+ }
+ ERR_FAIL_COND_MSG(!stack || stack->skeleton == nullptr,
+ "Modification is not setup and therefore cannot calculate joint lengths!");
+ ERR_FAIL_COND_MSG(joint_one_bone_idx <= -1 || joint_two_bone_idx <= -1,
+ "One of the bones in the TwoBoneIK modification are not set! Cannot calculate joint lengths!");
+
+ Transform3D bone_one_rest_trans = stack->skeleton->get_bone_global_pose(joint_one_bone_idx);
+ Transform3D bone_two_rest_trans = stack->skeleton->get_bone_global_pose(joint_two_bone_idx);
+
+ joint_one_length = bone_one_rest_trans.origin.distance_to(bone_two_rest_trans.origin);
+
+ if (use_tip_node) {
+ if (tip_node_cache.is_null()) {
+ update_cache_tip();
+ WARN_PRINT("Tip cache is out of date. Updating...");
+ }
+
+ Node3D *tip = Object::cast_to<Node3D>(ObjectDB::get_instance(tip_node_cache));
+ if (tip) {
+ Transform3D bone_tip_trans = stack->skeleton->world_transform_to_global_pose(tip->get_global_transform());
+ joint_two_length = bone_two_rest_trans.origin.distance_to(bone_tip_trans.origin);
+ }
+ } else {
+ // Attempt to use children bones to get the length
+ Vector<int> bone_two_children = stack->skeleton->get_bone_children(joint_two_bone_idx);
+ if (bone_two_children.size() > 0) {
+ joint_two_length = 0;
+ for (int i = 0; i < bone_two_children.size(); i++) {
+ joint_two_length += bone_two_rest_trans.origin.distance_to(
+ stack->skeleton->local_pose_to_global_pose(bone_two_children[i], stack->skeleton->get_bone_rest(bone_two_children[i])).origin);
+ }
+ joint_two_length = joint_two_length / bone_two_children.size();
+ } else {
+ WARN_PRINT("TwoBoneIK modification: Cannot auto calculate length for joint 2! Auto setting the length to 1...");
+ joint_two_length = 1.0;
+ }
+ }
+ execution_error_found = false;
+}
+
+void SkeletonModification3DTwoBoneIK::set_joint_one_bone_name(String p_bone_name) {
+ joint_one_bone_name = p_bone_name;
+ if (stack && stack->skeleton) {
+ joint_one_bone_idx = stack->skeleton->find_bone(p_bone_name);
+ }
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+String SkeletonModification3DTwoBoneIK::get_joint_one_bone_name() const {
+ return joint_one_bone_name;
+}
+
+void SkeletonModification3DTwoBoneIK::set_joint_one_bone_idx(int p_bone_idx) {
+ joint_one_bone_idx = p_bone_idx;
+ if (stack && stack->skeleton) {
+ joint_one_bone_name = stack->skeleton->get_bone_name(p_bone_idx);
+ }
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+int SkeletonModification3DTwoBoneIK::get_joint_one_bone_idx() const {
+ return joint_one_bone_idx;
+}
+
+void SkeletonModification3DTwoBoneIK::set_joint_one_length(real_t p_length) {
+ joint_one_length = p_length;
+}
+
+real_t SkeletonModification3DTwoBoneIK::get_joint_one_length() const {
+ return joint_one_length;
+}
+
+void SkeletonModification3DTwoBoneIK::set_joint_two_bone_name(String p_bone_name) {
+ joint_two_bone_name = p_bone_name;
+ if (stack && stack->skeleton) {
+ joint_two_bone_idx = stack->skeleton->find_bone(p_bone_name);
+ }
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+String SkeletonModification3DTwoBoneIK::get_joint_two_bone_name() const {
+ return joint_two_bone_name;
+}
+
+void SkeletonModification3DTwoBoneIK::set_joint_two_bone_idx(int p_bone_idx) {
+ joint_two_bone_idx = p_bone_idx;
+ if (stack && stack->skeleton) {
+ joint_two_bone_name = stack->skeleton->get_bone_name(p_bone_idx);
+ }
+ execution_error_found = false;
+ notify_property_list_changed();
+}
+
+int SkeletonModification3DTwoBoneIK::get_joint_two_bone_idx() const {
+ return joint_two_bone_idx;
+}
+
+void SkeletonModification3DTwoBoneIK::set_joint_two_length(real_t p_length) {
+ joint_two_length = p_length;
+}
+
+real_t SkeletonModification3DTwoBoneIK::get_joint_two_length() const {
+ return joint_two_length;
+}
+
+void SkeletonModification3DTwoBoneIK::set_joint_one_roll(real_t p_roll) {
+ joint_one_roll = p_roll;
+}
+
+real_t SkeletonModification3DTwoBoneIK::get_joint_one_roll() const {
+ return joint_one_roll;
+}
+
+void SkeletonModification3DTwoBoneIK::set_joint_two_roll(real_t p_roll) {
+ joint_two_roll = p_roll;
+}
+
+real_t SkeletonModification3DTwoBoneIK::get_joint_two_roll() const {
+ return joint_two_roll;
+}
+
+void SkeletonModification3DTwoBoneIK::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification3DTwoBoneIK::set_target_node);
+ ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification3DTwoBoneIK::get_target_node);
+
+ ClassDB::bind_method(D_METHOD("set_use_pole_node", "use_pole_node"), &SkeletonModification3DTwoBoneIK::set_use_pole_node);
+ ClassDB::bind_method(D_METHOD("get_use_pole_node"), &SkeletonModification3DTwoBoneIK::get_use_pole_node);
+ ClassDB::bind_method(D_METHOD("set_pole_node", "pole_nodepath"), &SkeletonModification3DTwoBoneIK::set_pole_node);
+ ClassDB::bind_method(D_METHOD("get_pole_node"), &SkeletonModification3DTwoBoneIK::get_pole_node);
+
+ ClassDB::bind_method(D_METHOD("set_use_tip_node", "use_tip_node"), &SkeletonModification3DTwoBoneIK::set_use_tip_node);
+ ClassDB::bind_method(D_METHOD("get_use_tip_node"), &SkeletonModification3DTwoBoneIK::get_use_tip_node);
+ ClassDB::bind_method(D_METHOD("set_tip_node", "tip_nodepath"), &SkeletonModification3DTwoBoneIK::set_tip_node);
+ ClassDB::bind_method(D_METHOD("get_tip_node"), &SkeletonModification3DTwoBoneIK::get_tip_node);
+
+ ClassDB::bind_method(D_METHOD("set_auto_calculate_joint_length", "auto_calculate_joint_length"), &SkeletonModification3DTwoBoneIK::set_auto_calculate_joint_length);
+ ClassDB::bind_method(D_METHOD("get_auto_calculate_joint_length"), &SkeletonModification3DTwoBoneIK::get_auto_calculate_joint_length);
+
+ ClassDB::bind_method(D_METHOD("set_joint_one_bone_name", "bone_name"), &SkeletonModification3DTwoBoneIK::set_joint_one_bone_name);
+ ClassDB::bind_method(D_METHOD("get_joint_one_bone_name"), &SkeletonModification3DTwoBoneIK::get_joint_one_bone_name);
+ ClassDB::bind_method(D_METHOD("set_joint_one_bone_idx", "bone_idx"), &SkeletonModification3DTwoBoneIK::set_joint_one_bone_idx);
+ ClassDB::bind_method(D_METHOD("get_joint_one_bone_idx"), &SkeletonModification3DTwoBoneIK::get_joint_one_bone_idx);
+ ClassDB::bind_method(D_METHOD("set_joint_one_length", "bone_length"), &SkeletonModification3DTwoBoneIK::set_joint_one_length);
+ ClassDB::bind_method(D_METHOD("get_joint_one_length"), &SkeletonModification3DTwoBoneIK::get_joint_one_length);
+
+ ClassDB::bind_method(D_METHOD("set_joint_two_bone_name", "bone_name"), &SkeletonModification3DTwoBoneIK::set_joint_two_bone_name);
+ ClassDB::bind_method(D_METHOD("get_joint_two_bone_name"), &SkeletonModification3DTwoBoneIK::get_joint_two_bone_name);
+ ClassDB::bind_method(D_METHOD("set_joint_two_bone_idx", "bone_idx"), &SkeletonModification3DTwoBoneIK::set_joint_two_bone_idx);
+ ClassDB::bind_method(D_METHOD("get_joint_two_bone_idx"), &SkeletonModification3DTwoBoneIK::get_joint_two_bone_idx);
+ ClassDB::bind_method(D_METHOD("set_joint_two_length", "bone_length"), &SkeletonModification3DTwoBoneIK::set_joint_two_length);
+ ClassDB::bind_method(D_METHOD("get_joint_two_length"), &SkeletonModification3DTwoBoneIK::get_joint_two_length);
+
+ ClassDB::bind_method(D_METHOD("set_joint_one_roll", "roll"), &SkeletonModification3DTwoBoneIK::set_joint_one_roll);
+ ClassDB::bind_method(D_METHOD("get_joint_one_roll"), &SkeletonModification3DTwoBoneIK::get_joint_one_roll);
+ ClassDB::bind_method(D_METHOD("set_joint_two_roll", "roll"), &SkeletonModification3DTwoBoneIK::set_joint_two_roll);
+ ClassDB::bind_method(D_METHOD("get_joint_two_roll"), &SkeletonModification3DTwoBoneIK::get_joint_two_roll);
+
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_target_node", "get_target_node");
+ ADD_GROUP("", "");
+}
+
+SkeletonModification3DTwoBoneIK::SkeletonModification3DTwoBoneIK() {
+ stack = nullptr;
+ is_setup = false;
+}
+
+SkeletonModification3DTwoBoneIK::~SkeletonModification3DTwoBoneIK() {
+}
diff --git a/scene/resources/skeleton_modification_3d_twoboneik.h b/scene/resources/skeleton_modification_3d_twoboneik.h
new file mode 100644
index 0000000000..e62d6cc497
--- /dev/null
+++ b/scene/resources/skeleton_modification_3d_twoboneik.h
@@ -0,0 +1,118 @@
+/*************************************************************************/
+/* skeleton_modification_3d_twoboneik.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "scene/3d/skeleton_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+
+#ifndef SKELETONMODIFICATION3DTWOBONEIK_H
+#define SKELETONMODIFICATION3DTWOBONEIK_H
+
+class SkeletonModification3DTwoBoneIK : public SkeletonModification3D {
+ GDCLASS(SkeletonModification3DTwoBoneIK, SkeletonModification3D);
+
+private:
+ NodePath target_node;
+ ObjectID target_node_cache;
+
+ bool use_tip_node = false;
+ NodePath tip_node;
+ ObjectID tip_node_cache;
+
+ bool use_pole_node = false;
+ NodePath pole_node;
+ ObjectID pole_node_cache;
+
+ String joint_one_bone_name = "";
+ int joint_one_bone_idx = -1;
+ String joint_two_bone_name = "";
+ int joint_two_bone_idx = -1;
+
+ bool auto_calculate_joint_length = false;
+ real_t joint_one_length = -1;
+ real_t joint_two_length = -1;
+
+ real_t joint_one_roll = 0;
+ real_t joint_two_roll = 0;
+
+ void update_cache_target();
+ void update_cache_tip();
+ void update_cache_pole();
+
+protected:
+ static void _bind_methods();
+ 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;
+
+public:
+ virtual void _execute(real_t p_delta) override;
+ virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
+
+ void set_target_node(const NodePath &p_target_node);
+ NodePath get_target_node() const;
+
+ void set_use_tip_node(const bool p_use_tip_node);
+ bool get_use_tip_node() const;
+ void set_tip_node(const NodePath &p_tip_node);
+ NodePath get_tip_node() const;
+
+ void set_use_pole_node(const bool p_use_pole_node);
+ bool get_use_pole_node() const;
+ void set_pole_node(const NodePath &p_pole_node);
+ NodePath get_pole_node() const;
+
+ void set_auto_calculate_joint_length(bool p_calculate);
+ bool get_auto_calculate_joint_length() const;
+ void calculate_joint_lengths();
+
+ void set_joint_one_bone_name(String p_bone_name);
+ String get_joint_one_bone_name() const;
+ void set_joint_one_bone_idx(int p_bone_idx);
+ int get_joint_one_bone_idx() const;
+ void set_joint_one_length(real_t p_length);
+ real_t get_joint_one_length() const;
+
+ void set_joint_two_bone_name(String p_bone_name);
+ String get_joint_two_bone_name() const;
+ void set_joint_two_bone_idx(int p_bone_idx);
+ int get_joint_two_bone_idx() const;
+ void set_joint_two_length(real_t p_length);
+ real_t get_joint_two_length() const;
+
+ void set_joint_one_roll(real_t p_roll);
+ real_t get_joint_one_roll() const;
+ void set_joint_two_roll(real_t p_roll);
+ real_t get_joint_two_roll() const;
+
+ SkeletonModification3DTwoBoneIK();
+ ~SkeletonModification3DTwoBoneIK();
+};
+
+#endif //SKELETONMODIFICATION3DTWOBONEIK_H
diff --git a/scene/resources/skeleton_modification_stack_3d.cpp b/scene/resources/skeleton_modification_stack_3d.cpp
new file mode 100644
index 0000000000..3fce0e5dbd
--- /dev/null
+++ b/scene/resources/skeleton_modification_stack_3d.cpp
@@ -0,0 +1,222 @@
+/*************************************************************************/
+/* skeleton_modification_stack_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#include "skeleton_modification_stack_3d.h"
+#include "scene/3d/skeleton_3d.h"
+
+///////////////////////////////////////
+// ModificationStack3D
+///////////////////////////////////////
+
+void SkeletonModificationStack3D::_get_property_list(List<PropertyInfo> *p_list) const {
+ for (uint32_t i = 0; i < modifications.size(); i++) {
+ p_list->push_back(
+ PropertyInfo(Variant::OBJECT, "modifications/" + itos(i),
+ PROPERTY_HINT_RESOURCE_TYPE,
+ "SkeletonModification3D",
+ PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
+ }
+}
+
+bool SkeletonModificationStack3D::_set(const StringName &p_path, const Variant &p_value) {
+ String path = p_path;
+
+ if (path.begins_with("modifications/")) {
+ int mod_idx = path.get_slicec('/', 1).to_int();
+ set_modification(mod_idx, p_value);
+ return true;
+ }
+ return true;
+}
+
+bool SkeletonModificationStack3D::_get(const StringName &p_path, Variant &r_ret) const {
+ String path = p_path;
+
+ if (path.begins_with("modifications/")) {
+ int mod_idx = path.get_slicec('/', 1).to_int();
+ r_ret = get_modification(mod_idx);
+ return true;
+ }
+ return true;
+}
+
+void SkeletonModificationStack3D::setup() {
+ if (is_setup) {
+ return;
+ }
+
+ if (skeleton != nullptr) {
+ is_setup = true;
+ for (uint32_t i = 0; i < modifications.size(); i++) {
+ if (!modifications[i].is_valid()) {
+ continue;
+ }
+ modifications[i]->_setup_modification(this);
+ }
+ } else {
+ WARN_PRINT("Cannot setup SkeletonModificationStack3D: no skeleton set!");
+ }
+}
+
+void SkeletonModificationStack3D::execute(real_t p_delta, int p_execution_mode) {
+ ERR_FAIL_COND_MSG(!is_setup || skeleton == nullptr || is_queued_for_deletion(),
+ "Modification stack is not properly setup and therefore cannot execute!");
+
+ if (!skeleton->is_inside_tree()) {
+ ERR_PRINT_ONCE("Skeleton is not inside SceneTree! Cannot execute modification!");
+ return;
+ }
+
+ if (!enabled) {
+ return;
+ }
+
+ for (uint32_t i = 0; i < modifications.size(); i++) {
+ if (!modifications[i].is_valid()) {
+ continue;
+ }
+
+ if (modifications[i]->get_execution_mode() == p_execution_mode) {
+ modifications[i]->_execute(p_delta);
+ }
+ }
+}
+
+void SkeletonModificationStack3D::enable_all_modifications(bool p_enabled) {
+ for (uint32_t i = 0; i < modifications.size(); i++) {
+ if (!modifications[i].is_valid()) {
+ continue;
+ }
+ modifications[i]->set_enabled(p_enabled);
+ }
+}
+
+Ref<SkeletonModification3D> SkeletonModificationStack3D::get_modification(int p_mod_idx) const {
+ const int modifications_size = modifications.size();
+ ERR_FAIL_INDEX_V(p_mod_idx, modifications_size, nullptr);
+ return modifications[p_mod_idx];
+}
+
+void SkeletonModificationStack3D::add_modification(Ref<SkeletonModification3D> p_mod) {
+ p_mod->_setup_modification(this);
+ modifications.push_back(p_mod);
+}
+
+void SkeletonModificationStack3D::delete_modification(int p_mod_idx) {
+ const int modifications_size = modifications.size();
+ ERR_FAIL_INDEX(p_mod_idx, modifications_size);
+ modifications.remove(p_mod_idx);
+}
+
+void SkeletonModificationStack3D::set_modification(int p_mod_idx, Ref<SkeletonModification3D> p_mod) {
+ const int modifications_size = modifications.size();
+ ERR_FAIL_INDEX(p_mod_idx, modifications_size);
+
+ if (p_mod == nullptr) {
+ modifications.remove(p_mod_idx);
+ } else {
+ p_mod->_setup_modification(this);
+ modifications[p_mod_idx] = p_mod;
+ }
+}
+
+void SkeletonModificationStack3D::set_modification_count(int p_count) {
+ modifications.resize(p_count);
+ notify_property_list_changed();
+}
+
+int SkeletonModificationStack3D::get_modification_count() const {
+ return modifications.size();
+}
+
+void SkeletonModificationStack3D::set_skeleton(Skeleton3D *p_skeleton) {
+ skeleton = p_skeleton;
+}
+
+Skeleton3D *SkeletonModificationStack3D::get_skeleton() const {
+ return skeleton;
+}
+
+bool SkeletonModificationStack3D::get_is_setup() const {
+ return is_setup;
+}
+
+void SkeletonModificationStack3D::set_enabled(bool p_enabled) {
+ enabled = p_enabled;
+
+ if (!enabled && is_setup && skeleton != nullptr) {
+ skeleton->clear_bones_local_pose_override();
+ }
+}
+
+bool SkeletonModificationStack3D::get_enabled() const {
+ return enabled;
+}
+
+void SkeletonModificationStack3D::set_strength(real_t p_strength) {
+ ERR_FAIL_COND_MSG(p_strength < 0, "Strength cannot be less than zero!");
+ ERR_FAIL_COND_MSG(p_strength > 1, "Strength cannot be more than one!");
+ strength = p_strength;
+}
+
+real_t SkeletonModificationStack3D::get_strength() const {
+ return strength;
+}
+
+void SkeletonModificationStack3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("setup"), &SkeletonModificationStack3D::setup);
+ ClassDB::bind_method(D_METHOD("execute", "delta", "execution_mode"), &SkeletonModificationStack3D::execute);
+
+ ClassDB::bind_method(D_METHOD("enable_all_modifications", "enabled"), &SkeletonModificationStack3D::enable_all_modifications);
+ ClassDB::bind_method(D_METHOD("get_modification", "mod_idx"), &SkeletonModificationStack3D::get_modification);
+ ClassDB::bind_method(D_METHOD("add_modification", "modification"), &SkeletonModificationStack3D::add_modification);
+ ClassDB::bind_method(D_METHOD("delete_modification", "mod_idx"), &SkeletonModificationStack3D::delete_modification);
+ ClassDB::bind_method(D_METHOD("set_modification", "mod_idx", "modification"), &SkeletonModificationStack3D::set_modification);
+
+ ClassDB::bind_method(D_METHOD("set_modification_count"), &SkeletonModificationStack3D::set_modification_count);
+ ClassDB::bind_method(D_METHOD("get_modification_count"), &SkeletonModificationStack3D::get_modification_count);
+
+ ClassDB::bind_method(D_METHOD("get_is_setup"), &SkeletonModificationStack3D::get_is_setup);
+
+ ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &SkeletonModificationStack3D::set_enabled);
+ ClassDB::bind_method(D_METHOD("get_enabled"), &SkeletonModificationStack3D::get_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_strength", "strength"), &SkeletonModificationStack3D::set_strength);
+ ClassDB::bind_method(D_METHOD("get_strength"), &SkeletonModificationStack3D::get_strength);
+
+ ClassDB::bind_method(D_METHOD("get_skeleton"), &SkeletonModificationStack3D::get_skeleton);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "strength", PROPERTY_HINT_RANGE, "0, 1, 0.001"), "set_strength", "get_strength");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "modification_count", PROPERTY_HINT_RANGE, "0, 100, 1"), "set_modification_count", "get_modification_count");
+}
+
+SkeletonModificationStack3D::SkeletonModificationStack3D() {
+}
diff --git a/scene/resources/skeleton_modification_stack_3d.h b/scene/resources/skeleton_modification_stack_3d.h
new file mode 100644
index 0000000000..cbc8d4e0b9
--- /dev/null
+++ b/scene/resources/skeleton_modification_stack_3d.h
@@ -0,0 +1,91 @@
+/*************************************************************************/
+/* skeleton_modification_stack_3d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#ifndef SKELETONMODIFICATIONSTACK3D_H
+#define SKELETONMODIFICATIONSTACK3D_H
+
+#include "core/templates/local_vector.h"
+#include "scene/3d/skeleton_3d.h"
+
+class Skeleton3D;
+class SkeletonModification3D;
+
+class SkeletonModificationStack3D : public Resource {
+ GDCLASS(SkeletonModificationStack3D, Resource);
+ friend class Skeleton3D;
+ friend class SkeletonModification3D;
+
+protected:
+ static void _bind_methods();
+ virtual void _get_property_list(List<PropertyInfo> *p_list) const;
+ virtual bool _set(const StringName &p_path, const Variant &p_value);
+ virtual bool _get(const StringName &p_path, Variant &r_ret) const;
+
+public:
+ Skeleton3D *skeleton = nullptr;
+ bool is_setup = false;
+ bool enabled = false;
+ real_t strength = 1.0;
+
+ enum EXECUTION_MODE {
+ execution_mode_process,
+ execution_mode_physics_process,
+ };
+
+ LocalVector<Ref<SkeletonModification3D>> modifications = LocalVector<Ref<SkeletonModification3D>>();
+ int modifications_count = 0;
+
+ virtual void setup();
+ virtual void execute(real_t p_delta, int p_execution_mode);
+
+ void enable_all_modifications(bool p_enable);
+ Ref<SkeletonModification3D> get_modification(int p_mod_idx) const;
+ void add_modification(Ref<SkeletonModification3D> p_mod);
+ void delete_modification(int p_mod_idx);
+ void set_modification(int p_mod_idx, Ref<SkeletonModification3D> p_mod);
+
+ void set_modification_count(int p_count);
+ int get_modification_count() const;
+
+ void set_skeleton(Skeleton3D *p_skeleton);
+ Skeleton3D *get_skeleton() const;
+
+ bool get_is_setup() const;
+
+ void set_enabled(bool p_enabled);
+ bool get_enabled() const;
+
+ void set_strength(real_t p_strength);
+ real_t get_strength() const;
+
+ SkeletonModificationStack3D();
+};
+
+#endif // SKELETONMODIFICATIONSTACK3D_H
diff --git a/scene/scene_string_names.cpp b/scene/scene_string_names.cpp
index b8173c9623..5d89d295c2 100644
--- a/scene/scene_string_names.cpp
+++ b/scene/scene_string_names.cpp
@@ -63,6 +63,7 @@ SceneStringNames::SceneStringNames() {
animation_started = StaticCString::create("animation_started");
pose_updated = StaticCString::create("pose_updated");
+ bone_pose_changed = StaticCString::create("bone_pose_changed");
mouse_entered = StaticCString::create("mouse_entered");
mouse_exited = StaticCString::create("mouse_exited");
diff --git a/scene/scene_string_names.h b/scene/scene_string_names.h
index eddb0c33eb..01f427ecd1 100644
--- a/scene/scene_string_names.h
+++ b/scene/scene_string_names.h
@@ -98,6 +98,7 @@ public:
StringName animation_started;
StringName pose_updated;
+ StringName bone_pose_changed;
StringName body_shape_entered;
StringName body_entered;