/*************************************************************************/ /* skeleton_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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. */ /*************************************************************************/ #include "skeleton_3d.h" #include "core/config/engine.h" #include "core/config/project_settings.h" #include "core/object/message_queue.h" #include "core/variant/type_info.h" #include "scene/3d/physics_body_3d.h" #include "scene/resources/surface_tool.h" #include "scene/scene_string_names.h" void SkinReference::_skin_changed() { if (skeleton_node) { skeleton_node->_make_dirty(); } skeleton_version = 0; } 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 SkinReference::get_skin() const { return skin; } SkinReference::~SkinReference() { if (skeleton_node) { skeleton_node->skin_bindings.erase(this); } RS::get_singleton()->free(skeleton); } /////////////////////////////////////// bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) { String path = p_path; if (!path.begins_with("bones/")) { return false; } int which = path.get_slicec('/', 1).to_int(); String what = path.get_slicec('/', 2); if (which == bones.size() && what == "name") { add_bone(p_value); return true; } ERR_FAIL_INDEX_V(which, bones.size(), false); if (what == "parent") { set_bone_parent(which, p_value); } else if (what == "rest") { set_bone_rest(which, p_value); } else if (what == "enabled") { set_bone_enabled(which, p_value); } else if (what == "pose") { set_bone_pose(which, p_value); } else if (what == "bound_children") { Array children = p_value; if (is_inside_tree()) { bones.write[which].nodes_bound.clear(); for (int i = 0; i < children.size(); i++) { NodePath npath = children[i]; ERR_CONTINUE(npath.operator String() == ""); Node *node = get_node(npath); ERR_CONTINUE(!node); bind_child_node_to_bone(which, node); } } } else { return false; } return true; } bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const { String path = p_path; if (!path.begins_with("bones/")) { return false; } int which = path.get_slicec('/', 1).to_int(); String what = path.get_slicec('/', 2); ERR_FAIL_INDEX_V(which, bones.size(), false); if (what == "name") { r_ret = get_bone_name(which); } else if (what == "parent") { r_ret = get_bone_parent(which); } else if (what == "rest") { r_ret = get_bone_rest(which); } else if (what == "enabled") { r_ret = is_bone_enabled(which); } else if (what == "pose") { r_ret = get_bone_pose(which); } else if (what == "bound_children") { Array children; for (const List::Element *E = bones[which].nodes_bound.front(); E; E = E->next()) { Object *obj = ObjectDB::get_instance(E->get()); ERR_CONTINUE(!obj); Node *node = Object::cast_to(obj); ERR_CONTINUE(!node); NodePath npath = get_path_to(node); children.push_back(npath); } r_ret = children; } else { return false; } return true; } void Skeleton3D::_get_property_list(List *p_list) const { for (int i = 0; i < bones.size(); i++) { String prep = "bones/" + itos(i) + "/"; p_list->push_back(PropertyInfo(Variant::STRING, prep + "name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1", PROPERTY_USAGE_NOEDITOR)); p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "rest", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); p_list->push_back(PropertyInfo(Variant::ARRAY, prep + "bound_children", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); } } void Skeleton3D::_update_process_order() { if (!process_order_dirty) { return; } Bone *bonesptr = bones.ptrw(); int len = bones.size(); process_order.resize(len); int *order = process_order.ptrw(); for (int i = 0; i < len; i++) { if (bonesptr[i].parent >= len) { //validate this just in case ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent)); bonesptr[i].parent = -1; } order[i] = i; bonesptr[i].sort_index = i; } //now check process order int pass_count = 0; while (pass_count < len * len) { //using bubblesort because of simplicity, it won't run every frame though. //bublesort worst case is O(n^2), and this may be an infinite loop if cyclic bool swapped = false; for (int i = 0; i < len; i++) { int parent_idx = bonesptr[order[i]].parent; if (parent_idx < 0) { continue; //do nothing because it has no parent } //swap indices int parent_order = bonesptr[parent_idx].sort_index; if (parent_order > i) { bonesptr[order[i]].sort_index = parent_order; bonesptr[parent_idx].sort_index = i; //swap order SWAP(order[i], order[parent_order]); swapped = true; } } if (!swapped) { break; } pass_count++; } if (pass_count == len * len) { ERR_PRINT("Skeleton3D parenthood graph is cyclic"); } process_order_dirty = false; } void Skeleton3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_UPDATE_SKELETON: { RenderingServer *rs = RenderingServer::get_singleton(); Bone *bonesptr = bones.ptrw(); int len = bones.size(); _update_process_order(); const int *order = process_order.ptr(); for (int i = 0; i < len; i++) { Bone &b = bonesptr[order[i]]; 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) { pose = b.custom_pose * pose; } if (b.parent >= 0) { b.pose_global = bonesptr[b.parent].pose_global * pose; } else { b.pose_global = pose; } } else { if (b.parent >= 0) { b.pose_global = bonesptr[b.parent].pose_global; } else { b.pose_global = Transform(); } } } 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); } } if (b.global_pose_override_reset) { b.global_pose_override_amount = 0.0; } for (List::Element *E = b.nodes_bound.front(); E; E = E->next()) { Object *obj = ObjectDB::get_instance(E->get()); ERR_CONTINUE(!obj); Node3D *node_3d = Object::cast_to(obj); ERR_CONTINUE(!node_3d); node_3d->set_transform(b.pose_global); } } //update skins for (Set::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) { RS::get_singleton()->skeleton_allocate(skeleton, bind_count); E->get()->bind_count = bind_count; E->get()->skin_bone_indices.resize(bind_count); E->get()->skin_bone_indices_ptrs = E->get()->skin_bone_indices.ptrw(); } if (E->get()->skeleton_version != version) { for (uint32_t i = 0; i < bind_count; i++) { StringName bind_name = skin->get_bind_name(i); if (bind_name != StringName()) { //bind name used, use this bool found = false; for (int j = 0; j < len; j++) { if (bonesptr[j].name == bind_name) { E->get()->skin_bone_indices_ptrs[i] = j; found = true; break; } } if (!found) { ERR_PRINT("Skin bind #" + itos(i) + " contains named bind '" + String(bind_name) + "' but Skeleton3D has no bone by that name."); E->get()->skin_bone_indices_ptrs[i] = 0; } } else if (skin->get_bind_bone(i) >= 0) { int bind_index = skin->get_bind_bone(i); if (bind_index >= len) { ERR_PRINT("Skin bind #" + itos(i) + " contains bone index bind: " + itos(bind_index) + " , which is greater than the skeleton bone count: " + itos(len) + "."); E->get()->skin_bone_indices_ptrs[i] = 0; } else { E->get()->skin_bone_indices_ptrs[i] = bind_index; } } else { ERR_PRINT("Skin bind #" + itos(i) + " does not contain a name nor a bone index."); E->get()->skin_bone_indices_ptrs[i] = 0; } } E->get()->skeleton_version = version; } for (uint32_t i = 0; i < bind_count; i++) { uint32_t bone_index = E->get()->skin_bone_indices_ptrs[i]; ERR_CONTINUE(bone_index >= (uint32_t)len); rs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].pose_global * skin->get_bind_pose(i)); } } dirty = false; #ifdef TOOLS_ENABLED emit_signal(SceneStringNames::get_singleton()->pose_updated); #endif // TOOLS_ENABLED } break; #ifndef _3D_DISABLED case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { // This is active only if the skeleton animates the physical bones // and the state of the bone is not active. if (animate_physical_bones) { for (int i = 0; i < bones.size(); i += 1) { if (bones[i].physical_bone) { if (bones[i].physical_bone->is_simulating_physics() == false) { bones[i].physical_bone->reset_to_rest_position(); } } } } } break; case NOTIFICATION_READY: { if (Engine::get_singleton()->is_editor_hint()) { set_physics_process_internal(true); } } break; #endif } } void Skeleton3D::clear_bones_global_pose_override() { for (int i = 0; i < bones.size(); i += 1) { bones.write[i].global_pose_override_amount = 0; } _make_dirty(); } void Skeleton3D::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()); 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 Skeleton3D::get_bone_global_pose(int p_bone) const { ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform()); if (dirty) { const_cast(this)->notification(NOTIFICATION_UPDATE_SKELETON); } return bones[p_bone].pose_global; } // skeleton creation api void Skeleton3D::add_bone(const String &p_name) { ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1); for (int i = 0; i < bones.size(); i++) { ERR_FAIL_COND(bones[i].name == p_name); } Bone b; b.name = p_name; bones.push_back(b); process_order_dirty = true; version++; _make_dirty(); update_gizmo(); } int Skeleton3D::find_bone(const String &p_name) const { for (int i = 0; i < bones.size(); i++) { if (bones[i].name == p_name) { return i; } } return -1; } String Skeleton3D::get_bone_name(int p_bone) const { ERR_FAIL_INDEX_V(p_bone, bones.size(), ""); return bones[p_bone].name; } bool Skeleton3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const { int parent_of_bone = get_bone_parent(p_bone); if (-1 == parent_of_bone) { return false; } if (parent_of_bone == p_parent_bone_id) { return true; } return is_bone_parent_of(parent_of_bone, p_parent_bone_id); } int Skeleton3D::get_bone_count() const { return bones.size(); } void Skeleton3D::set_bone_parent(int p_bone, int p_parent) { ERR_FAIL_INDEX(p_bone, bones.size()); ERR_FAIL_COND(p_parent != -1 && (p_parent < 0)); bones.write[p_bone].parent = p_parent; process_order_dirty = true; _make_dirty(); } void Skeleton3D::unparent_bone_and_rest(int p_bone) { ERR_FAIL_INDEX(p_bone, bones.size()); _update_process_order(); int parent = bones[p_bone].parent; while (parent >= 0) { bones.write[p_bone].rest = bones[parent].rest * bones[p_bone].rest; parent = bones[parent].parent; } bones.write[p_bone].parent = -1; process_order_dirty = true; _make_dirty(); } void Skeleton3D::set_bone_disable_rest(int p_bone, bool p_disable) { ERR_FAIL_INDEX(p_bone, bones.size()); bones.write[p_bone].disable_rest = p_disable; } bool Skeleton3D::is_bone_rest_disabled(int p_bone) const { ERR_FAIL_INDEX_V(p_bone, bones.size(), false); return bones[p_bone].disable_rest; } int Skeleton3D::get_bone_parent(int p_bone) const { ERR_FAIL_INDEX_V(p_bone, bones.size(), -1); return bones[p_bone].parent; } void Skeleton3D::set_bone_rest(int p_bone, const Transform &p_rest) { ERR_FAIL_INDEX(p_bone, bones.size()); bones.write[p_bone].rest = p_rest; _make_dirty(); } Transform Skeleton3D::get_bone_rest(int p_bone) const { ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform()); return bones[p_bone].rest; } void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) { ERR_FAIL_INDEX(p_bone, bones.size()); bones.write[p_bone].enabled = p_enabled; _make_dirty(); } bool Skeleton3D::is_bone_enabled(int p_bone) const { ERR_FAIL_INDEX_V(p_bone, bones.size(), false); return bones[p_bone].enabled; } void Skeleton3D::bind_child_node_to_bone(int p_bone, Node *p_node) { ERR_FAIL_NULL(p_node); ERR_FAIL_INDEX(p_bone, bones.size()); ObjectID id = p_node->get_instance_id(); for (const List::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) { if (E->get() == id) { return; // already here } } bones.write[p_bone].nodes_bound.push_back(id); } void Skeleton3D::unbind_child_node_from_bone(int p_bone, Node *p_node) { ERR_FAIL_NULL(p_node); ERR_FAIL_INDEX(p_bone, bones.size()); ObjectID id = p_node->get_instance_id(); bones.write[p_bone].nodes_bound.erase(id); } void Skeleton3D::get_bound_child_nodes_to_bone(int p_bone, List *p_bound) const { ERR_FAIL_INDEX(p_bone, bones.size()); for (const List::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) { Object *obj = ObjectDB::get_instance(E->get()); ERR_CONTINUE(!obj); p_bound->push_back(Object::cast_to(obj)); } } void Skeleton3D::clear_bones() { bones.clear(); process_order_dirty = true; version++; _make_dirty(); } // posing api void Skeleton3D::set_bone_pose(int p_bone, const Transform &p_pose) { ERR_FAIL_INDEX(p_bone, bones.size()); bones.write[p_bone].pose = p_pose; if (is_inside_tree()) { _make_dirty(); } } Transform Skeleton3D::get_bone_pose(int p_bone) const { ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform()); return bones[p_bone].pose; } void Skeleton3D::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 Skeleton3D::get_bone_custom_pose(int p_bone) const { ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform()); return bones[p_bone].custom_pose; } void Skeleton3D::_make_dirty() { if (dirty) { return; } MessageQueue::get_singleton()->push_notification(this, NOTIFICATION_UPDATE_SKELETON); dirty = true; } int Skeleton3D::get_process_order(int p_idx) { ERR_FAIL_INDEX_V(p_idx, bones.size(), -1); _update_process_order(); return process_order[p_idx]; } Vector Skeleton3D::get_bone_process_orders() { _update_process_order(); return process_order; } void Skeleton3D::localize_rests() { _update_process_order(); for (int i = bones.size() - 1; i >= 0; i--) { int idx = process_order[i]; if (bones[idx].parent >= 0) { set_bone_rest(idx, bones[bones[idx].parent].rest.affine_inverse() * bones[idx].rest); } } } #ifndef _3D_DISABLED void Skeleton3D::set_animate_physical_bones(bool p_animate) { animate_physical_bones = p_animate; if (Engine::get_singleton()->is_editor_hint() == false) { bool sim = false; for (int i = 0; i < bones.size(); i += 1) { if (bones[i].physical_bone) { bones[i].physical_bone->reset_physics_simulation_state(); if (bones[i].physical_bone->is_simulating_physics()) { sim = true; } } } set_physics_process_internal(sim == false && p_animate); } } bool Skeleton3D::get_animate_physical_bones() const { return animate_physical_bones; } void Skeleton3D::bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone) { ERR_FAIL_INDEX(p_bone, bones.size()); ERR_FAIL_COND(bones[p_bone].physical_bone); ERR_FAIL_COND(!p_physical_bone); bones.write[p_bone].physical_bone = p_physical_bone; _rebuild_physical_bones_cache(); } void Skeleton3D::unbind_physical_bone_from_bone(int p_bone) { ERR_FAIL_INDEX(p_bone, bones.size()); bones.write[p_bone].physical_bone = nullptr; _rebuild_physical_bones_cache(); } PhysicalBone3D *Skeleton3D::get_physical_bone(int p_bone) { ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr); return bones[p_bone].physical_bone; } PhysicalBone3D *Skeleton3D::get_physical_bone_parent(int p_bone) { ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr); if (bones[p_bone].cache_parent_physical_bone) { return bones[p_bone].cache_parent_physical_bone; } return _get_physical_bone_parent(p_bone); } PhysicalBone3D *Skeleton3D::_get_physical_bone_parent(int p_bone) { ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr); const int parent_bone = bones[p_bone].parent; if (0 > parent_bone) { return nullptr; } PhysicalBone3D *pb = bones[parent_bone].physical_bone; if (pb) { return pb; } else { return get_physical_bone_parent(parent_bone); } } void Skeleton3D::_rebuild_physical_bones_cache() { const int b_size = bones.size(); for (int i = 0; i < b_size; ++i) { PhysicalBone3D *parent_pb = _get_physical_bone_parent(i); if (parent_pb != bones[i].physical_bone) { bones.write[i].cache_parent_physical_bone = parent_pb; if (bones[i].physical_bone) { bones[i].physical_bone->_on_bone_parent_changed(); } } } } void _pb_stop_simulation(Node *p_node) { for (int i = p_node->get_child_count() - 1; 0 <= i; --i) { _pb_stop_simulation(p_node->get_child(i)); } PhysicalBone3D *pb = Object::cast_to(p_node); if (pb) { pb->set_simulate_physics(false); } } void Skeleton3D::physical_bones_stop_simulation() { _pb_stop_simulation(this); if (Engine::get_singleton()->is_editor_hint() == false && animate_physical_bones) { set_physics_process_internal(true); } } void _pb_start_simulation(const Skeleton3D *p_skeleton, Node *p_node, const Vector &p_sim_bones) { for (int i = p_node->get_child_count() - 1; 0 <= i; --i) { _pb_start_simulation(p_skeleton, p_node->get_child(i), p_sim_bones); } PhysicalBone3D *pb = Object::cast_to(p_node); if (pb) { for (int i = p_sim_bones.size() - 1; 0 <= i; --i) { if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) { pb->set_simulate_physics(true); break; } } } } void Skeleton3D::physical_bones_start_simulation_on(const TypedArray &p_bones) { set_physics_process_internal(false); Vector sim_bones; if (p_bones.size() <= 0) { sim_bones.push_back(0); // if no bones is specified, activate ragdoll on full body } else { sim_bones.resize(p_bones.size()); int c = 0; for (int i = sim_bones.size() - 1; 0 <= i; --i) { int bone_id = find_bone(p_bones[i]); if (bone_id != -1) { sim_bones.write[c++] = bone_id; } } sim_bones.resize(c); } _pb_start_simulation(this, this, sim_bones); } void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RID p_exception) { for (int i = p_node->get_child_count() - 1; 0 <= i; --i) { _physical_bones_add_remove_collision_exception(p_add, p_node->get_child(i), p_exception); } CollisionObject3D *co = Object::cast_to(p_node); if (co) { if (p_add) { PhysicsServer3D::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception); } else { PhysicsServer3D::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception); } } } void Skeleton3D::physical_bones_add_collision_exception(RID p_exception) { _physical_bones_add_remove_collision_exception(true, this, p_exception); } void Skeleton3D::physical_bones_remove_collision_exception(RID p_exception) { _physical_bones_add_remove_collision_exception(false, this, p_exception); } #endif // _3D_DISABLED void Skeleton3D::_skin_changed() { _make_dirty(); } Ref Skeleton3D::register_skin(const Ref &p_skin) { for (Set::Element *E = skin_bindings.front(); E; E = E->next()) { if (E->get()->skin == p_skin) { return Ref(E->get()); } } Ref 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()); Ref skin_ref; skin_ref.instance(); skin_ref->skeleton_node = this; skin_ref->bind_count = 0; skin_ref->skeleton = RenderingServer::get_singleton()->skeleton_create(); skin_ref->skeleton_node = this; skin_ref->skin = skin; skin_bindings.insert(skin_ref.operator->()); skin->connect_compat("changed", skin_ref.operator->(), "_skin_changed"); _make_dirty(); //skin needs to be updated, so update skeleton return skin_ref; } // helper functions Transform Skeleton3D::bone_transform_to_world_transform(Transform p_bone_transform) { return get_global_transform() * p_bone_transform; } Transform Skeleton3D::world_transform_to_bone_transform(Transform p_world_transform) { return get_global_transform().affine_inverse() * p_world_transform; } void Skeleton3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_bone_process_orders"), &Skeleton3D::get_bone_process_orders); ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton3D::add_bone); ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton3D::find_bone); ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton3D::get_bone_name); ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton3D::get_bone_parent); ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton3D::set_bone_parent); ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton3D::get_bone_count); ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton3D::unparent_bone_and_rest); ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton3D::get_bone_rest); ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton3D::set_bone_rest); ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton3D::register_skin); ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton3D::localize_rests); ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton3D::set_bone_disable_rest); ClassDB::bind_method(D_METHOD("is_bone_rest_disabled", "bone_idx"), &Skeleton3D::is_bone_rest_disabled); ClassDB::bind_method(D_METHOD("bind_child_node_to_bone", "bone_idx", "node"), &Skeleton3D::bind_child_node_to_bone); ClassDB::bind_method(D_METHOD("unbind_child_node_from_bone", "bone_idx", "node"), &Skeleton3D::unbind_child_node_from_bone); ClassDB::bind_method(D_METHOD("get_bound_child_nodes_to_bone", "bone_idx"), &Skeleton3D::_get_bound_child_nodes_to_bone); ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton3D::clear_bones); ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton3D::get_bone_pose); ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton3D::set_bone_pose); ClassDB::bind_method(D_METHOD("clear_bones_global_pose_override"), &Skeleton3D::clear_bones_global_pose_override); ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_global_pose_override, DEFVAL(false)); ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton3D::get_bone_global_pose); ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton3D::get_bone_custom_pose); ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton3D::set_bone_custom_pose); ClassDB::bind_method(D_METHOD("bone_transform_to_world_transform", "bone_transform"), &Skeleton3D::bone_transform_to_world_transform); ClassDB::bind_method(D_METHOD("world_transform_to_bone_transform", "world_transform"), &Skeleton3D::world_transform_to_bone_transform); #ifndef _3D_DISABLED ClassDB::bind_method(D_METHOD("set_animate_physical_bones"), &Skeleton3D::set_animate_physical_bones); ClassDB::bind_method(D_METHOD("get_animate_physical_bones"), &Skeleton3D::get_animate_physical_bones); ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton3D::physical_bones_stop_simulation); ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton3D::physical_bones_start_simulation_on, DEFVAL(Array())); ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton3D::physical_bones_add_collision_exception); ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones"); #endif // _3D_DISABLED #ifdef TOOLS_ENABLED ADD_SIGNAL(MethodInfo("pose_updated")); #endif // TOOLS_ENABLED BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON); } Skeleton3D::Skeleton3D() { animate_physical_bones = true; dirty = false; version = 1; process_order_dirty = true; } Skeleton3D::~Skeleton3D() { //some skins may remain bound for (Set::Element *E = skin_bindings.front(); E; E = E->next()) { E->get()->skeleton_node = nullptr; } }