/*************************************************************************/ /* skeleton_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 SKELETON_3D_H #define SKELETON_3D_H #include "core/templates/rid.h" #include "scene/3d/node_3d.h" #include "scene/resources/skin.h" typedef int BoneId; class PhysicalBone3D; class Skeleton3D; class SkinReference : public RefCounted { GDCLASS(SkinReference, RefCounted) friend class Skeleton3D; Skeleton3D *skeleton_node; RID skeleton; Ref skin; uint32_t bind_count = 0; uint64_t skeleton_version = 0; Vector skin_bone_indices; uint32_t *skin_bone_indices_ptrs; void _skin_changed(); protected: static void _bind_methods(); public: RID get_skeleton() const; Ref get_skin() const; ~SkinReference(); }; class Skeleton3D : public Node3D { GDCLASS(Skeleton3D, Node3D); private: friend class SkinReference; struct Bone { String name; bool enabled = true; int parent = -1; int sort_index = 0; //used for re-sorting process order bool disable_rest = false; Transform3D rest; Transform3D pose; Transform3D pose_global; Transform3D pose_global_no_override; bool custom_pose_enable = false; Transform3D custom_pose; real_t global_pose_override_amount = 0.0; bool global_pose_override_reset = false; Transform3D global_pose_override; PhysicalBone3D *physical_bone = nullptr; PhysicalBone3D *cache_parent_physical_bone = nullptr; List nodes_bound; }; Set skin_bindings; void _skin_changed(); bool animate_physical_bones = true; Vector bones; Vector process_order; bool process_order_dirty = true; void _make_dirty(); bool dirty = false; uint64_t version = 1; void _update_process_order(); protected: bool _get(const StringName &p_path, Variant &r_ret) const; bool _set(const StringName &p_path, const Variant &p_value); void _get_property_list(List *p_list) const; void _notification(int p_what); static void _bind_methods(); public: enum { NOTIFICATION_UPDATE_SKELETON = 50 }; // skeleton creation api void add_bone(const String &p_name); int find_bone(const String &p_name) const; String get_bone_name(int p_bone) const; void set_bone_name(int p_bone, const String &p_name); bool is_bone_parent_of(int p_bone_id, int p_parent_bone_id) const; void set_bone_parent(int p_bone, int p_parent); int get_bone_parent(int p_bone) const; void unparent_bone_and_rest(int p_bone); void set_bone_disable_rest(int p_bone, bool p_disable); bool is_bone_rest_disabled(int p_bone) const; int get_bone_count() const; void set_bone_rest(int p_bone, const Transform3D &p_rest); Transform3D get_bone_rest(int p_bone) const; 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 *p_bound) const; void clear_bones(); // posing api void set_bone_pose(int p_bone, const Transform3D &p_pose); Transform3D get_bone_pose(int p_bone) const; void set_bone_custom_pose(int p_bone, const Transform3D &p_custom_pose); Transform3D get_bone_custom_pose(int p_bone) const; void localize_rests(); // used for loaders and tools int get_process_order(int p_idx); Vector get_bone_process_orders(); Ref register_skin(const Ref &p_skin); // Helper functions Transform3D bone_transform_to_world_transform(Transform3D p_transform); Transform3D world_transform_to_bone_transform(Transform3D p_transform); // Physical bone API void set_animate_physical_bones(bool p_animate); bool get_animate_physical_bones() const; void bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone); void unbind_physical_bone_from_bone(int p_bone); PhysicalBone3D *get_physical_bone(int p_bone); PhysicalBone3D *get_physical_bone_parent(int p_bone); private: /// This is a slow API, so it's cached PhysicalBone3D *_get_physical_bone_parent(int p_bone); void _rebuild_physical_bones_cache(); public: void physical_bones_stop_simulation(); void physical_bones_start_simulation_on(const TypedArray &p_bones); void physical_bones_add_collision_exception(RID p_exception); void physical_bones_remove_collision_exception(RID p_exception); public: Skeleton3D(); ~Skeleton3D(); }; #endif