Merge pull request #96094 from SaracenOne/add_3d_skeleton_to_advanced_importer
Add 3D Skeleton Preview to Advanced Importer
This commit is contained in:
commit
82688e9e2e
4 changed files with 113 additions and 29 deletions
|
@ -37,6 +37,7 @@
|
|||
#include "editor/editor_settings.h"
|
||||
#include "editor/editor_string_names.h"
|
||||
#include "editor/gui/editor_file_dialog.h"
|
||||
#include "editor/plugins/skeleton_3d_editor_plugin.h"
|
||||
#include "editor/themes/editor_scale.h"
|
||||
#include "scene/3d/importer_mesh_instance_3d.h"
|
||||
#include "scene/animation/animation_player.h"
|
||||
|
@ -419,7 +420,9 @@ void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_ite
|
|||
animation_player->connect(SceneStringName(animation_finished), callable_mp(this, &SceneImportSettingsDialog::_animation_finished));
|
||||
} else if (Object::cast_to<Skeleton3D>(p_node)) {
|
||||
category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE;
|
||||
skeletons.push_back(Object::cast_to<Skeleton3D>(p_node));
|
||||
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_node);
|
||||
skeleton->connect(SceneStringName(tree_entered), callable_mp(this, &SceneImportSettingsDialog::_skeleton_tree_entered).bind(skeleton));
|
||||
skeletons.push_back(skeleton);
|
||||
} else {
|
||||
category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_NODE;
|
||||
}
|
||||
|
@ -480,6 +483,31 @@ void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_ite
|
|||
contents_aabb.merge_with(aabb);
|
||||
}
|
||||
}
|
||||
|
||||
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_node);
|
||||
if (skeleton) {
|
||||
Ref<ArrayMesh> bones_mesh = Skeleton3DGizmoPlugin::get_bones_mesh(skeleton, -1, true);
|
||||
|
||||
bones_mesh_preview->set_mesh(bones_mesh);
|
||||
|
||||
Transform3D accum_xform;
|
||||
Node3D *base = skeleton;
|
||||
while (base) {
|
||||
accum_xform = base->get_transform() * accum_xform;
|
||||
base = Object::cast_to<Node3D>(base->get_parent());
|
||||
}
|
||||
|
||||
bones_mesh_preview->set_transform(accum_xform * skeleton->get_transform());
|
||||
|
||||
AABB aabb = accum_xform.xform(bones_mesh->get_aabb());
|
||||
|
||||
if (first_aabb) {
|
||||
contents_aabb = aabb;
|
||||
first_aabb = false;
|
||||
} else {
|
||||
contents_aabb.merge_with(aabb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SceneImportSettingsDialog::_update_scene() {
|
||||
|
@ -795,6 +823,7 @@ void SceneImportSettingsDialog::_select(Tree *p_from, const String &p_type, cons
|
|||
selecting = true;
|
||||
scene_import_settings_data->hide_options = false;
|
||||
|
||||
bones_mesh_preview->hide();
|
||||
if (p_type == "Node") {
|
||||
node_selected->hide(); // Always hide just in case.
|
||||
mesh_preview->hide();
|
||||
|
@ -834,6 +863,7 @@ void SceneImportSettingsDialog::_select(Tree *p_from, const String &p_type, cons
|
|||
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE;
|
||||
} else if (Object::cast_to<Skeleton3D>(nd.node)) {
|
||||
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE;
|
||||
bones_mesh_preview->show();
|
||||
} else {
|
||||
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_NODE;
|
||||
scene_import_settings_data->hide_options = editing_animation;
|
||||
|
@ -853,6 +883,8 @@ void SceneImportSettingsDialog::_select(Tree *p_from, const String &p_type, cons
|
|||
|
||||
scene_import_settings_data->settings = &ad.settings;
|
||||
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_ANIMATION;
|
||||
|
||||
_animation_update_skeleton_visibility();
|
||||
} else if (p_type == "Mesh") {
|
||||
node_selected->hide();
|
||||
if (Object::cast_to<Node3D>(scene)) {
|
||||
|
@ -1055,6 +1087,11 @@ void SceneImportSettingsDialog::_animation_slider_value_changed(double p_value)
|
|||
animation_player->seek(p_value * animation_map[selected_id].animation->get_length(), true);
|
||||
}
|
||||
|
||||
void SceneImportSettingsDialog::_skeleton_tree_entered(Skeleton3D *p_skeleton) {
|
||||
bones_mesh_preview->set_skeleton_path(p_skeleton->get_path());
|
||||
bones_mesh_preview->set_skin(p_skeleton->register_skin(p_skeleton->create_skin_from_rest_transforms()));
|
||||
}
|
||||
|
||||
void SceneImportSettingsDialog::_animation_finished(const StringName &p_name) {
|
||||
Animation::LoopMode loop_mode = animation_loop_mode;
|
||||
|
||||
|
@ -1080,6 +1117,14 @@ void SceneImportSettingsDialog::_animation_finished(const StringName &p_name) {
|
|||
}
|
||||
}
|
||||
|
||||
void SceneImportSettingsDialog::_animation_update_skeleton_visibility() {
|
||||
if (animation_toggle_skeleton_visibility->is_pressed()) {
|
||||
bones_mesh_preview->show();
|
||||
} else {
|
||||
bones_mesh_preview->hide();
|
||||
}
|
||||
}
|
||||
|
||||
void SceneImportSettingsDialog::_material_tree_selected() {
|
||||
if (selecting) {
|
||||
return;
|
||||
|
@ -1282,6 +1327,8 @@ void SceneImportSettingsDialog::_notification(int p_what) {
|
|||
light_1_switch->set_icon(theme_cache.light_1_icon);
|
||||
light_2_switch->set_icon(theme_cache.light_2_icon);
|
||||
light_rotate_switch->set_icon(theme_cache.rotate_icon);
|
||||
|
||||
animation_toggle_skeleton_visibility->set_icon(get_editor_theme_icon(SNAME("Skeleton3D")));
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_PROCESS: {
|
||||
|
@ -1661,6 +1708,7 @@ SceneImportSettingsDialog::SceneImportSettingsDialog() {
|
|||
animation_hbox->add_child(animation_stop_button);
|
||||
animation_stop_button->set_flat(true);
|
||||
animation_stop_button->set_focus_mode(Control::FOCUS_NONE);
|
||||
animation_stop_button->set_tooltip_text(TTR("Selected Animation Stop"));
|
||||
animation_stop_button->connect(SceneStringName(pressed), callable_mp(this, &SceneImportSettingsDialog::_stop_current_animation));
|
||||
|
||||
animation_slider = memnew(HSlider);
|
||||
|
@ -1673,6 +1721,15 @@ SceneImportSettingsDialog::SceneImportSettingsDialog() {
|
|||
animation_slider->set_focus_mode(Control::FOCUS_NONE);
|
||||
animation_slider->connect(SceneStringName(value_changed), callable_mp(this, &SceneImportSettingsDialog::_animation_slider_value_changed));
|
||||
|
||||
animation_toggle_skeleton_visibility = memnew(Button);
|
||||
animation_hbox->add_child(animation_toggle_skeleton_visibility);
|
||||
animation_toggle_skeleton_visibility->set_toggle_mode(true);
|
||||
animation_toggle_skeleton_visibility->set_flat(true);
|
||||
animation_toggle_skeleton_visibility->set_focus_mode(Control::FOCUS_NONE);
|
||||
animation_toggle_skeleton_visibility->set_tooltip_text(TTR("Toggle Animation Skeleton Visibility"));
|
||||
|
||||
animation_toggle_skeleton_visibility->connect(SceneStringName(pressed), callable_mp(this, &SceneImportSettingsDialog::_animation_update_skeleton_visibility));
|
||||
|
||||
base_viewport->set_use_own_world_3d(true);
|
||||
|
||||
HBoxContainer *viewport_hbox = memnew(HBoxContainer);
|
||||
|
@ -1800,6 +1857,13 @@ SceneImportSettingsDialog::SceneImportSettingsDialog() {
|
|||
collider_mat->set_albedo(Color(0.5, 0.5, 1.0));
|
||||
}
|
||||
|
||||
{
|
||||
bones_mesh_preview = memnew(MeshInstance3D);
|
||||
bones_mesh_preview->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);
|
||||
bones_mesh_preview->set_skeleton_path(NodePath());
|
||||
base_viewport->add_child(bones_mesh_preview);
|
||||
}
|
||||
|
||||
inspector = memnew(EditorInspector);
|
||||
inspector->set_custom_minimum_size(Size2(300 * EDSCALE, 0));
|
||||
inspector->connect(SNAME("property_edited"), callable_mp(this, &SceneImportSettingsDialog::_inspector_property_edited));
|
||||
|
|
|
@ -109,10 +109,12 @@ class SceneImportSettingsDialog : public ConfirmationDialog {
|
|||
HSlider *animation_slider = nullptr;
|
||||
Button *animation_play_button = nullptr;
|
||||
Button *animation_stop_button = nullptr;
|
||||
Button *animation_toggle_skeleton_visibility = nullptr;
|
||||
Animation::LoopMode animation_loop_mode = Animation::LOOP_NONE;
|
||||
bool animation_pingpong = false;
|
||||
bool previous_import_as_skeleton = false;
|
||||
bool previous_rest_as_reset = false;
|
||||
MeshInstance3D *bones_mesh_preview = nullptr;
|
||||
|
||||
Ref<StandardMaterial3D> collider_mat;
|
||||
|
||||
|
@ -187,9 +189,11 @@ class SceneImportSettingsDialog : public ConfirmationDialog {
|
|||
void _reset_animation(const String &p_animation_name = "");
|
||||
void _animation_slider_value_changed(double p_value);
|
||||
void _animation_finished(const StringName &p_name);
|
||||
void _animation_update_skeleton_visibility();
|
||||
void _material_tree_selected();
|
||||
void _mesh_tree_selected();
|
||||
void _scene_tree_selected();
|
||||
void _skeleton_tree_entered(Skeleton3D *p_skeleton);
|
||||
void _cleanup();
|
||||
void _on_light_1_switch_pressed();
|
||||
void _on_light_2_switch_pressed();
|
||||
|
|
|
@ -1348,16 +1348,18 @@ int Skeleton3DEditor::get_selected_bone() const {
|
|||
return selected_bone;
|
||||
}
|
||||
|
||||
Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
|
||||
unselected_mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
|
||||
unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
||||
unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
|
||||
unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
||||
unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
|
||||
unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
|
||||
Skeleton3DGizmoPlugin::SelectionMaterials Skeleton3DGizmoPlugin::selection_materials;
|
||||
|
||||
selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
|
||||
selected_sh = Ref<Shader>(memnew(Shader));
|
||||
Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
|
||||
selection_materials.unselected_mat.instantiate();
|
||||
selection_materials.unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
||||
selection_materials.unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
|
||||
selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
||||
selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
|
||||
selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
|
||||
|
||||
selection_materials.selected_mat.instantiate();
|
||||
Ref<Shader> selected_sh = Ref<Shader>(memnew(Shader));
|
||||
selected_sh->set_code(R"(
|
||||
// Skeleton 3D gizmo bones shader.
|
||||
|
||||
|
@ -1376,7 +1378,7 @@ void fragment() {
|
|||
ALPHA = COLOR.a;
|
||||
}
|
||||
)");
|
||||
selected_mat->set_shader(selected_sh);
|
||||
selection_materials.selected_mat->set_shader(selected_sh);
|
||||
|
||||
// Register properties in editor settings.
|
||||
EDITOR_DEF_RST("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4));
|
||||
|
@ -1386,6 +1388,11 @@ void fragment() {
|
|||
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d_gizmos/gizmo_settings/bone_shape", PROPERTY_HINT_ENUM, "Wire,Octahedron"));
|
||||
}
|
||||
|
||||
Skeleton3DGizmoPlugin::~Skeleton3DGizmoPlugin() {
|
||||
selection_materials.unselected_mat.unref();
|
||||
selection_materials.selected_mat.unref();
|
||||
}
|
||||
|
||||
bool Skeleton3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
|
||||
return Object::cast_to<Skeleton3D>(p_spatial) != nullptr;
|
||||
}
|
||||
|
@ -1526,6 +1533,11 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
selected = se->get_selected_bone();
|
||||
}
|
||||
|
||||
Ref<ArrayMesh> m = get_bones_mesh(skeleton, selected, p_gizmo->is_selected());
|
||||
p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
|
||||
}
|
||||
|
||||
Ref<ArrayMesh> Skeleton3DGizmoPlugin::get_bones_mesh(Skeleton3D *p_skeleton, int p_selected, bool p_is_selected) {
|
||||
Color bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/skeleton");
|
||||
Color selected_bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/selected_bone");
|
||||
real_t bone_axis_length = EDITOR_GET("editors/3d_gizmos/gizmo_settings/bone_axis_length");
|
||||
|
@ -1539,11 +1551,11 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
|
||||
surface_tool->begin(Mesh::PRIMITIVE_LINES);
|
||||
|
||||
if (p_gizmo->is_selected()) {
|
||||
surface_tool->set_material(selected_mat);
|
||||
if (p_is_selected) {
|
||||
surface_tool->set_material(selection_materials.selected_mat);
|
||||
} else {
|
||||
unselected_mat->set_albedo(bone_color);
|
||||
surface_tool->set_material(unselected_mat);
|
||||
selection_materials.unselected_mat->set_albedo(bone_color);
|
||||
surface_tool->set_material(selection_materials.unselected_mat);
|
||||
}
|
||||
|
||||
LocalVector<int> bones;
|
||||
|
@ -1557,16 +1569,16 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
weights[0] = 1;
|
||||
|
||||
int current_bone_index = 0;
|
||||
Vector<int> bones_to_process = skeleton->get_parentless_bones();
|
||||
Vector<int> bones_to_process = p_skeleton->get_parentless_bones();
|
||||
|
||||
while (bones_to_process.size() > current_bone_index) {
|
||||
int current_bone_idx = bones_to_process[current_bone_index];
|
||||
current_bone_index++;
|
||||
|
||||
Color current_bone_color = (current_bone_idx == selected) ? selected_bone_color : bone_color;
|
||||
Color current_bone_color = (current_bone_idx == p_selected) ? selected_bone_color : bone_color;
|
||||
|
||||
Vector<int> child_bones_vector;
|
||||
child_bones_vector = skeleton->get_bone_children(current_bone_idx);
|
||||
child_bones_vector = p_skeleton->get_bone_children(current_bone_idx);
|
||||
int child_bones_size = child_bones_vector.size();
|
||||
|
||||
for (int i = 0; i < child_bones_size; i++) {
|
||||
|
@ -1577,8 +1589,8 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
|
||||
int child_bone_idx = child_bones_vector[i];
|
||||
|
||||
Vector3 v0 = skeleton->get_bone_global_rest(current_bone_idx).origin;
|
||||
Vector3 v1 = skeleton->get_bone_global_rest(child_bone_idx).origin;
|
||||
Vector3 v0 = p_skeleton->get_bone_global_rest(current_bone_idx).origin;
|
||||
Vector3 v1 = p_skeleton->get_bone_global_rest(child_bone_idx).origin;
|
||||
Vector3 d = (v1 - v0).normalized();
|
||||
real_t dist = v0.distance_to(v1);
|
||||
|
||||
|
@ -1586,7 +1598,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
int closest = -1;
|
||||
real_t closest_d = 0.0;
|
||||
for (int j = 0; j < 3; j++) {
|
||||
real_t dp = Math::abs(skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));
|
||||
real_t dp = Math::abs(p_skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));
|
||||
if (j == 0 || dp > closest_d) {
|
||||
closest = j;
|
||||
}
|
||||
|
@ -1613,7 +1625,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
for (int j = 0; j < 3; j++) {
|
||||
Vector3 axis;
|
||||
if (first == Vector3()) {
|
||||
axis = d.cross(d.cross(skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
|
||||
axis = d.cross(d.cross(p_skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
|
||||
first = axis;
|
||||
} else {
|
||||
axis = d.cross(first).normalized();
|
||||
|
@ -1668,7 +1680,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
surface_tool->add_vertex(v0);
|
||||
surface_tool->set_bones(bones);
|
||||
surface_tool->set_weights(weights);
|
||||
surface_tool->add_vertex(v0 + (skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
|
||||
surface_tool->add_vertex(v0 + (p_skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
|
||||
|
||||
if (j == closest) {
|
||||
continue;
|
||||
|
@ -1685,7 +1697,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
surface_tool->add_vertex(v1);
|
||||
surface_tool->set_bones(bones);
|
||||
surface_tool->set_weights(weights);
|
||||
surface_tool->add_vertex(v1 + (skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
|
||||
surface_tool->add_vertex(v1 + (p_skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
|
||||
|
||||
if (j == closest) {
|
||||
continue;
|
||||
|
@ -1698,6 +1710,5 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
}
|
||||
}
|
||||
|
||||
Ref<ArrayMesh> m = surface_tool->commit();
|
||||
p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
|
||||
return surface_tool->commit();
|
||||
}
|
||||
|
|
|
@ -260,11 +260,15 @@ public:
|
|||
class Skeleton3DGizmoPlugin : public EditorNode3DGizmoPlugin {
|
||||
GDCLASS(Skeleton3DGizmoPlugin, EditorNode3DGizmoPlugin);
|
||||
|
||||
Ref<StandardMaterial3D> unselected_mat;
|
||||
Ref<ShaderMaterial> selected_mat;
|
||||
Ref<Shader> selected_sh;
|
||||
struct SelectionMaterials {
|
||||
Ref<StandardMaterial3D> unselected_mat;
|
||||
Ref<ShaderMaterial> selected_mat;
|
||||
};
|
||||
static SelectionMaterials selection_materials;
|
||||
|
||||
public:
|
||||
static Ref<ArrayMesh> get_bones_mesh(Skeleton3D *p_skeleton, int p_selected, bool p_is_selected);
|
||||
|
||||
bool has_gizmo(Node3D *p_spatial) override;
|
||||
String get_gizmo_name() const override;
|
||||
int get_priority() const override;
|
||||
|
@ -277,6 +281,7 @@ public:
|
|||
void redraw(EditorNode3DGizmo *p_gizmo) override;
|
||||
|
||||
Skeleton3DGizmoPlugin();
|
||||
~Skeleton3DGizmoPlugin();
|
||||
};
|
||||
|
||||
#endif // SKELETON_3D_EDITOR_PLUGIN_H
|
||||
|
|
Loading…
Reference in a new issue