summaryrefslogtreecommitdiff
path: root/scene/3d/skeleton_3d.cpp
AgeCommit message (Collapse)Author
2022-10-31Fix Skeleton3D falsely assuming all physical bones will be children of their ↵hare_ware
first bone
2022-09-18Port remaining connections to callable_mpTomasz Chabora
2022-08-30Clean-up/change some Skeleton3D APISilc Renew
2022-08-24removes unused skeleton functions and stray comments in RigidDynamicBody3Dbenbot
2022-08-22Merge pull request #64339 from YuriSizov/core-multilevel-validate-propertyRémi Verschelde
2022-08-22Make `_validate_property` a multilevel methodYuri Sizov
2022-08-18add init bone posesSilc Renew
2022-07-26add position track normalization & post process key value for retargetSilc Renew
2022-07-16add rest fixer to importer retargetSilc Renew
2022-06-19Fix physical bone is not animated in running project.baihan
2022-05-19Use range iterators for RBSet in most casesAaron Record
2022-05-19Add dedicated macros for property name extractionHaoyu Qiu
* Replace case-by-case extraction with PNAME & GNAME * Fix group handling when group hint begins with property name * Exclude properties that are PROPERTY_USAGE_NO_EDITOR * Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-04-18Implement global restSilc 'Tokage' Renew
2022-03-28Remove last editor code dependencies in template buildRémi Verschelde
SConstruct change also makes it possible to outright delete the `editor` folder in a `tools=no` build, which we use in CI to ensure no invalid cross-dependencies are added.
2022-02-15Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde
2022-02-04String: Add contains().Anilforextra
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-03Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`Hugo Locurcio
This is consistent with other constants that include `NO`, such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-10-23Fixed animation insertion in SkeletonEditorSilc 'Tokage' Renew
2021-10-16Fix for SkeletonModification3Ds to work with the new bone pose changes, ↵TwistedTwigleg
fixed global_pose_to_local_pose function
2021-10-15get rid set_bone_pose and fix some function in SkeletonEditorSilc 'Tokage' Renew
2021-10-13Remove REST transform influence in skeleton bonesreduz
* Animations and Skeletons are now pose-only. * Rest transform is kept as reference (when it exists) and for IK * Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
2021-10-12Remove animation 3D transform track, replace by loc/rot/scale tracks.reduz
* `Animation.TYPE_TRANSFORM3D` track is gone. * Added POSITION_3D, ROTATION_3D, SCALE_3D tracks. * GLTF2, Collada, FBX importers will only import the track types found. * Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed. * AnimationPlayer and AnimationTree animate these tracks separately, only when found. * Removed BakeReset code, is useless with these changes. This is the first in a series of commits designed to make the animation system in Godot more useful, which includes: * Better compatibility with Autodesk products * Better reusability of animations across models (including retargeting). * Proper animation compression. * etc. *Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-09Fix missing argument names in bindingsRémi Verschelde
While at it, tweak some boolean setters to use `p_enabled` for the bool. Also renames `draw_minimap()` to `set_draw_minimap()`.
2021-10-07Implemented SkeletonEditorGizmoSilc Renew
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2021-09-23Prevent being able to set bone's parent as itselflaws65
2021-09-07Fixed regression of skinning with skeletonSilc 'Tokage' Renew
2021-08-17Fix Skeleton3D regression when bones are not sorted from root to leavesPouleyKetchoupp
Tentative fix for missing bones when bones are not sorted as expected. For example, if the root comes last, all child bones are removed and the skeleton ends up with just the root.
2021-08-14New and improved IK system for Skeleton3DTwistedTwigleg
This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2021-08-13Fix some unnecessary includesAaron Franke
2021-08-03Use real_t in 3D nodesAaron Franke
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-23Node3D gizmo improvementsjfons
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-04Disable Skeleton3D when compiling without 3DAaron Franke
Make animation code not depend on Skeleton3D or even Node3D
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-29Check cache_parent_physical_bone when rebuilding parent cacheHaoyu Qiu
2021-05-24Unexpose methods and property for binding children to BonesMarcel Admiraal
2021-05-08Fixes the SkeletonIK twisting issue by using the skeleton global pose ↵TwistedTwigleg
without overrides
2021-04-15fix skeleton (ik) not resetting global_bone_overrides properlysmix8
fix skeleton (ik) not resetting global_bone_overrides properly
2021-04-01Merge pull request #42827 from lyuma/rename_bones_blendshapesRémi Verschelde
Allow renaming bones and blendshapes.
2021-02-10Make Servers truly Thread Safereduz
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-07Initialize class variables with default values in scene/ [1/2]Rafał Mikrut
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-05Remove connect *_compat methodsAaron Franke