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
This commit is contained in:
SaracenOne 2023-01-24 08:15:24 +00:00
parent 3ef8d3e4e8
commit 1594b6ffaf

View file

@ -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<BoneInfo> 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);
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);
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<CollisionShape3D>(physical_bone->get_child(0));
if (collision_shape) {
bones_infos.write[parent].physical_bone = physical_bone;
// 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<CollisionShape3D>(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));
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_reference(physical_bone);
ur->add_undo_method(skeleton, "remove_child", physical_bone);
// 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_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<BoneInfo> &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<Skeleton3D>(p_gizmo->get_node_3d());
p_gizmo->clear();
if (!skeleton->get_bone_count()) {
return;
}
int selected = -1;
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
if (se) {