Added skin support and simplified APIs to override bone position.
This commit is contained in:
parent
2861fd9552
commit
d81ddaf33e
29 changed files with 419 additions and 281 deletions
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@ -2570,12 +2570,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
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if (skeleton) {
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state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_IN_WORLD_COORDS, skeleton->use_world_transform);
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state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TRANSFORM, skeleton->world_transform);
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state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TRANSFORM_INVERSE, skeleton->world_transform_inverse);
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}
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if (use_lightmap_capture) { //this is per instance, must be set always if present
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glUniform4fv(state.scene_shader.get_uniform_location(SceneShaderGLES2::LIGHTMAP_CAPTURES), 12, (const GLfloat *)e->instance->lightmap_capture_data.ptr());
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state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_CAPTURE_SKY, false);
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@ -3663,23 +3663,6 @@ void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, cons
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skeleton->base_transform_2d = p_base_transform;
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}
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void RasterizerStorageGLES2::skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) {
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Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
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ERR_FAIL_COND(skeleton->use_2d);
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skeleton->world_transform = p_world_transform;
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skeleton->use_world_transform = p_enable;
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if (p_enable) {
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skeleton->world_transform_inverse = skeleton->world_transform.affine_inverse();
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}
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if (!skeleton->update_list.in_list()) {
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skeleton_update_list.add(&skeleton->update_list);
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}
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}
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void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size) {
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glBindBuffer(GL_ARRAY_BUFFER, resources.skeleton_transform_buffer);
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@ -868,16 +868,12 @@ public:
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Set<RasterizerScene::InstanceBase *> instances;
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Transform2D base_transform_2d;
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Transform world_transform;
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Transform world_transform_inverse;
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bool use_world_transform;
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Skeleton() :
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use_2d(false),
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size(0),
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tex_id(0),
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update_list(this),
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use_world_transform(false) {
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update_list(this) {
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}
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};
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@ -895,7 +891,6 @@ public:
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virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
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virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
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virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
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virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform);
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void _update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size);
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@ -61,9 +61,6 @@ uniform ivec2 skeleton_texture_size;
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#endif
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uniform highp mat4 skeleton_transform;
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uniform highp mat4 skeleton_transform_inverse;
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uniform bool skeleton_in_world_coords;
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#endif
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@ -410,12 +407,9 @@ void main() {
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#endif
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if (skeleton_in_world_coords) {
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bone_transform = skeleton_transform * (bone_transform * skeleton_transform_inverse);
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world_matrix = bone_transform * world_matrix;
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} else {
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world_matrix = world_matrix * bone_transform;
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}
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world_matrix = world_matrix * bone_transform;
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#endif
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@ -2260,11 +2260,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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_set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, e->sort_key & RenderList::SORT_KEY_CULL_DISABLED_FLAG, p_reverse_cull);
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if (skeleton) {
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state.scene_shader.set_uniform(SceneShaderGLES3::SKELETON_TRANSFORM, skeleton->world_transform);
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state.scene_shader.set_uniform(SceneShaderGLES3::SKELETON_IN_WORLD_COORDS, skeleton->use_world_transform);
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}
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state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
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_render_geometry(e);
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@ -5160,20 +5160,6 @@ void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, cons
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skeleton->base_transform_2d = p_base_transform;
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}
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void RasterizerStorageGLES3::skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) {
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Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
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ERR_FAIL_COND(skeleton->use_2d);
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skeleton->world_transform = p_world_transform;
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skeleton->use_world_transform = p_enable;
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if (!skeleton->update_list.in_list()) {
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skeleton_update_list.add(&skeleton->update_list);
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}
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}
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void RasterizerStorageGLES3::update_dirty_skeletons() {
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glActiveTexture(GL_TEXTURE0);
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@ -892,15 +892,12 @@ public:
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SelfList<Skeleton> update_list;
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Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
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Transform2D base_transform_2d;
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bool use_world_transform;
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Transform world_transform;
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Skeleton() :
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use_2d(false),
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size(0),
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texture(0),
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update_list(this),
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use_world_transform(false) {
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update_list(this) {
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}
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};
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@ -918,7 +915,6 @@ public:
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virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
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virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
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virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
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virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform);
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/* Light API */
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@ -302,8 +302,6 @@ out highp float dp_clip;
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#ifdef USE_SKELETON
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uniform highp sampler2D skeleton_texture; // texunit:-1
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uniform highp mat4 skeleton_transform;
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uniform bool skeleton_in_world_coords;
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#endif
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out highp vec4 position_interp;
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@ -432,14 +430,8 @@ void main() {
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vec4(0.0, 0.0, 0.0, 1.0)) *
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bone_weights.w;
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if (skeleton_in_world_coords) {
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highp mat4 bone_matrix = skeleton_transform * (transpose(m) * inverse(skeleton_transform));
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world_matrix = bone_matrix * world_matrix;
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world_matrix = world_matrix * transpose(m);
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} else {
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world_matrix = world_matrix * transpose(m);
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}
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}
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#endif
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@ -176,7 +176,6 @@ Error ColladaImport::_create_scene_skeletons(Collada::Node *p_node) {
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Skeleton *sk = memnew(Skeleton);
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int bone = 0;
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sk->set_use_bones_in_world_transform(true); // This improves compatibility in Collada
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for (int i = 0; i < p_node->children.size(); i++) {
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_populate_skeleton(sk, p_node->children[i], bone, -1);
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@ -2133,7 +2133,7 @@ Spatial *EditorSceneImporterGLTF::_generate_scene(GLTFState &state, int p_bake_f
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Vector<Skeleton *> skeletons;
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for (int i = 0; i < state.skins.size(); i++) {
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Skeleton *s = memnew(Skeleton);
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s->set_use_bones_in_world_transform(false); //GLTF does not need this since meshes are always local
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String name = state.skins[i].name;
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if (name == "") {
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name = _gen_unique_name(state, "Skeleton");
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@ -58,6 +58,7 @@ public:
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RID instance;
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Ref<ArrayMesh> mesh;
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Ref<Material> material;
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Ref<SkinReference> skin_reference;
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RID skeleton;
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bool billboard;
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bool unscaled;
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@ -101,7 +102,7 @@ protected:
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public:
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void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false);
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void add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard = false, const RID &p_skeleton = RID(), const Ref<Material> &p_material = Ref<Material>());
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void add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard = false, const Ref<SkinReference> &p_skin_reference = Ref<SkinReference>(), const Ref<Material> &p_material = Ref<Material>());
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void add_collision_segments(const Vector<Vector3> &p_lines);
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void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);
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void add_unscaled_billboard(const Ref<Material> &p_material, float p_scale = 1);
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@ -172,8 +172,8 @@ void EditorSpatialGizmo::Instance::create_instance(Spatial *p_base, bool p_hidde
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instance = VS::get_singleton()->instance_create2(mesh->get_rid(), p_base->get_world()->get_scenario());
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VS::get_singleton()->instance_attach_object_instance_id(instance, p_base->get_instance_id());
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if (skeleton.is_valid())
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VS::get_singleton()->instance_attach_skeleton(instance, skeleton);
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if (skin_reference.is_valid())
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VS::get_singleton()->instance_attach_skeleton(instance, skin_reference->get_skeleton());
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if (extra_margin)
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VS::get_singleton()->instance_set_extra_visibility_margin(instance, 1);
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VS::get_singleton()->instance_geometry_set_cast_shadows_setting(instance, VS::SHADOW_CASTING_SETTING_OFF);
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@ -181,14 +181,14 @@ void EditorSpatialGizmo::Instance::create_instance(Spatial *p_base, bool p_hidde
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VS::get_singleton()->instance_set_layer_mask(instance, layer); //gizmos are 26
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}
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void EditorSpatialGizmo::add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard, const RID &p_skeleton, const Ref<Material> &p_material) {
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void EditorSpatialGizmo::add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard, const Ref<SkinReference> &p_skin_reference, const Ref<Material> &p_material) {
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ERR_FAIL_COND(!spatial_node);
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Instance ins;
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ins.billboard = p_billboard;
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ins.mesh = p_mesh;
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ins.skeleton = p_skeleton;
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ins.skin_reference = p_skin_reference;
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ins.material = p_material;
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if (valid) {
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ins.create_instance(spatial_node, hidden);
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@ -1789,7 +1789,7 @@ void SkeletonSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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}
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Ref<ArrayMesh> m = surface_tool->commit();
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p_gizmo->add_mesh(m, false, skel->get_skeleton());
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p_gizmo->add_mesh(m, false, skel->register_skin(Ref<Skin>()));
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}
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////
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@ -3712,7 +3712,7 @@ void CollisionShapeSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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Ref<ConcavePolygonShape> cs2 = s;
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Ref<ArrayMesh> mesh = cs2->get_debug_mesh();
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p_gizmo->add_mesh(mesh, false, RID(), material);
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p_gizmo->add_mesh(mesh, false, Ref<SkinReference>(), material);
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}
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if (Object::cast_to<RayShape>(*s)) {
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@ -3734,7 +3734,7 @@ void CollisionShapeSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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Ref<HeightMapShape> hms = s;
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Ref<ArrayMesh> mesh = hms->get_debug_mesh();
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p_gizmo->add_mesh(mesh, false, RID(), material);
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p_gizmo->add_mesh(mesh, false, Ref<SkinReference>(), material);
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}
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}
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@ -377,7 +377,7 @@ void CSGShapeSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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break;
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}
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p_gizmo->add_mesh(mesh, false, RID(), solid_material);
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p_gizmo->add_mesh(mesh, false, Ref<SkinReference>(), solid_material);
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}
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if (Object::cast_to<CSGSphere>(cs)) {
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@ -149,12 +149,38 @@ Ref<Mesh> MeshInstance::get_mesh() const {
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void MeshInstance::_resolve_skeleton_path() {
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if (skeleton_path.is_empty())
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return;
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Ref<SkinReference> new_skin_reference;
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Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path));
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if (skeleton)
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VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skeleton->get_skeleton());
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if (!skeleton_path.is_empty()) {
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Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path));
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if (skeleton) {
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new_skin_reference = skeleton->register_skin(skin);
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if (skin.is_null()) {
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//a skin was created for us
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skin = new_skin_reference->get_skin();
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_change_notify();
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}
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}
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}
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skin_ref = new_skin_reference;
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if (skin_ref.is_valid()) {
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VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
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} else {
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VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), RID());
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}
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}
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void MeshInstance::set_skin(const Ref<Skin> &p_skin) {
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skin = p_skin;
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if (!is_inside_tree())
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return;
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_resolve_skeleton_path();
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}
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Ref<Skin> MeshInstance::get_skin() const {
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return skin;
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}
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void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) {
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@ -365,6 +391,8 @@ void MeshInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance::get_mesh);
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ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance::set_skeleton_path);
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ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance::get_skeleton_path);
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ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance::set_skin);
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ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance::get_skin);
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ClassDB::bind_method(D_METHOD("get_surface_material_count"), &MeshInstance::get_surface_material_count);
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ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance::set_surface_material);
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@ -380,6 +408,7 @@ void MeshInstance::_bind_methods() {
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ClassDB::set_method_flags("MeshInstance", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
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}
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@ -31,8 +31,10 @@
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#ifndef MESH_INSTANCE_H
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#define MESH_INSTANCE_H
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#include "scene/3d/skeleton.h"
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/skin.h"
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class MeshInstance : public GeometryInstance {
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@ -40,6 +42,8 @@ class MeshInstance : public GeometryInstance {
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protected:
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Ref<Mesh> mesh;
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Ref<Skin> skin;
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Ref<SkinReference> skin_ref;
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NodePath skeleton_path;
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struct BlendShapeTrack {
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void set_mesh(const Ref<Mesh> &p_mesh);
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Ref<Mesh> get_mesh() const;
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void set_skin(const Ref<Skin> &p_skin);
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Ref<Skin> get_skin() const;
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void set_skeleton_path(const NodePath &p_skeleton);
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NodePath get_skeleton_path();
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@ -2182,7 +2182,7 @@ void PhysicalBone::_notification(int p_what) {
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void PhysicalBone::_direct_state_changed(Object *p_state) {
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if (!simulate_physics) {
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if (!simulate_physics || !_internal_simulate_physics) {
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return;
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}
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@ -2205,7 +2205,7 @@ void PhysicalBone::_direct_state_changed(Object *p_state) {
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// Update skeleton
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if (parent_skeleton) {
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if (-1 != bone_id) {
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parent_skeleton->set_bone_global_pose(bone_id, parent_skeleton->get_global_transform().affine_inverse() * (global_transform * body_offset_inverse));
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parent_skeleton->set_bone_global_pose_override(bone_id, parent_skeleton->get_global_transform().affine_inverse() * (global_transform * body_offset_inverse), 1.0, true);
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}
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}
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}
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@ -2716,7 +2716,6 @@ void PhysicalBone::_start_physics_simulation() {
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PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
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PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
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PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
|
||||
parent_skeleton->set_bone_ignore_animation(bone_id, true);
|
||||
_internal_simulate_physics = true;
|
||||
}
|
||||
|
||||
|
@ -2728,6 +2727,6 @@ void PhysicalBone::_stop_physics_simulation() {
|
|||
PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), 0);
|
||||
PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), 0);
|
||||
PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, "");
|
||||
parent_skeleton->set_bone_ignore_animation(bone_id, false);
|
||||
parent_skeleton->set_bone_global_pose_override(bone_id, Transform(), 0.0, false);
|
||||
_internal_simulate_physics = false;
|
||||
}
|
||||
|
|
|
@ -36,6 +36,34 @@
|
|||
#include "scene/3d/physics_body.h"
|
||||
#include "scene/resources/surface_tool.h"
|
||||
|
||||
void SkinReference::_skin_changed() {
|
||||
if (skeleton_node) {
|
||||
skeleton_node->_make_dirty();
|
||||
}
|
||||
}
|
||||
|
||||
void SkinReference::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("_skin_changed"), &SkinReference::_skin_changed);
|
||||
ClassDB::bind_method(D_METHOD("get_skeleton"), &SkinReference::get_skeleton);
|
||||
ClassDB::bind_method(D_METHOD("get_skin"), &SkinReference::get_skin);
|
||||
}
|
||||
|
||||
RID SkinReference::get_skeleton() const {
|
||||
return skeleton;
|
||||
}
|
||||
|
||||
Ref<Skin> SkinReference::get_skin() const {
|
||||
return skin;
|
||||
}
|
||||
|
||||
SkinReference::~SkinReference() {
|
||||
if (skeleton_node) {
|
||||
skeleton_node->skin_bindings.erase(this);
|
||||
}
|
||||
|
||||
VS::get_singleton()->free(skeleton);
|
||||
}
|
||||
|
||||
bool Skeleton::_set(const StringName &p_path, const Variant &p_value) {
|
||||
|
||||
String path = p_path;
|
||||
|
@ -196,110 +224,77 @@ void Skeleton::_notification(int p_what) {
|
|||
|
||||
switch (p_what) {
|
||||
|
||||
case NOTIFICATION_ENTER_WORLD: {
|
||||
|
||||
VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform());
|
||||
|
||||
} break;
|
||||
case NOTIFICATION_EXIT_WORLD: {
|
||||
|
||||
} break;
|
||||
case NOTIFICATION_TRANSFORM_CHANGED: {
|
||||
|
||||
VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform());
|
||||
} break;
|
||||
case NOTIFICATION_UPDATE_SKELETON: {
|
||||
|
||||
VisualServer *vs = VisualServer::get_singleton();
|
||||
Bone *bonesptr = bones.ptrw();
|
||||
int len = bones.size();
|
||||
|
||||
vs->skeleton_allocate(skeleton, len); // if same size, nothing really happens
|
||||
|
||||
_update_process_order();
|
||||
|
||||
const int *order = process_order.ptr();
|
||||
|
||||
// pose changed, rebuild cache of inverses
|
||||
if (rest_global_inverse_dirty) {
|
||||
|
||||
// calculate global rests and invert them
|
||||
for (int i = 0; i < len; i++) {
|
||||
Bone &b = bonesptr[order[i]];
|
||||
if (b.parent >= 0)
|
||||
b.rest_global_inverse = bonesptr[b.parent].rest_global_inverse * b.rest;
|
||||
else
|
||||
b.rest_global_inverse = b.rest;
|
||||
}
|
||||
for (int i = 0; i < len; i++) {
|
||||
Bone &b = bonesptr[order[i]];
|
||||
b.rest_global_inverse.affine_invert();
|
||||
}
|
||||
|
||||
rest_global_inverse_dirty = false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < len; i++) {
|
||||
|
||||
Bone &b = bonesptr[order[i]];
|
||||
|
||||
if (b.disable_rest) {
|
||||
if (b.enabled) {
|
||||
if (b.global_pose_override_amount >= 0.999) {
|
||||
b.pose_global = b.global_pose_override;
|
||||
} else {
|
||||
if (b.disable_rest) {
|
||||
if (b.enabled) {
|
||||
|
||||
Transform pose = b.pose;
|
||||
if (b.custom_pose_enable) {
|
||||
Transform pose = b.pose;
|
||||
if (b.parent >= 0) {
|
||||
|
||||
pose = b.custom_pose * pose;
|
||||
}
|
||||
b.pose_global = bonesptr[b.parent].pose_global * pose;
|
||||
} else {
|
||||
|
||||
if (b.parent >= 0) {
|
||||
|
||||
b.pose_global = bonesptr[b.parent].pose_global * pose;
|
||||
b.pose_global = pose;
|
||||
}
|
||||
} else {
|
||||
|
||||
b.pose_global = pose;
|
||||
if (b.parent >= 0) {
|
||||
|
||||
b.pose_global = bonesptr[b.parent].pose_global;
|
||||
} else {
|
||||
|
||||
b.pose_global = Transform();
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
if (b.enabled) {
|
||||
|
||||
if (b.parent >= 0) {
|
||||
Transform pose = b.pose;
|
||||
|
||||
b.pose_global = bonesptr[b.parent].pose_global;
|
||||
if (b.parent >= 0) {
|
||||
|
||||
b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
|
||||
} else {
|
||||
|
||||
b.pose_global = b.rest * pose;
|
||||
}
|
||||
} else {
|
||||
|
||||
b.pose_global = Transform();
|
||||
if (b.parent >= 0) {
|
||||
|
||||
b.pose_global = bonesptr[b.parent].pose_global * b.rest;
|
||||
} else {
|
||||
|
||||
b.pose_global = b.rest;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
if (b.enabled) {
|
||||
|
||||
Transform pose = b.pose;
|
||||
if (b.custom_pose_enable) {
|
||||
|
||||
pose = b.custom_pose * pose;
|
||||
}
|
||||
|
||||
if (b.parent >= 0) {
|
||||
|
||||
b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
|
||||
} else {
|
||||
|
||||
b.pose_global = b.rest * pose;
|
||||
}
|
||||
} else {
|
||||
|
||||
if (b.parent >= 0) {
|
||||
|
||||
b.pose_global = bonesptr[b.parent].pose_global * b.rest;
|
||||
} else {
|
||||
|
||||
b.pose_global = b.rest;
|
||||
}
|
||||
if (b.global_pose_override_amount >= CMP_EPSILON) {
|
||||
b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
|
||||
}
|
||||
}
|
||||
|
||||
b.transform_final = b.pose_global * b.rest_global_inverse;
|
||||
vs->skeleton_bone_set_transform(skeleton, order[i], b.transform_final);
|
||||
if (b.global_pose_override_reset) {
|
||||
b.global_pose_override_amount = 0.0;
|
||||
}
|
||||
|
||||
for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
|
||||
|
||||
|
@ -311,28 +306,37 @@ void Skeleton::_notification(int p_what) {
|
|||
}
|
||||
}
|
||||
|
||||
//update skins
|
||||
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
|
||||
|
||||
const Skin *skin = E->get()->skin.operator->();
|
||||
RID skeleton = E->get()->skeleton;
|
||||
uint32_t bind_count = skin->get_bind_count();
|
||||
|
||||
if (E->get()->bind_count != bind_count) {
|
||||
VS::get_singleton()->skeleton_allocate(skeleton, bind_count);
|
||||
E->get()->bind_count = bind_count;
|
||||
}
|
||||
|
||||
for (uint32_t i = 0; i < bind_count; i++) {
|
||||
uint32_t bone_index = skin->get_bind_bone(i);
|
||||
ERR_CONTINUE(bone_index >= (uint32_t)len);
|
||||
vs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].pose_global * skin->get_bind_pose(i));
|
||||
}
|
||||
}
|
||||
|
||||
dirty = false;
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
Transform Skeleton::get_bone_transform(int p_bone) const {
|
||||
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
|
||||
if (dirty)
|
||||
const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
|
||||
return bones[p_bone].pose_global * bones[p_bone].rest_global_inverse;
|
||||
}
|
||||
|
||||
void Skeleton::set_bone_global_pose(int p_bone, const Transform &p_pose) {
|
||||
void Skeleton::set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent) {
|
||||
|
||||
ERR_FAIL_INDEX(p_bone, bones.size());
|
||||
if (bones[p_bone].parent == -1) {
|
||||
|
||||
set_bone_pose(p_bone, bones[p_bone].rest_global_inverse * p_pose); //fast
|
||||
} else {
|
||||
|
||||
set_bone_pose(p_bone, bones[p_bone].rest.affine_inverse() * (get_bone_global_pose(bones[p_bone].parent).affine_inverse() * p_pose)); //slow
|
||||
}
|
||||
bones.write[p_bone].global_pose_override_amount = p_amount;
|
||||
bones.write[p_bone].global_pose_override = p_pose;
|
||||
bones.write[p_bone].global_pose_override_reset = !p_persistent;
|
||||
_make_dirty();
|
||||
}
|
||||
|
||||
Transform Skeleton::get_bone_global_pose(int p_bone) const {
|
||||
|
@ -343,11 +347,6 @@ Transform Skeleton::get_bone_global_pose(int p_bone) const {
|
|||
return bones[p_bone].pose_global;
|
||||
}
|
||||
|
||||
RID Skeleton::get_skeleton() const {
|
||||
|
||||
return skeleton;
|
||||
}
|
||||
|
||||
// skeleton creation api
|
||||
void Skeleton::add_bone(const String &p_name) {
|
||||
|
||||
|
@ -362,8 +361,6 @@ void Skeleton::add_bone(const String &p_name) {
|
|||
b.name = p_name;
|
||||
bones.push_back(b);
|
||||
process_order_dirty = true;
|
||||
|
||||
rest_global_inverse_dirty = true;
|
||||
_make_dirty();
|
||||
update_gizmo();
|
||||
}
|
||||
|
@ -408,7 +405,6 @@ void Skeleton::set_bone_parent(int p_bone, int p_parent) {
|
|||
ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
|
||||
|
||||
bones.write[p_bone].parent = p_parent;
|
||||
rest_global_inverse_dirty = true;
|
||||
process_order_dirty = true;
|
||||
_make_dirty();
|
||||
}
|
||||
|
@ -426,23 +422,11 @@ void Skeleton::unparent_bone_and_rest(int p_bone) {
|
|||
}
|
||||
|
||||
bones.write[p_bone].parent = -1;
|
||||
bones.write[p_bone].rest_global_inverse = bones[p_bone].rest.affine_inverse(); //same thing
|
||||
process_order_dirty = true;
|
||||
|
||||
_make_dirty();
|
||||
}
|
||||
|
||||
void Skeleton::set_bone_ignore_animation(int p_bone, bool p_ignore) {
|
||||
ERR_FAIL_INDEX(p_bone, bones.size());
|
||||
bones.write[p_bone].ignore_animation = p_ignore;
|
||||
}
|
||||
|
||||
bool Skeleton::is_bone_ignore_animation(int p_bone) const {
|
||||
|
||||
ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
|
||||
return bones[p_bone].ignore_animation;
|
||||
}
|
||||
|
||||
void Skeleton::set_bone_disable_rest(int p_bone, bool p_disable) {
|
||||
|
||||
ERR_FAIL_INDEX(p_bone, bones.size());
|
||||
|
@ -467,7 +451,6 @@ void Skeleton::set_bone_rest(int p_bone, const Transform &p_rest) {
|
|||
ERR_FAIL_INDEX(p_bone, bones.size());
|
||||
|
||||
bones.write[p_bone].rest = p_rest;
|
||||
rest_global_inverse_dirty = true;
|
||||
_make_dirty();
|
||||
}
|
||||
Transform Skeleton::get_bone_rest(int p_bone) const {
|
||||
|
@ -482,7 +465,6 @@ void Skeleton::set_bone_enabled(int p_bone, bool p_enabled) {
|
|||
ERR_FAIL_INDEX(p_bone, bones.size());
|
||||
|
||||
bones.write[p_bone].enabled = p_enabled;
|
||||
rest_global_inverse_dirty = true;
|
||||
_make_dirty();
|
||||
}
|
||||
bool Skeleton::is_bone_enabled(int p_bone) const {
|
||||
|
@ -529,7 +511,6 @@ void Skeleton::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound)
|
|||
void Skeleton::clear_bones() {
|
||||
|
||||
bones.clear();
|
||||
rest_global_inverse_dirty = true;
|
||||
process_order_dirty = true;
|
||||
|
||||
_make_dirty();
|
||||
|
@ -552,23 +533,6 @@ Transform Skeleton::get_bone_pose(int p_bone) const {
|
|||
return bones[p_bone].pose;
|
||||
}
|
||||
|
||||
void Skeleton::set_bone_custom_pose(int p_bone, const Transform &p_custom_pose) {
|
||||
|
||||
ERR_FAIL_INDEX(p_bone, bones.size());
|
||||
//ERR_FAIL_COND( !is_inside_scene() );
|
||||
|
||||
bones.write[p_bone].custom_pose_enable = (p_custom_pose != Transform());
|
||||
bones.write[p_bone].custom_pose = p_custom_pose;
|
||||
|
||||
_make_dirty();
|
||||
}
|
||||
|
||||
Transform Skeleton::get_bone_custom_pose(int p_bone) const {
|
||||
|
||||
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
|
||||
return bones[p_bone].custom_pose;
|
||||
}
|
||||
|
||||
void Skeleton::_make_dirty() {
|
||||
|
||||
if (dirty)
|
||||
|
@ -747,14 +711,66 @@ void Skeleton::physical_bones_remove_collision_exception(RID p_exception) {
|
|||
|
||||
#endif // _3D_DISABLED
|
||||
|
||||
void Skeleton::set_use_bones_in_world_transform(bool p_enable) {
|
||||
use_bones_in_world_transform = p_enable;
|
||||
if (is_inside_tree()) {
|
||||
VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform());
|
||||
}
|
||||
void Skeleton::_skin_changed() {
|
||||
_make_dirty();
|
||||
}
|
||||
bool Skeleton::is_using_bones_in_world_transform() const {
|
||||
return use_bones_in_world_transform;
|
||||
|
||||
Ref<SkinReference> Skeleton::register_skin(const Ref<Skin> &p_skin) {
|
||||
|
||||
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
|
||||
if (E->get()->skin == p_skin) {
|
||||
return Ref<SkinReference>(E->get());
|
||||
}
|
||||
}
|
||||
|
||||
Ref<Skin> skin = p_skin;
|
||||
|
||||
if (skin.is_null()) {
|
||||
//need to create one from existing code, this is for compatibility only
|
||||
//when skeletons did not support skins. It is also used by gizmo
|
||||
//to display the skeleton.
|
||||
|
||||
skin.instance();
|
||||
skin->set_bind_count(bones.size());
|
||||
_update_process_order(); //just in case
|
||||
|
||||
// pose changed, rebuild cache of inverses
|
||||
const Bone *bonesptr = bones.ptr();
|
||||
int len = bones.size();
|
||||
const int *order = process_order.ptr();
|
||||
|
||||
// calculate global rests and invert them
|
||||
for (int i = 0; i < len; i++) {
|
||||
const Bone &b = bonesptr[order[i]];
|
||||
if (b.parent >= 0) {
|
||||
skin->set_bind_pose(order[i], skin->get_bind_pose(b.parent) * b.rest);
|
||||
} else {
|
||||
skin->set_bind_pose(order[i], b.rest);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < len; i++) {
|
||||
//the inverse is what is actually required
|
||||
skin->set_bind_bone(i, i);
|
||||
skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse());
|
||||
}
|
||||
}
|
||||
|
||||
ERR_FAIL_COND_V(skin.is_null(), Ref<SkinReference>());
|
||||
|
||||
Ref<SkinReference> skin_ref;
|
||||
skin_ref.instance();
|
||||
|
||||
skin_ref->skeleton_node = this;
|
||||
skin_ref->bind_count = 0;
|
||||
skin_ref->skeleton = VisualServer::get_singleton()->skeleton_create();
|
||||
skin_ref->skeleton_node = this;
|
||||
skin_ref->skin = skin;
|
||||
|
||||
skin_bindings.insert(skin_ref.operator->());
|
||||
|
||||
skin->connect("changed", skin_ref.operator->(), "_skin_changed");
|
||||
return skin_ref;
|
||||
}
|
||||
|
||||
void Skeleton::_bind_methods() {
|
||||
|
@ -773,6 +789,8 @@ void Skeleton::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton::get_bone_rest);
|
||||
ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton::set_bone_rest);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton::register_skin);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton::localize_rests);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton::set_bone_disable_rest);
|
||||
|
@ -787,17 +805,9 @@ void Skeleton::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton::get_bone_pose);
|
||||
ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton::set_bone_pose);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_bone_global_pose", "bone_idx", "pose"), &Skeleton::set_bone_global_pose);
|
||||
ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton::set_bone_global_pose_override, DEFVAL(false));
|
||||
ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton::get_bone_global_pose);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton::get_bone_custom_pose);
|
||||
ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton::set_bone_custom_pose);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_bone_transform", "bone_idx"), &Skeleton::get_bone_transform);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_use_bones_in_world_transform", "enable"), &Skeleton::set_use_bones_in_world_transform);
|
||||
ClassDB::bind_method(D_METHOD("is_using_bones_in_world_transform"), &Skeleton::is_using_bones_in_world_transform);
|
||||
|
||||
#ifndef _3D_DISABLED
|
||||
|
||||
ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation);
|
||||
|
@ -807,22 +817,19 @@ void Skeleton::_bind_methods() {
|
|||
|
||||
#endif // _3D_DISABLED
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_bone_ignore_animation", "bone", "ignore"), &Skeleton::set_bone_ignore_animation);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones_in_world_transform"), "set_use_bones_in_world_transform", "is_using_bones_in_world_transform");
|
||||
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
|
||||
}
|
||||
|
||||
Skeleton::Skeleton() {
|
||||
|
||||
rest_global_inverse_dirty = true;
|
||||
dirty = false;
|
||||
process_order_dirty = true;
|
||||
skeleton = VisualServer::get_singleton()->skeleton_create();
|
||||
set_notify_transform(true);
|
||||
use_bones_in_world_transform = false;
|
||||
}
|
||||
|
||||
Skeleton::~Skeleton() {
|
||||
VisualServer::get_singleton()->free(skeleton);
|
||||
|
||||
//some skins may remain bound
|
||||
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
|
||||
E->get()->skeleton_node = nullptr;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -33,6 +33,7 @@
|
|||
|
||||
#include "core/rid.h"
|
||||
#include "scene/3d/spatial.h"
|
||||
#include "scene/resources/skin.h"
|
||||
|
||||
#ifndef _3D_DISABLED
|
||||
typedef int BoneId;
|
||||
|
@ -40,10 +41,38 @@ typedef int BoneId;
|
|||
class PhysicalBone;
|
||||
#endif // _3D_DISABLED
|
||||
|
||||
class Skeleton;
|
||||
|
||||
class SkinReference : public Reference {
|
||||
GDCLASS(SkinReference, Reference)
|
||||
friend class Skeleton;
|
||||
|
||||
Skeleton *skeleton_node;
|
||||
RID skeleton;
|
||||
Ref<Skin> skin;
|
||||
uint32_t bind_count = 0;
|
||||
void _skin_changed();
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
RID get_skeleton() const;
|
||||
Ref<Skin> get_skin() const;
|
||||
~SkinReference();
|
||||
};
|
||||
|
||||
class Skeleton : public Spatial {
|
||||
|
||||
GDCLASS(Skeleton, Spatial);
|
||||
|
||||
private:
|
||||
friend class SkinReference;
|
||||
|
||||
Set<SkinReference *> skin_bindings;
|
||||
|
||||
void _skin_changed();
|
||||
|
||||
struct Bone {
|
||||
|
||||
String name;
|
||||
|
@ -52,19 +81,15 @@ class Skeleton : public Spatial {
|
|||
int parent;
|
||||
int sort_index; //used for re-sorting process order
|
||||
|
||||
bool ignore_animation;
|
||||
|
||||
bool disable_rest;
|
||||
Transform rest;
|
||||
Transform rest_global_inverse;
|
||||
|
||||
Transform pose;
|
||||
Transform pose_global;
|
||||
|
||||
bool custom_pose_enable;
|
||||
Transform custom_pose;
|
||||
|
||||
Transform transform_final;
|
||||
float global_pose_override_amount;
|
||||
bool global_pose_override_reset;
|
||||
Transform global_pose_override;
|
||||
|
||||
#ifndef _3D_DISABLED
|
||||
PhysicalBone *physical_bone;
|
||||
|
@ -76,9 +101,9 @@ class Skeleton : public Spatial {
|
|||
Bone() {
|
||||
parent = -1;
|
||||
enabled = true;
|
||||
ignore_animation = false;
|
||||
custom_pose_enable = false;
|
||||
disable_rest = false;
|
||||
global_pose_override_amount = 0;
|
||||
global_pose_override_reset = false;
|
||||
#ifndef _3D_DISABLED
|
||||
physical_bone = NULL;
|
||||
cache_parent_physical_bone = NULL;
|
||||
|
@ -86,17 +111,12 @@ class Skeleton : public Spatial {
|
|||
}
|
||||
};
|
||||
|
||||
bool rest_global_inverse_dirty;
|
||||
|
||||
Vector<Bone> bones;
|
||||
Vector<int> process_order;
|
||||
bool process_order_dirty;
|
||||
|
||||
RID skeleton;
|
||||
|
||||
void _make_dirty();
|
||||
bool dirty;
|
||||
bool use_bones_in_world_transform;
|
||||
|
||||
// bind helpers
|
||||
Array _get_bound_child_nodes_to_bone(int p_bone) const {
|
||||
|
@ -127,8 +147,6 @@ public:
|
|||
NOTIFICATION_UPDATE_SKELETON = 50
|
||||
};
|
||||
|
||||
RID get_skeleton() const;
|
||||
|
||||
// skeleton creation api
|
||||
void add_bone(const String &p_name);
|
||||
int find_bone(const String &p_name) const;
|
||||
|
@ -141,9 +159,6 @@ public:
|
|||
|
||||
void unparent_bone_and_rest(int p_bone);
|
||||
|
||||
void set_bone_ignore_animation(int p_bone, bool p_ignore);
|
||||
bool is_bone_ignore_animation(int p_bone) const;
|
||||
|
||||
void set_bone_disable_rest(int p_bone, bool p_disable);
|
||||
bool is_bone_rest_disabled(int p_bone) const;
|
||||
|
||||
|
@ -151,10 +166,9 @@ public:
|
|||
|
||||
void set_bone_rest(int p_bone, const Transform &p_rest);
|
||||
Transform get_bone_rest(int p_bone) const;
|
||||
Transform get_bone_transform(int p_bone) const;
|
||||
Transform get_bone_global_pose(int p_bone) const;
|
||||
|
||||
void set_bone_global_pose(int p_bone, const Transform &p_pose);
|
||||
void set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent = false);
|
||||
|
||||
void set_bone_enabled(int p_bone, bool p_enabled);
|
||||
bool is_bone_enabled(int p_bone) const;
|
||||
|
@ -170,14 +184,10 @@ public:
|
|||
void set_bone_pose(int p_bone, const Transform &p_pose);
|
||||
Transform get_bone_pose(int p_bone) const;
|
||||
|
||||
void set_bone_custom_pose(int p_bone, const Transform &p_custom_pose);
|
||||
Transform get_bone_custom_pose(int p_bone) const;
|
||||
|
||||
void localize_rests(); // used for loaders and tools
|
||||
int get_process_order(int p_idx);
|
||||
|
||||
void set_use_bones_in_world_transform(bool p_enable);
|
||||
bool is_using_bones_in_world_transform() const;
|
||||
Ref<SkinReference> register_skin(const Ref<Skin> &p_skin);
|
||||
|
||||
#ifndef _3D_DISABLED
|
||||
// Physical bone API
|
||||
|
|
|
@ -256,7 +256,7 @@ void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim) {
|
|||
|
||||
Skeleton *sk = Object::cast_to<Skeleton>(child);
|
||||
bone_idx = sk->find_bone(a->track_get_path(i).get_subname(0));
|
||||
if (bone_idx == -1 || sk->is_bone_ignore_animation(bone_idx)) {
|
||||
if (bone_idx == -1) {
|
||||
|
||||
continue;
|
||||
}
|
||||
|
|
|
@ -622,7 +622,7 @@ bool AnimationTree::_update_caches(AnimationPlayer *player) {
|
|||
|
||||
Skeleton *sk = Object::cast_to<Skeleton>(spatial);
|
||||
int bone_idx = sk->find_bone(path.get_subname(0));
|
||||
if (bone_idx != -1 && !sk->is_bone_ignore_animation(bone_idx)) {
|
||||
if (bone_idx != -1) {
|
||||
|
||||
track_xform->skeleton = sk;
|
||||
track_xform->bone_idx = bone_idx;
|
||||
|
|
|
@ -820,11 +820,7 @@ void AnimationTreePlayer::_process_animation(float p_delta) {
|
|||
t.value = t.object->get_indexed(t.subpath);
|
||||
t.value.zero();
|
||||
|
||||
if (t.skeleton) {
|
||||
t.skip = t.skeleton->is_bone_ignore_animation(t.bone_idx);
|
||||
} else {
|
||||
t.skip = false;
|
||||
}
|
||||
t.skip = false;
|
||||
}
|
||||
|
||||
/* STEP 2 PROCESS ANIMATIONS */
|
||||
|
|
|
@ -320,7 +320,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
|
|||
new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
|
||||
}
|
||||
|
||||
p_task->skeleton->set_bone_global_pose(ci->bone, new_bone_pose);
|
||||
p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0);
|
||||
|
||||
if (!ci->children.empty())
|
||||
ci = &ci->children.write[0];
|
||||
|
|
|
@ -364,6 +364,9 @@ void register_scene_types() {
|
|||
|
||||
/* REGISTER 3D */
|
||||
|
||||
ClassDB::register_class<Skin>();
|
||||
ClassDB::register_virtual_class<SkinReference>();
|
||||
|
||||
ClassDB::register_class<Spatial>();
|
||||
ClassDB::register_virtual_class<SpatialGizmo>();
|
||||
ClassDB::register_class<Skeleton>();
|
||||
|
|
102
scene/resources/skin.cpp
Normal file
102
scene/resources/skin.cpp
Normal file
|
@ -0,0 +1,102 @@
|
|||
#include "skin.h"
|
||||
|
||||
void Skin::set_bind_count(int p_size) {
|
||||
ERR_FAIL_COND(p_size < 0);
|
||||
binds.resize(p_size);
|
||||
binds_ptr = binds.ptrw();
|
||||
bind_count = p_size;
|
||||
emit_changed();
|
||||
}
|
||||
|
||||
void Skin::add_bind(int p_bone, const Transform &p_pose) {
|
||||
uint32_t index = bind_count;
|
||||
set_bind_count(bind_count + 1);
|
||||
set_bind_bone(index, p_bone);
|
||||
set_bind_pose(index, p_pose);
|
||||
}
|
||||
|
||||
void Skin::set_bind_bone(int p_index, int p_bone) {
|
||||
ERR_FAIL_INDEX(p_index, bind_count);
|
||||
binds_ptr[p_index].bone = p_bone;
|
||||
emit_changed();
|
||||
}
|
||||
|
||||
void Skin::set_bind_pose(int p_index, const Transform &p_pose) {
|
||||
ERR_FAIL_INDEX(p_index, bind_count);
|
||||
binds_ptr[p_index].pose = p_pose;
|
||||
emit_changed();
|
||||
}
|
||||
|
||||
void Skin::clear_binds() {
|
||||
binds.clear();
|
||||
binds_ptr = nullptr;
|
||||
bind_count = 0;
|
||||
emit_changed();
|
||||
}
|
||||
|
||||
bool Skin::_set(const StringName &p_name, const Variant &p_value) {
|
||||
String name = p_name;
|
||||
if (name == "bind_count") {
|
||||
set_bind_count(p_value);
|
||||
return true;
|
||||
} else if (name.begins_with("bind/")) {
|
||||
int index = name.get_slicec('/', 1).to_int();
|
||||
String what = name.get_slicec('/', 2);
|
||||
if (what == "bone") {
|
||||
set_bind_bone(index, p_value);
|
||||
return true;
|
||||
} else if (what == "pose") {
|
||||
set_bind_pose(index, p_value);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Skin::_get(const StringName &p_name, Variant &r_ret) const {
|
||||
|
||||
String name = p_name;
|
||||
if (name == "bind_count") {
|
||||
r_ret = get_bind_count();
|
||||
return true;
|
||||
} else if (name.begins_with("bind/")) {
|
||||
int index = name.get_slicec('/', 1).to_int();
|
||||
String what = name.get_slicec('/', 2);
|
||||
if (what == "bone") {
|
||||
r_ret = get_bind_bone(index);
|
||||
return true;
|
||||
} else if (what == "pose") {
|
||||
r_ret = get_bind_pose(index);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
void Skin::_get_property_list(List<PropertyInfo> *p_list) const {
|
||||
p_list->push_back(PropertyInfo(Variant::INT, "bind_count", PROPERTY_HINT_RANGE, "0,16384,1,or_greater"));
|
||||
for (int i = 0; i < get_bind_count(); i++) {
|
||||
p_list->push_back(PropertyInfo(Variant::INT, "bind/" + itos(i) + "/bone", PROPERTY_HINT_RANGE, "0,16384,1,or_greater"));
|
||||
p_list->push_back(PropertyInfo(Variant::TRANSFORM, "bind/" + itos(i) + "/pose"));
|
||||
}
|
||||
}
|
||||
|
||||
void Skin::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_bind_count", "bind_count"), &Skin::set_bind_count);
|
||||
ClassDB::bind_method(D_METHOD("get_bind_count"), &Skin::get_bind_count);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_bind", "bone", "pose"), &Skin::add_bind);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_bind_pose", "bind_index", "pose"), &Skin::set_bind_pose);
|
||||
ClassDB::bind_method(D_METHOD("get_bind_pose", "bind_index"), &Skin::get_bind_pose);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_bind_bone", "bind_index", "bone"), &Skin::set_bind_bone);
|
||||
ClassDB::bind_method(D_METHOD("get_bind_bone", "bind_index"), &Skin::get_bind_bone);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("clear_binds"), &Skin::clear_binds);
|
||||
}
|
||||
|
||||
Skin::Skin() {
|
||||
bind_count = 0;
|
||||
binds_ptr = nullptr;
|
||||
}
|
54
scene/resources/skin.h
Normal file
54
scene/resources/skin.h
Normal file
|
@ -0,0 +1,54 @@
|
|||
#ifndef SKIN_H
|
||||
#define SKIN_H
|
||||
|
||||
#include "core/resource.h"
|
||||
|
||||
class Skin : public Resource {
|
||||
GDCLASS(Skin, Resource)
|
||||
|
||||
struct Bind {
|
||||
int bone;
|
||||
Transform pose;
|
||||
};
|
||||
|
||||
Vector<Bind> binds;
|
||||
|
||||
Bind *binds_ptr;
|
||||
int bind_count;
|
||||
|
||||
protected:
|
||||
bool _set(const StringName &p_name, const Variant &p_value);
|
||||
bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_bind_count(int p_size);
|
||||
inline int get_bind_count() const { return bind_count; }
|
||||
|
||||
void add_bind(int p_bone, const Transform &p_pose);
|
||||
|
||||
void set_bind_bone(int p_index, int p_bone);
|
||||
void set_bind_pose(int p_index, const Transform &p_pose);
|
||||
|
||||
inline int get_bind_bone(int p_index) const {
|
||||
#ifdef DEBUG_ENABLED
|
||||
ERR_FAIL_INDEX_V(p_index, bind_count, -1);
|
||||
#endif
|
||||
return binds_ptr[p_index].bone;
|
||||
}
|
||||
|
||||
inline Transform get_bind_pose(int p_index) const {
|
||||
#ifdef DEBUG_ENABLED
|
||||
ERR_FAIL_INDEX_V(p_index, bind_count, Transform());
|
||||
#endif
|
||||
return binds_ptr[p_index].pose;
|
||||
}
|
||||
|
||||
void clear_binds();
|
||||
|
||||
Skin();
|
||||
};
|
||||
|
||||
#endif // SKIN_H
|
|
@ -357,7 +357,6 @@ public:
|
|||
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
|
||||
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
|
||||
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
|
||||
virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) = 0;
|
||||
|
||||
/* Light API */
|
||||
|
||||
|
|
|
@ -294,7 +294,6 @@ public:
|
|||
BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
|
||||
BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
|
||||
BIND2(skeleton_set_base_transform_2d, RID, const Transform2D &)
|
||||
BIND3(skeleton_set_world_transform, RID, bool, const Transform &)
|
||||
|
||||
/* Light API */
|
||||
|
||||
|
|
|
@ -230,7 +230,6 @@ public:
|
|||
FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
|
||||
FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
|
||||
FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
|
||||
FUNC3(skeleton_set_world_transform, RID, bool, const Transform &)
|
||||
|
||||
/* Light API */
|
||||
|
||||
|
|
|
@ -391,7 +391,6 @@ public:
|
|||
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
|
||||
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
|
||||
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
|
||||
virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_base_transform) = 0;
|
||||
|
||||
/* Light API */
|
||||
|
||||
|
|
Loading…
Reference in a new issue