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/*************************************************************************/
/* 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 "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> skin;
uint32_t bind_count = 0;
uint64_t skeleton_version = 0;
Vector<uint32_t> skin_bone_indices;
uint32_t *skin_bone_indices_ptrs;
void _skin_changed();
protected:
static void _bind_methods();
public:
RID get_skeleton() const;
Ref<Skin> 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;
bool disable_rest = false;
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;
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;
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;
void _skin_changed();
bool animate_physical_bones = true;
Vector<Bone> bones;
bool process_order_dirty;
Vector<int> 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<PropertyInfo> *p_list) const;
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
};
// 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<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;
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 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
Ref<SkinReference> register_skin(const Ref<Skin> &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<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
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<StringName> &p_bones);
void physical_bones_add_collision_exception(RID p_exception);
void physical_bones_remove_collision_exception(RID p_exception);
public:
Skeleton3D();
~Skeleton3D();
};
#endif
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