/*************************************************************************/ /* skeleton_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "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 "scene/3d/node_3d.h" #include "scene/resources/skeleton_modification_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 SkeletonModificationStack3D; class Skeleton3D : public Node3D { GDCLASS(Skeleton3D, Node3D); private: friend class SkinReference; struct Bone { String name; bool enabled; int parent; Transform3D rest; _FORCE_INLINE_ void update_pose_cache() { if (pose_cache_dirty) { pose_cache.basis.set_quaternion_scale(pose_rotation, pose_scale); pose_cache.origin = pose_position; pose_cache_dirty = false; } } bool pose_cache_dirty = true; Transform3D pose_cache; Vector3 pose_position; Quaternion pose_rotation; Vector3 pose_scale = Vector3(1, 1, 1); Transform3D pose_global; Transform3D pose_global_no_override; 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; real_t local_pose_override_amount; bool local_pose_override_reset; Transform3D local_pose_override; Vector 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; 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(); rest_bone_forward_vector = Vector3(0, 0, 0); rest_bone_forward_axis = -1; } }; Set skin_bindings; void _skin_changed(); bool animate_physical_bones = true; Vector bones; bool process_order_dirty; Vector parentless_bones; void _make_dirty(); bool dirty = false; bool show_rest_only = 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; virtual void _validate_property(PropertyInfo &property) const override; void _notification(int p_what); static void _bind_methods(); #ifndef _3D_DISABLED Ref 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 }; // 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); Vector get_bone_children(int p_bone); void set_bone_children(int p_bone, Vector p_children); void add_bone_child(int p_bone, int p_child); void remove_bone_child(int p_bone, int p_child); Vector get_parentless_bones(); 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 set_bone_enabled(int p_bone, bool p_enabled); bool is_bone_enabled(int p_bone) const; void set_show_rest_only(bool p_enabled); bool is_show_rest_only() const; void clear_bones(); // posing api void set_bone_pose_position(int p_bone, const Vector3 &p_position); void set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation); void set_bone_pose_scale(int p_bone, const Vector3 &p_scale); Transform3D get_bone_pose(int p_bone) const; Vector3 get_bone_pose_position(int p_bone) const; Quaternion get_bone_pose_rotation(int p_bone) const; Vector3 get_bone_pose_scale(int p_bone) const; void clear_bones_global_pose_override(); Transform3D get_bone_global_pose_override(int p_bone) const; 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 Ref create_skin_from_rest_transforms(); Ref register_skin(const Ref &p_skin); void force_update_all_dirty_bones(); 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 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 get_modification_stack(); void set_modification_stack(Ref p_stack); void execute_modifications(real_t p_delta, int p_execution_mode); #endif // _3D_DISABLED // Physical bone API void set_animate_physical_bones(bool p_enabled); bool get_animate_physical_bones() const; void bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone); 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