/*************************************************************************/ /* skeleton.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef SKELETON_H #define SKELETON_H #include "core/rid.h" #include "scene/3d/spatial.h" #include "scene/resources/skin.h" #ifndef _3D_DISABLED typedef int BoneId; class PhysicalBone; #endif // _3D_DISABLED class Skeleton; class SkinReference : public Reference { GDCLASS(SkinReference, Reference) friend class Skeleton; Skeleton *skeleton_node = nullptr; RID skeleton; Ref skin; uint32_t bind_count = 0; uint64_t skeleton_version = 0; Vector skin_bone_indices; uint32_t *skin_bone_indices_ptrs = nullptr; void _skin_changed(); protected: static void _bind_methods(); public: RID get_skeleton() const; Skeleton *get_skeleton_node() const; Ref get_skin() const; ~SkinReference(); }; class Skeleton : public Spatial { GDCLASS(Skeleton, Spatial); private: friend class SkinReference; Set skin_bindings; void _skin_changed(); struct Bone { String name; bool enabled; int parent; int sort_index; //used for re-sorting process order bool disable_rest; Transform rest; Transform pose; Transform pose_global; Transform pose_global_no_override; bool custom_pose_enable; Transform custom_pose; float global_pose_override_amount; bool global_pose_override_reset; Transform global_pose_override; #ifndef _3D_DISABLED PhysicalBone *physical_bone; PhysicalBone *cache_parent_physical_bone; #endif // _3D_DISABLED List nodes_bound; 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 } }; Vector bones; Vector process_order; bool process_order_dirty; void _make_dirty(); bool dirty; uint64_t version; // bind helpers Array _get_bound_child_nodes_to_bone(int p_bone) const { Array bound; List children; get_bound_child_nodes_to_bone(p_bone, &children); for (int i = 0; i < children.size(); i++) { bound.push_back(children[i]); } return bound; } void _update_process_order(); protected: bool _get(const StringName &p_path, Variant &r_ret) const; bool _set(const StringName &p_path, const Variant &p_value); void _get_property_list(List *p_list) const; void _notification(int p_what); static void _bind_methods(); public: 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); 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 Transform &p_rest); Transform get_bone_rest(int p_bone) const; Transform get_bone_global_pose(int p_bone) const; Transform get_bone_global_pose_no_override(int p_bone) const; void clear_bones_global_pose_override(); 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; void bind_child_node_to_bone(int p_bone, Node *p_node); void unbind_child_node_from_bone(int p_bone, Node *p_node); void get_bound_child_nodes_to_bone(int p_bone, List *p_bound) const; void clear_bones(); // posing api 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); Ref register_skin(const Ref &p_skin); #ifndef _3D_DISABLED // Physical bone API void bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone); void unbind_physical_bone_from_bone(int p_bone); PhysicalBone *get_physical_bone(int p_bone); PhysicalBone *get_physical_bone_parent(int p_bone); private: /// This is a slow API os it's cached PhysicalBone *_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 Array &p_bones); void physical_bones_add_collision_exception(RID p_exception); void physical_bones_remove_collision_exception(RID p_exception); #endif // _3D_DISABLED public: Skeleton(); ~Skeleton(); }; #endif // SKELETON_H