From 1594b6ffafb6d8feab1e9999928ab803731c4011 Mon Sep 17 00:00:00 2001 From: SaracenOne Date: Tue, 24 Jan 2023 08:15:24 +0000 Subject: Improve editor handling of Skeleton3D nodes with zero bones. Explicit warnings about creating physical skeletons Silence errors from gizmos for 0 bone Skeleton3D nodes More consistent naming for bone_count variables --- editor/plugins/skeleton_3d_editor_plugin.cpp | 140 +++++++++++++++------------ 1 file changed, 77 insertions(+), 63 deletions(-) diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp index 3ee9823f3a..782e365138 100644 --- a/editor/plugins/skeleton_3d_editor_plugin.cpp +++ b/editor/plugins/skeleton_3d_editor_plugin.cpp @@ -266,15 +266,15 @@ void Skeleton3DEditor::reset_pose(const bool p_all_bones) { if (!skeleton) { return; } - const int bone_len = skeleton->get_bone_count(); - if (!bone_len) { + const int bone_count = skeleton->get_bone_count(); + if (!bone_count) { return; } EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS); if (p_all_bones) { - for (int i = 0; i < bone_len; i++) { + for (int i = 0; i < bone_count; i++) { ur->add_undo_method(skeleton, "set_bone_pose_position", i, skeleton->get_bone_pose_position(i)); ur->add_undo_method(skeleton, "set_bone_pose_rotation", i, skeleton->get_bone_pose_rotation(i)); ur->add_undo_method(skeleton, "set_bone_pose_scale", i, skeleton->get_bone_pose_scale(i)); @@ -333,15 +333,15 @@ void Skeleton3DEditor::pose_to_rest(const bool p_all_bones) { if (!skeleton) { return; } - const int bone_len = skeleton->get_bone_count(); - if (!bone_len) { + const int bone_count = skeleton->get_bone_count(); + if (!bone_count) { return; } EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Set Bone Rest"), UndoRedo::MERGE_ENDS); if (p_all_bones) { - for (int i = 0; i < bone_len; i++) { + for (int i = 0; i < bone_count; i++) { ur->add_do_method(skeleton, "set_bone_rest", i, skeleton->get_bone_pose(i)); ur->add_undo_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i)); } @@ -362,57 +362,56 @@ void Skeleton3DEditor::create_physical_skeleton() { ERR_FAIL_COND(!get_tree()); Node *owner = get_tree()->get_edited_scene_root(); - const int bc = skeleton->get_bone_count(); + const int bone_count = skeleton->get_bone_count(); - if (!bc) { + if (!bone_count) { + EditorNode::get_singleton()->show_warning(vformat(TTR("Cannot create a physical skeleton for a Skeleton3D node with no bones."))); return; } Vector bones_infos; - bones_infos.resize(bc); + bones_infos.resize(bone_count); - if (bc > 0) { - ur->create_action(TTR("Create physical bones"), UndoRedo::MERGE_ALL); - for (int bone_id = 0; bc > bone_id; ++bone_id) { - const int parent = skeleton->get_bone_parent(bone_id); + ur->create_action(TTR("Create physical bones"), UndoRedo::MERGE_ALL); + for (int bone_id = 0; bone_count > bone_id; ++bone_id) { + const int parent = skeleton->get_bone_parent(bone_id); - if (parent < 0) { - bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id); - } else { - const int parent_parent = skeleton->get_bone_parent(parent); - - bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id); - - // Create physical bone on parent. - if (!bones_infos[parent].physical_bone) { - PhysicalBone3D *physical_bone = create_physical_bone(parent, bone_id, bones_infos); - if (physical_bone && physical_bone->get_child(0)) { - CollisionShape3D *collision_shape = Object::cast_to(physical_bone->get_child(0)); - if (collision_shape) { - bones_infos.write[parent].physical_bone = physical_bone; - - ur->add_do_method(skeleton, "add_child", physical_bone); - ur->add_do_method(physical_bone, "set_owner", owner); - ur->add_do_method(collision_shape, "set_owner", owner); - ur->add_do_property(physical_bone, "bone_name", skeleton->get_bone_name(parent)); - - // Create joint between parent of parent. - if (parent_parent != -1) { - ur->add_do_method(physical_bone, "set_joint_type", PhysicalBone3D::JOINT_TYPE_PIN); - } + if (parent < 0) { + bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id); + } else { + const int parent_parent = skeleton->get_bone_parent(parent); + + bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id); + + // Create physical bone on parent. + if (!bones_infos[parent].physical_bone) { + PhysicalBone3D *physical_bone = create_physical_bone(parent, bone_id, bones_infos); + if (physical_bone && physical_bone->get_child(0)) { + CollisionShape3D *collision_shape = Object::cast_to(physical_bone->get_child(0)); + if (collision_shape) { + bones_infos.write[parent].physical_bone = physical_bone; + + ur->add_do_method(skeleton, "add_child", physical_bone); + ur->add_do_method(physical_bone, "set_owner", owner); + ur->add_do_method(collision_shape, "set_owner", owner); + ur->add_do_property(physical_bone, "bone_name", skeleton->get_bone_name(parent)); + + // Create joint between parent of parent. + if (parent_parent != -1) { + ur->add_do_method(physical_bone, "set_joint_type", PhysicalBone3D::JOINT_TYPE_PIN); + } - ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, physical_bone); - ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, collision_shape); + ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, physical_bone); + ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, collision_shape); - ur->add_do_reference(physical_bone); - ur->add_undo_method(skeleton, "remove_child", physical_bone); - } + ur->add_do_reference(physical_bone); + ur->add_undo_method(skeleton, "remove_child", physical_bone); } } } } - ur->commit_action(); } + ur->commit_action(); } PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector &bones_infos) { @@ -457,6 +456,11 @@ PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_chi } void Skeleton3DEditor::export_skeleton_profile() { + if (!skeleton->get_bone_count()) { + EditorNode::get_singleton()->show_warning(vformat(TTR("Cannot export a SkeletonProfile for a Skeleton3D node with no bones."))); + return; + } + file_dialog->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE); file_dialog->set_title(TTR("Export Skeleton Profile As...")); @@ -481,9 +485,9 @@ void Skeleton3DEditor::_file_selected(const String &p_file) { Vector2 position_max; Vector2 position_min; - int len = skeleton->get_bone_count(); - sp->set_bone_size(len); - for (int i = 0; i < len; i++) { + const int bone_count = skeleton->get_bone_count(); + sp->set_bone_size(bone_count); + for (int i = 0; i < bone_count; i++) { sp->set_bone_name(i, skeleton->get_bone_name(i)); int parent = skeleton->get_bone_parent(i); if (parent >= 0) { @@ -509,7 +513,7 @@ void Skeleton3DEditor::_file_selected(const String &p_file) { Vector2 center = Vector2((position_max.x + position_min.x) * 0.5, (position_max.y + position_min.y) * 0.5); float nrm = MAX(bound.x, bound.y); if (nrm > 0) { - for (int i = 0; i < len; i++) { + for (int i = 0; i < bone_count; i++) { handle_positions.write[i] = (handle_positions[i] - center) / nrm * 0.9; sp->set_handle_offset(i, Vector2(0.5 + handle_positions[i].x, 0.5 - handle_positions[i].y)); } @@ -980,25 +984,31 @@ void Skeleton3DEditor::_draw_gizmo() { } void Skeleton3DEditor::_draw_handles() { - handles_mesh_instance->show(); + const int bone_count = skeleton->get_bone_count(); - const int bone_len = skeleton->get_bone_count(); handles_mesh->clear_surfaces(); - handles_mesh->surface_begin(Mesh::PRIMITIVE_POINTS); - for (int i = 0; i < bone_len; i++) { - Color c; - if (i == selected_bone) { - c = Color(1, 1, 0); - } else { - c = Color(0.1, 0.25, 0.8); + if (bone_count) { + handles_mesh_instance->show(); + + handles_mesh->surface_begin(Mesh::PRIMITIVE_POINTS); + + for (int i = 0; i < bone_count; i++) { + Color c; + if (i == selected_bone) { + c = Color(1, 1, 0); + } else { + c = Color(0.1, 0.25, 0.8); + } + Vector3 point = skeleton->get_bone_global_pose(i).origin; + handles_mesh->surface_set_color(c); + handles_mesh->surface_add_vertex(point); } - Vector3 point = skeleton->get_bone_global_pose(i).origin; - handles_mesh->surface_set_color(c); - handles_mesh->surface_add_vertex(point); + handles_mesh->surface_end(); + handles_mesh->surface_set_material(0, handle_material); + } else { + handles_mesh_instance->hide(); } - handles_mesh->surface_end(); - handles_mesh->surface_set_material(0, handle_material); } TreeItem *Skeleton3DEditor::_find(TreeItem *p_node, const NodePath &p_path) { @@ -1253,8 +1263,8 @@ int Skeleton3DGizmoPlugin::subgizmos_intersect_ray(const EditorNode3DGizmo *p_gi Transform3D gt = skeleton->get_global_transform(); int closest_idx = -1; real_t closest_dist = 1e10; - const int bone_len = skeleton->get_bone_count(); - for (int i = 0; i < bone_len; i++) { + const int bone_count = skeleton->get_bone_count(); + for (int i = 0; i < bone_count; i++) { Vector3 joint_pos_3d = gt.xform(skeleton->get_bone_global_pose(i).origin); Vector2 joint_pos_2d = p_camera->unproject_position(joint_pos_3d); real_t dist_3d = ray_from.distance_to(joint_pos_3d); @@ -1349,6 +1359,10 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { Skeleton3D *skeleton = Object::cast_to(p_gizmo->get_node_3d()); p_gizmo->clear(); + if (!skeleton->get_bone_count()) { + return; + } + int selected = -1; Skeleton3DEditor *se = Skeleton3DEditor::get_singleton(); if (se) { -- cgit v1.2.3