/**************************************************************************/ /* skeleton_3d_editor_plugin.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_editor_plugin.h" #include "core/io/resource_saver.h" #include "editor/editor_node.h" #include "editor/editor_properties.h" #include "editor/editor_properties_vector.h" #include "editor/editor_settings.h" #include "editor/editor_string_names.h" #include "editor/editor_undo_redo_manager.h" #include "editor/plugins/animation_player_editor_plugin.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "editor/themes/editor_scale.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/3d/physics/collision_shape_3d.h" #include "scene/3d/physics/joints/joint_3d.h" #include "scene/3d/physics/physical_bone_3d.h" #include "scene/3d/physics/physics_body_3d.h" #include "scene/gui/separator.h" #include "scene/gui/texture_rect.h" #include "scene/resources/3d/capsule_shape_3d.h" #include "scene/resources/skeleton_profile.h" #include "scene/resources/surface_tool.h" #include "scene/scene_string_names.h" void BoneTransformEditor::create_editors() { section = memnew(EditorInspectorSection); section->setup("trf_properties", label, this, Color(0.0f, 0.0f, 0.0f), true); section->unfold(); add_child(section); enabled_checkbox = memnew(EditorPropertyCheck()); enabled_checkbox->set_label("Pose Enabled"); enabled_checkbox->set_selectable(false); enabled_checkbox->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed)); section->get_vbox()->add_child(enabled_checkbox); // Position property. position_property = memnew(EditorPropertyVector3()); position_property->setup(-10000, 10000, 0.001f, true); position_property->set_label("Position"); position_property->set_selectable(false); position_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed)); position_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed)); section->get_vbox()->add_child(position_property); // Rotation property. rotation_property = memnew(EditorPropertyQuaternion()); rotation_property->setup(-10000, 10000, 0.001f, true); rotation_property->set_label("Rotation"); rotation_property->set_selectable(false); rotation_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed)); rotation_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed)); section->get_vbox()->add_child(rotation_property); // Scale property. scale_property = memnew(EditorPropertyVector3()); scale_property->setup(-10000, 10000, 0.001f, true); scale_property->set_label("Scale"); scale_property->set_selectable(false); scale_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed)); scale_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed)); section->get_vbox()->add_child(scale_property); // Transform/Matrix section. rest_section = memnew(EditorInspectorSection); rest_section->setup("trf_properties_transform", "Rest", this, Color(0.0f, 0.0f, 0.0f), true); section->get_vbox()->add_child(rest_section); // Transform/Matrix property. rest_matrix = memnew(EditorPropertyTransform3D()); rest_matrix->setup(-10000, 10000, 0.001f, true); rest_matrix->set_label("Transform"); rest_matrix->set_selectable(false); rest_section->get_vbox()->add_child(rest_matrix); } void BoneTransformEditor::_notification(int p_what) { switch (p_what) { case NOTIFICATION_THEME_CHANGED: { const Color section_color = get_theme_color(SNAME("prop_subsection"), EditorStringName(Editor)); section->set_bg_color(section_color); rest_section->set_bg_color(section_color); } break; } } void BoneTransformEditor::_value_changed(const String &p_property, const Variant &p_value, const String &p_name, bool p_changing) { if (updating) { return; } if (skeleton) { EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton(); undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS); undo_redo->add_undo_property(skeleton, p_property, skeleton->get(p_property)); undo_redo->add_do_property(skeleton, p_property, p_value); undo_redo->commit_action(); } } BoneTransformEditor::BoneTransformEditor(Skeleton3D *p_skeleton) : skeleton(p_skeleton) { create_editors(); } void BoneTransformEditor::set_keyable(const bool p_keyable) { position_property->set_keying(p_keyable); rotation_property->set_keying(p_keyable); scale_property->set_keying(p_keyable); } void BoneTransformEditor::set_target(const String &p_prop) { enabled_checkbox->set_object_and_property(skeleton, p_prop + "enabled"); enabled_checkbox->update_property(); position_property->set_object_and_property(skeleton, p_prop + "position"); position_property->update_property(); rotation_property->set_object_and_property(skeleton, p_prop + "rotation"); rotation_property->update_property(); scale_property->set_object_and_property(skeleton, p_prop + "scale"); scale_property->update_property(); rest_matrix->set_object_and_property(skeleton, p_prop + "rest"); rest_matrix->update_property(); } void BoneTransformEditor::_property_keyed(const String &p_path, bool p_advance) { AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor(); if (!te || !te->has_keying()) { return; } te->_clear_selection(); PackedStringArray split = p_path.split("/"); if (split.size() == 3 && split[0] == "bones") { int bone_idx = split[1].to_int(); if (split[2] == "position") { te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, (Vector3)skeleton->get(p_path) / skeleton->get_motion_scale()); } if (split[2] == "rotation") { te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_ROTATION_3D, skeleton->get(p_path)); } if (split[2] == "scale") { te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_SCALE_3D, skeleton->get(p_path)); } } } void BoneTransformEditor::_update_properties() { if (!skeleton) { return; } int selected = Skeleton3DEditor::get_singleton()->get_selected_bone(); List props; skeleton->get_property_list(&props); for (const PropertyInfo &E : props) { PackedStringArray split = E.name.split("/"); if (split.size() == 3 && split[0] == "bones") { if (split[1].to_int() == selected) { if (split[2] == "enabled") { enabled_checkbox->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY); enabled_checkbox->update_property(); enabled_checkbox->queue_redraw(); } if (split[2] == "position") { position_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY); position_property->update_property(); position_property->queue_redraw(); } if (split[2] == "rotation") { rotation_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY); rotation_property->update_property(); rotation_property->queue_redraw(); } if (split[2] == "scale") { scale_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY); scale_property->update_property(); scale_property->queue_redraw(); } if (split[2] == "rest") { rest_matrix->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY); rest_matrix->update_property(); rest_matrix->queue_redraw(); } } } } } Skeleton3DEditor *Skeleton3DEditor::singleton = nullptr; void Skeleton3DEditor::set_keyable(const bool p_keyable) { keyable = p_keyable; if (p_keyable) { animation_hb->show(); } else { animation_hb->hide(); } }; void Skeleton3DEditor::set_bone_options_enabled(const bool p_bone_options_enabled) { skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_RESET_SELECTED_POSES, !p_bone_options_enabled); skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_SELECTED_POSES_TO_RESTS, !p_bone_options_enabled); }; void Skeleton3DEditor::_on_click_skeleton_option(int p_skeleton_option) { if (!skeleton) { return; } switch (p_skeleton_option) { case SKELETON_OPTION_RESET_ALL_POSES: { reset_pose(true); break; } case SKELETON_OPTION_RESET_SELECTED_POSES: { reset_pose(false); break; } case SKELETON_OPTION_ALL_POSES_TO_RESTS: { pose_to_rest(true); break; } case SKELETON_OPTION_SELECTED_POSES_TO_RESTS: { pose_to_rest(false); break; } case SKELETON_OPTION_CREATE_PHYSICAL_SKELETON: { create_physical_skeleton(); break; } case SKELETON_OPTION_EXPORT_SKELETON_PROFILE: { export_skeleton_profile(); break; } } } void Skeleton3DEditor::reset_pose(const bool p_all_bones) { if (!skeleton) { return; } const int bone_count = skeleton->get_bone_count(); if (!bone_count) { return; } EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS); if (p_all_bones) { for (int i = 0; i < bone_count; i++) { ur->add_undo_method(skeleton, "set_bone_pose_position", i, skeleton->get_bone_pose_position(i)); ur->add_undo_method(skeleton, "set_bone_pose_rotation", i, skeleton->get_bone_pose_rotation(i)); ur->add_undo_method(skeleton, "set_bone_pose_scale", i, skeleton->get_bone_pose_scale(i)); } ur->add_do_method(skeleton, "reset_bone_poses"); } else { // Todo: Do method with multiple bone selection. if (selected_bone == -1) { ur->commit_action(); return; } ur->add_undo_method(skeleton, "set_bone_pose_position", selected_bone, skeleton->get_bone_pose_position(selected_bone)); ur->add_undo_method(skeleton, "set_bone_pose_rotation", selected_bone, skeleton->get_bone_pose_rotation(selected_bone)); ur->add_undo_method(skeleton, "set_bone_pose_scale", selected_bone, skeleton->get_bone_pose_scale(selected_bone)); ur->add_do_method(skeleton, "reset_bone_pose", selected_bone); } ur->commit_action(); } void Skeleton3DEditor::insert_keys(const bool p_all_bones) { if (!skeleton) { return; } bool pos_enabled = key_loc_button->is_pressed(); bool rot_enabled = key_rot_button->is_pressed(); bool scl_enabled = key_scale_button->is_pressed(); int bone_len = skeleton->get_bone_count(); Node *root = EditorNode::get_singleton()->get_tree()->get_root(); String path = root->get_path_to(skeleton); AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor(); te->make_insert_queue(); for (int i = 0; i < bone_len; i++) { const String name = skeleton->get_bone_name(i); if (name.is_empty()) { continue; } if (pos_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_POSITION_3D))) { te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i) / skeleton->get_motion_scale()); } if (rot_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_ROTATION_3D))) { te->insert_transform_key(skeleton, name, Animation::TYPE_ROTATION_3D, skeleton->get_bone_pose_rotation(i)); } if (scl_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_SCALE_3D))) { te->insert_transform_key(skeleton, name, Animation::TYPE_SCALE_3D, skeleton->get_bone_pose_scale(i)); } } te->commit_insert_queue(); } void Skeleton3DEditor::pose_to_rest(const bool p_all_bones) { if (!skeleton) { return; } const int bone_count = skeleton->get_bone_count(); if (!bone_count) { return; } EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Set Bone Rest"), UndoRedo::MERGE_ENDS); if (p_all_bones) { for (int i = 0; i < bone_count; i++) { ur->add_do_method(skeleton, "set_bone_rest", i, skeleton->get_bone_pose(i)); ur->add_undo_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i)); } } else { // Todo: Do method with multiple bone selection. if (selected_bone == -1) { ur->commit_action(); return; } ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_pose(selected_bone)); ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone)); } ur->commit_action(); } void Skeleton3DEditor::create_physical_skeleton() { EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ERR_FAIL_NULL(get_tree()); Node *owner = get_tree()->get_edited_scene_root(); const int bone_count = skeleton->get_bone_count(); if (!bone_count) { EditorNode::get_singleton()->show_warning(vformat(TTR("Cannot create a physical skeleton for a Skeleton3D node with no bones."))); return; } Vector bones_infos; bones_infos.resize(bone_count); ur->create_action(TTR("Create physical bones"), UndoRedo::MERGE_ALL); PhysicalBoneSimulator3D *simulator = memnew(PhysicalBoneSimulator3D); ur->add_do_method(skeleton, "add_child", simulator); ur->add_do_method(simulator, "set_owner", owner); ur->add_do_method(simulator, "set_name", "PhysicalBoneSimulator3D"); for (int bone_id = 0; bone_count > bone_id; ++bone_id) { const int parent = skeleton->get_bone_parent(bone_id); if (parent < 0) { bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id); } else { const int parent_parent = skeleton->get_bone_parent(parent); bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id); // Create physical bone on parent. if (!bones_infos[parent].physical_bone) { PhysicalBone3D *physical_bone = create_physical_bone(parent, bone_id, bones_infos); if (physical_bone && physical_bone->get_child(0)) { CollisionShape3D *collision_shape = Object::cast_to(physical_bone->get_child(0)); if (collision_shape) { bones_infos.write[parent].physical_bone = physical_bone; ur->add_do_method(simulator, "add_child", physical_bone); ur->add_do_method(physical_bone, "set_owner", owner); ur->add_do_method(collision_shape, "set_owner", owner); ur->add_do_property(physical_bone, "bone_name", skeleton->get_bone_name(parent)); // Create joint between parent of parent. if (parent_parent != -1) { ur->add_do_method(physical_bone, "set_joint_type", PhysicalBone3D::JOINT_TYPE_PIN); } ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, physical_bone); ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, collision_shape); ur->add_do_reference(physical_bone); ur->add_undo_method(simulator, "remove_child", physical_bone); } } } } } ur->add_undo_method(skeleton, "remove_child", simulator); ur->commit_action(); } PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector &bones_infos) { const Transform3D child_rest = skeleton->get_bone_rest(bone_child_id); const real_t half_height(child_rest.origin.length() * 0.5); const real_t radius(half_height * 0.2); CapsuleShape3D *bone_shape_capsule = memnew(CapsuleShape3D); bone_shape_capsule->set_height(half_height * 2); bone_shape_capsule->set_radius(radius); CollisionShape3D *bone_shape = memnew(CollisionShape3D); bone_shape->set_shape(bone_shape_capsule); bone_shape->set_name("CollisionShape3D"); Transform3D capsule_transform; capsule_transform.basis.rows[0] = Vector3(1, 0, 0); capsule_transform.basis.rows[1] = Vector3(0, 0, 1); capsule_transform.basis.rows[2] = Vector3(0, -1, 0); bone_shape->set_transform(capsule_transform); /// Get an up vector not collinear with child rest origin Vector3 up = Vector3(0, 1, 0); if (up.cross(child_rest.origin).is_zero_approx()) { up = Vector3(0, 0, 1); } Transform3D body_transform; body_transform.basis = Basis::looking_at(child_rest.origin, up); body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height)); Transform3D joint_transform; joint_transform.origin = Vector3(0, 0, half_height); PhysicalBone3D *physical_bone = memnew(PhysicalBone3D); physical_bone->add_child(bone_shape); physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id)); physical_bone->set_body_offset(body_transform); physical_bone->set_joint_offset(joint_transform); return physical_bone; } void Skeleton3DEditor::export_skeleton_profile() { if (!skeleton->get_bone_count()) { EditorNode::get_singleton()->show_warning(vformat(TTR("Cannot export a SkeletonProfile for a Skeleton3D node with no bones."))); return; } file_dialog->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE); file_dialog->set_title(TTR("Export Skeleton Profile As...")); List exts; ResourceLoader::get_recognized_extensions_for_type("SkeletonProfile", &exts); file_dialog->clear_filters(); for (const String &K : exts) { file_dialog->add_filter("*." + K); } file_dialog->popup_file_dialog(); } void Skeleton3DEditor::_file_selected(const String &p_file) { // Export SkeletonProfile. Ref sp(memnew(SkeletonProfile)); // Build SkeletonProfile. sp->set_group_size(1); Vector handle_positions; Vector2 position_max; Vector2 position_min; const int bone_count = skeleton->get_bone_count(); sp->set_bone_size(bone_count); for (int i = 0; i < bone_count; i++) { sp->set_bone_name(i, skeleton->get_bone_name(i)); int parent = skeleton->get_bone_parent(i); if (parent >= 0) { sp->set_bone_parent(i, skeleton->get_bone_name(parent)); } sp->set_reference_pose(i, skeleton->get_bone_rest(i)); Transform3D grest = skeleton->get_bone_global_rest(i); handle_positions.append(Vector2(grest.origin.x, grest.origin.y)); if (i == 0) { position_max = Vector2(grest.origin.x, grest.origin.y); position_min = Vector2(grest.origin.x, grest.origin.y); } else { position_max = position_max.max(Vector2(grest.origin.x, grest.origin.y)); position_min = position_min.min(Vector2(grest.origin.x, grest.origin.y)); } } // Layout handles provisionaly. Vector2 bound = Vector2(position_max.x - position_min.x, position_max.y - position_min.y); Vector2 center = Vector2((position_max.x + position_min.x) * 0.5, (position_max.y + position_min.y) * 0.5); float nrm = MAX(bound.x, bound.y); if (nrm > 0) { for (int i = 0; i < bone_count; i++) { handle_positions.write[i] = (handle_positions[i] - center) / nrm * 0.9; sp->set_handle_offset(i, Vector2(0.5 + handle_positions[i].x, 0.5 - handle_positions[i].y)); } } Error err = ResourceSaver::save(sp, p_file); if (err != OK) { EditorNode::get_singleton()->show_warning(vformat(TTR("Error saving file: %s"), p_file)); return; } } Variant Skeleton3DEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) { TreeItem *selected = joint_tree->get_selected(); if (!selected) { return Variant(); } Ref icon = selected->get_icon(0); VBoxContainer *vb = memnew(VBoxContainer); HBoxContainer *hb = memnew(HBoxContainer); TextureRect *tf = memnew(TextureRect); tf->set_texture(icon); tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED); hb->add_child(tf); Label *label = memnew(Label(selected->get_text(0))); hb->add_child(label); vb->add_child(hb); hb->set_modulate(Color(1, 1, 1, 1)); set_drag_preview(vb); Dictionary drag_data; drag_data["type"] = "nodes"; drag_data["node"] = selected; return drag_data; } bool Skeleton3DEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const { TreeItem *target = joint_tree->get_item_at_position(p_point); if (!target) { return false; } const String path = target->get_metadata(0); if (!path.begins_with("bones/")) { return false; } TreeItem *selected = Object::cast_to(Dictionary(p_data)["node"]); if (target == selected) { return false; } const String path2 = target->get_metadata(0); if (!path2.begins_with("bones/")) { return false; } return true; } void Skeleton3DEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) { if (!can_drop_data_fw(p_point, p_data, p_from)) { return; } TreeItem *target = joint_tree->get_item_at_position(p_point); TreeItem *selected = Object::cast_to(Dictionary(p_data)["node"]); const BoneId target_boneidx = String(target->get_metadata(0)).get_slicec('/', 1).to_int(); const BoneId selected_boneidx = String(selected->get_metadata(0)).get_slicec('/', 1).to_int(); move_skeleton_bone(skeleton->get_path(), selected_boneidx, target_boneidx); } void Skeleton3DEditor::move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx) { Node *node = get_node_or_null(p_skeleton_path); Skeleton3D *skeleton_node = Object::cast_to(node); ERR_FAIL_NULL(skeleton_node); EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Set Bone Parentage")); // If the target is a child of ourselves, we move only *us* and not our children. if (skeleton_node->is_bone_parent_of(p_target_boneidx, p_selected_boneidx)) { const BoneId parent_idx = skeleton_node->get_bone_parent(p_selected_boneidx); const int bone_count = skeleton_node->get_bone_count(); for (BoneId i = 0; i < bone_count; ++i) { if (skeleton_node->get_bone_parent(i) == p_selected_boneidx) { ur->add_undo_method(skeleton_node, "set_bone_parent", i, skeleton_node->get_bone_parent(i)); ur->add_do_method(skeleton_node, "set_bone_parent", i, parent_idx); skeleton_node->set_bone_parent(i, parent_idx); } } } ur->add_undo_method(skeleton_node, "set_bone_parent", p_selected_boneidx, skeleton_node->get_bone_parent(p_selected_boneidx)); ur->add_do_method(skeleton_node, "set_bone_parent", p_selected_boneidx, p_target_boneidx); skeleton_node->set_bone_parent(p_selected_boneidx, p_target_boneidx); update_joint_tree(); ur->commit_action(); } void Skeleton3DEditor::_joint_tree_selection_changed() { TreeItem *selected = joint_tree->get_selected(); if (selected) { const String path = selected->get_metadata(0); if (!path.begins_with("bones/")) { return; } const int b_idx = path.get_slicec('/', 1).to_int(); selected_bone = b_idx; if (pose_editor) { const String bone_path = "bones/" + itos(b_idx) + "/"; pose_editor->set_target(bone_path); pose_editor->set_keyable(keyable); } } if (pose_editor && pose_editor->is_inside_tree()) { pose_editor->set_visible(selected); } set_bone_options_enabled(selected); _update_properties(); _update_gizmo_visible(); } // May be not used with single select mode. void Skeleton3DEditor::_joint_tree_rmb_select(const Vector2 &p_pos, MouseButton p_button) { } void Skeleton3DEditor::_update_properties() { if (pose_editor) { pose_editor->_update_properties(); } Node3DEditor::get_singleton()->update_transform_gizmo(); } void Skeleton3DEditor::update_joint_tree() { joint_tree->clear(); if (!skeleton) { return; } TreeItem *root = joint_tree->create_item(); HashMap items; items.insert(-1, root); Ref bone_icon = get_editor_theme_icon(SNAME("Bone")); Vector bones_to_process = skeleton->get_parentless_bones(); while (bones_to_process.size() > 0) { int current_bone_idx = bones_to_process[0]; bones_to_process.erase(current_bone_idx); const int parent_idx = skeleton->get_bone_parent(current_bone_idx); TreeItem *parent_item = items.find(parent_idx)->value; TreeItem *joint_item = joint_tree->create_item(parent_item); items.insert(current_bone_idx, joint_item); joint_item->set_text(0, skeleton->get_bone_name(current_bone_idx)); joint_item->set_icon(0, bone_icon); joint_item->set_selectable(0, true); joint_item->set_metadata(0, "bones/" + itos(current_bone_idx)); // Add the bone's children to the list of bones to be processed. Vector current_bone_child_bones = skeleton->get_bone_children(current_bone_idx); int child_bone_size = current_bone_child_bones.size(); for (int i = 0; i < child_bone_size; i++) { bones_to_process.push_back(current_bone_child_bones[i]); } } } void Skeleton3DEditor::create_editors() { set_h_size_flags(SIZE_EXPAND_FILL); set_focus_mode(FOCUS_ALL); Node3DEditor *ne = Node3DEditor::get_singleton(); AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor(); // Create File dialog. file_dialog = memnew(EditorFileDialog); file_dialog->connect("file_selected", callable_mp(this, &Skeleton3DEditor::_file_selected)); add_child(file_dialog); // Create Top Menu Bar. topmenu_bar = memnew(HBoxContainer); ne->add_control_to_menu_panel(topmenu_bar); // Create Skeleton Option in Top Menu Bar. skeleton_options = memnew(MenuButton); skeleton_options->set_flat(false); skeleton_options->set_theme_type_variation("FlatMenuButton"); topmenu_bar->add_child(skeleton_options); skeleton_options->set_text(TTR("Skeleton3D")); // Skeleton options. PopupMenu *p = skeleton_options->get_popup(); p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_all_poses", TTR("Reset All Bone Poses")), SKELETON_OPTION_RESET_ALL_POSES); p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_selected_poses", TTR("Reset Selected Poses")), SKELETON_OPTION_RESET_SELECTED_POSES); p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/all_poses_to_rests", TTR("Apply All Poses to Rests")), SKELETON_OPTION_ALL_POSES_TO_RESTS); p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/selected_poses_to_rests", TTR("Apply Selected Poses to Rests")), SKELETON_OPTION_SELECTED_POSES_TO_RESTS); p->add_item(TTR("Create Physical Skeleton"), SKELETON_OPTION_CREATE_PHYSICAL_SKELETON); p->add_item(TTR("Export Skeleton Profile"), SKELETON_OPTION_EXPORT_SKELETON_PROFILE); p->connect("id_pressed", callable_mp(this, &Skeleton3DEditor::_on_click_skeleton_option)); set_bone_options_enabled(false); Vector button_binds; button_binds.resize(1); edit_mode_button = memnew(Button); topmenu_bar->add_child(edit_mode_button); edit_mode_button->set_theme_type_variation("FlatButton"); edit_mode_button->set_toggle_mode(true); edit_mode_button->set_focus_mode(FOCUS_NONE); edit_mode_button->set_tooltip_text(TTR("Edit Mode\nShow buttons on joints.")); edit_mode_button->connect("toggled", callable_mp(this, &Skeleton3DEditor::edit_mode_toggled)); edit_mode = false; if (skeleton) { skeleton->add_child(handles_mesh_instance); handles_mesh_instance->set_skeleton_path(NodePath("")); } // Keying buttons. animation_hb = memnew(HBoxContainer); topmenu_bar->add_child(animation_hb); animation_hb->add_child(memnew(VSeparator)); animation_hb->hide(); key_loc_button = memnew(Button); key_loc_button->set_theme_type_variation("FlatButton"); key_loc_button->set_toggle_mode(true); key_loc_button->set_pressed(false); key_loc_button->set_focus_mode(FOCUS_NONE); key_loc_button->set_tooltip_text(TTR("Translation mask for inserting keys.")); animation_hb->add_child(key_loc_button); key_rot_button = memnew(Button); key_rot_button->set_theme_type_variation("FlatButton"); key_rot_button->set_toggle_mode(true); key_rot_button->set_pressed(true); key_rot_button->set_focus_mode(FOCUS_NONE); key_rot_button->set_tooltip_text(TTR("Rotation mask for inserting keys.")); animation_hb->add_child(key_rot_button); key_scale_button = memnew(Button); key_scale_button->set_theme_type_variation("FlatButton"); key_scale_button->set_toggle_mode(true); key_scale_button->set_pressed(false); key_scale_button->set_focus_mode(FOCUS_NONE); key_scale_button->set_tooltip_text(TTR("Scale mask for inserting keys.")); animation_hb->add_child(key_scale_button); key_insert_button = memnew(Button); key_insert_button->set_theme_type_variation("FlatButton"); key_insert_button->set_focus_mode(FOCUS_NONE); key_insert_button->connect("pressed", callable_mp(this, &Skeleton3DEditor::insert_keys).bind(false)); key_insert_button->set_tooltip_text(TTR("Insert key of bone poses already exist track.")); key_insert_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_to_existing_tracks", TTR("Insert Key (Existing Tracks)"), Key::INSERT)); animation_hb->add_child(key_insert_button); key_insert_all_button = memnew(Button); key_insert_all_button->set_theme_type_variation("FlatButton"); key_insert_all_button->set_focus_mode(FOCUS_NONE); key_insert_all_button->connect("pressed", callable_mp(this, &Skeleton3DEditor::insert_keys).bind(true)); key_insert_all_button->set_tooltip_text(TTR("Insert key of all bone poses.")); key_insert_all_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_of_all_bones", TTR("Insert Key (All Bones)"), KeyModifierMask::CMD_OR_CTRL + Key::INSERT)); animation_hb->add_child(key_insert_all_button); // Bone tree. bones_section = memnew(EditorInspectorSection); bones_section->setup("bones", "Bones", skeleton, Color(0.0f, 0.0, 0.0f), true); add_child(bones_section); bones_section->unfold(); ScrollContainer *s_con = memnew(ScrollContainer); s_con->set_h_size_flags(SIZE_EXPAND_FILL); s_con->set_custom_minimum_size(Size2(1, 350) * EDSCALE); bones_section->get_vbox()->add_child(s_con); joint_tree = memnew(Tree); joint_tree->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED); joint_tree->set_columns(1); joint_tree->set_focus_mode(Control::FOCUS_NONE); joint_tree->set_select_mode(Tree::SELECT_SINGLE); joint_tree->set_hide_root(true); joint_tree->set_v_size_flags(SIZE_EXPAND_FILL); joint_tree->set_h_size_flags(SIZE_EXPAND_FILL); joint_tree->set_allow_rmb_select(true); SET_DRAG_FORWARDING_GCD(joint_tree, Skeleton3DEditor); s_con->add_child(joint_tree); pose_editor = memnew(BoneTransformEditor(skeleton)); pose_editor->set_label(TTR("Bone Transform")); pose_editor->set_visible(false); add_child(pose_editor); set_keyable(te->has_keying()); } void Skeleton3DEditor::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { update_joint_tree(); joint_tree->connect("item_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_selection_changed)); joint_tree->connect("item_mouse_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_rmb_select)); #ifdef TOOLS_ENABLED skeleton->connect(SceneStringNames::get_singleton()->pose_updated, callable_mp(this, &Skeleton3DEditor::_draw_gizmo)); skeleton->connect(SceneStringNames::get_singleton()->pose_updated, callable_mp(this, &Skeleton3DEditor::_update_properties)); skeleton->connect(SceneStringNames::get_singleton()->bone_enabled_changed, callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed)); skeleton->connect(SceneStringNames::get_singleton()->show_rest_only_changed, callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible)); #endif get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed), Object::CONNECT_ONE_SHOT); } break; case NOTIFICATION_READY: { // Will trigger NOTIFICATION_THEME_CHANGED, but won't cause any loops if called here. add_theme_constant_override("separation", 0); } break; case NOTIFICATION_THEME_CHANGED: { skeleton_options->set_icon(get_editor_theme_icon(SNAME("Skeleton3D"))); edit_mode_button->set_icon(get_editor_theme_icon(SNAME("ToolBoneSelect"))); key_loc_button->set_icon(get_editor_theme_icon(SNAME("KeyPosition"))); key_rot_button->set_icon(get_editor_theme_icon(SNAME("KeyRotation"))); key_scale_button->set_icon(get_editor_theme_icon(SNAME("KeyScale"))); key_insert_button->set_icon(get_editor_theme_icon(SNAME("Key"))); key_insert_all_button->set_icon(get_editor_theme_icon(SNAME("NewKey"))); bones_section->set_bg_color(get_theme_color(SNAME("prop_subsection"), EditorStringName(Editor))); update_joint_tree(); } break; case NOTIFICATION_PREDELETE: { if (skeleton) { select_bone(-1); // Requires that the joint_tree has not been deleted. #ifdef TOOLS_ENABLED skeleton->disconnect(SceneStringNames::get_singleton()->show_rest_only_changed, callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible)); skeleton->disconnect(SceneStringNames::get_singleton()->bone_enabled_changed, callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed)); skeleton->disconnect(SceneStringNames::get_singleton()->pose_updated, callable_mp(this, &Skeleton3DEditor::_draw_gizmo)); skeleton->disconnect(SceneStringNames::get_singleton()->pose_updated, callable_mp(this, &Skeleton3DEditor::_update_properties)); skeleton->set_transform_gizmo_visible(true); #endif if (handles_mesh_instance->get_parent()) { handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance); } } edit_mode_toggled(false); } break; } } void Skeleton3DEditor::_node_removed(Node *p_node) { if (skeleton && p_node == skeleton) { skeleton = nullptr; skeleton_options->hide(); } _update_properties(); } void Skeleton3DEditor::edit_mode_toggled(const bool pressed) { edit_mode = pressed; _update_gizmo_visible(); } Skeleton3DEditor::Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, Skeleton3D *p_skeleton) : editor_plugin(e_plugin), skeleton(p_skeleton) { singleton = this; // Handle. handle_material = Ref(memnew(ShaderMaterial)); handle_shader = Ref(memnew(Shader)); handle_shader->set_code(R"( // Skeleton 3D gizmo handle shader. shader_type spatial; render_mode unshaded, shadows_disabled, depth_draw_always, fog_disabled; uniform sampler2D texture_albedo : source_color; uniform float point_size : hint_range(0, 128) = 32; void vertex() { if (!OUTPUT_IS_SRGB) { COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045))); } VERTEX = VERTEX; POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0); POSITION.z = mix(POSITION.z, 0.0, 0.999); POINT_SIZE = point_size; } void fragment() { vec4 albedo_tex = texture(texture_albedo, POINT_COORD); vec3 col = albedo_tex.rgb + COLOR.rgb; col = vec3(min(col.r, 1.0), min(col.g, 1.0), min(col.b, 1.0)); ALBEDO = col; if (albedo_tex.a < 0.5) { discard; } ALPHA = albedo_tex.a; } )"); handle_material->set_shader(handle_shader); Ref handle = EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("EditorBoneHandle"), EditorStringName(EditorIcons)); handle_material->set_shader_parameter("point_size", handle->get_width()); handle_material->set_shader_parameter("texture_albedo", handle); handles_mesh_instance = memnew(MeshInstance3D); handles_mesh_instance->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF); handles_mesh.instantiate(); handles_mesh_instance->set_mesh(handles_mesh); create_editors(); } void Skeleton3DEditor::update_bone_original() { if (!skeleton) { return; } if (skeleton->get_bone_count() == 0 || selected_bone == -1) { return; } bone_original_position = skeleton->get_bone_pose_position(selected_bone); bone_original_rotation = skeleton->get_bone_pose_rotation(selected_bone); bone_original_scale = skeleton->get_bone_pose_scale(selected_bone); } void Skeleton3DEditor::_hide_handles() { handles_mesh_instance->hide(); } void Skeleton3DEditor::_draw_gizmo() { if (!skeleton) { return; } // If you call get_bone_global_pose() while drawing the surface, such as toggle rest mode, // the skeleton update will be done first and // the drawing surface will be interrupted once and an error will occur. skeleton->force_update_all_dirty_bones(); // Handles. if (edit_mode) { _draw_handles(); } else { _hide_handles(); } } void Skeleton3DEditor::_draw_handles() { const int bone_count = skeleton->get_bone_count(); handles_mesh->clear_surfaces(); if (bone_count) { handles_mesh_instance->show(); handles_mesh->surface_begin(Mesh::PRIMITIVE_POINTS); for (int i = 0; i < bone_count; i++) { Color c; if (i == selected_bone) { c = Color(1, 1, 0); } else { c = Color(0.1, 0.25, 0.8); } Vector3 point = skeleton->get_bone_global_pose(i).origin; handles_mesh->surface_set_color(c); handles_mesh->surface_add_vertex(point); } handles_mesh->surface_end(); handles_mesh->surface_set_material(0, handle_material); } else { handles_mesh_instance->hide(); } } TreeItem *Skeleton3DEditor::_find(TreeItem *p_node, const NodePath &p_path) { if (!p_node) { return nullptr; } NodePath np = p_node->get_metadata(0); if (np == p_path) { return p_node; } TreeItem *children = p_node->get_first_child(); while (children) { TreeItem *n = _find(children, p_path); if (n) { return n; } children = children->get_next(); } return nullptr; } void Skeleton3DEditor::_subgizmo_selection_change() { if (!skeleton) { return; } // Once validated by subgizmos_intersect_ray, but required if through inspector's bones tree. if (!edit_mode) { skeleton->clear_subgizmo_selection(); return; } int selected = -1; Skeleton3DEditor *se = Skeleton3DEditor::get_singleton(); if (se) { selected = se->get_selected_bone(); } if (selected >= 0) { Vector> gizmos = skeleton->get_gizmos(); for (int i = 0; i < gizmos.size(); i++) { Ref gizmo = gizmos[i]; if (!gizmo.is_valid()) { continue; } Ref plugin = gizmo->get_plugin(); if (!plugin.is_valid()) { continue; } skeleton->set_subgizmo_selection(gizmo, selected, skeleton->get_bone_global_pose(selected)); break; } } else { skeleton->clear_subgizmo_selection(); } } void Skeleton3DEditor::select_bone(int p_idx) { if (p_idx >= 0) { TreeItem *ti = _find(joint_tree->get_root(), "bones/" + itos(p_idx)); if (ti) { // Make visible when it's collapsed. TreeItem *node = ti->get_parent(); while (node && node != joint_tree->get_root()) { node->set_collapsed(false); node = node->get_parent(); } ti->select(0); joint_tree->scroll_to_item(ti); } } else { selected_bone = -1; joint_tree->deselect_all(); _joint_tree_selection_changed(); } } Skeleton3DEditor::~Skeleton3DEditor() { singleton = nullptr; handles_mesh_instance->queue_free(); Node3DEditor *ne = Node3DEditor::get_singleton(); ne->remove_control_from_menu_panel(topmenu_bar); memdelete(topmenu_bar); } bool EditorInspectorPluginSkeleton::can_handle(Object *p_object) { return Object::cast_to(p_object) != nullptr; } void EditorInspectorPluginSkeleton::parse_begin(Object *p_object) { Skeleton3D *skeleton = Object::cast_to(p_object); ERR_FAIL_NULL(skeleton); skel_editor = memnew(Skeleton3DEditor(this, skeleton)); add_custom_control(skel_editor); } Skeleton3DEditorPlugin::Skeleton3DEditorPlugin() { skeleton_plugin = memnew(EditorInspectorPluginSkeleton); EditorInspector::add_inspector_plugin(skeleton_plugin); Ref gizmo_plugin = Ref(memnew(Skeleton3DGizmoPlugin)); Node3DEditor::get_singleton()->add_gizmo_plugin(gizmo_plugin); } EditorPlugin::AfterGUIInput Skeleton3DEditorPlugin::forward_3d_gui_input(Camera3D *p_camera, const Ref &p_event) { Skeleton3DEditor *se = Skeleton3DEditor::get_singleton(); Node3DEditor *ne = Node3DEditor::get_singleton(); if (se && se->is_edit_mode()) { const Ref mb = p_event; if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) { if (ne->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) { if (!ne->is_gizmo_visible()) { return EditorPlugin::AFTER_GUI_INPUT_STOP; } } if (mb->is_pressed()) { se->update_bone_original(); } } return EditorPlugin::AFTER_GUI_INPUT_CUSTOM; } return EditorPlugin::AFTER_GUI_INPUT_PASS; } bool Skeleton3DEditorPlugin::handles(Object *p_object) const { return p_object->is_class("Skeleton3D"); } void Skeleton3DEditor::_bone_enabled_changed(const int p_bone_id) { _update_gizmo_visible(); } void Skeleton3DEditor::_update_gizmo_visible() { _subgizmo_selection_change(); if (edit_mode) { if (selected_bone == -1) { #ifdef TOOLS_ENABLED skeleton->set_transform_gizmo_visible(false); #endif } else { #ifdef TOOLS_ENABLED if (skeleton->is_bone_enabled(selected_bone) && !skeleton->is_show_rest_only()) { skeleton->set_transform_gizmo_visible(true); } else { skeleton->set_transform_gizmo_visible(false); } #endif } } else { #ifdef TOOLS_ENABLED skeleton->set_transform_gizmo_visible(true); #endif } _draw_gizmo(); } int Skeleton3DEditor::get_selected_bone() const { return selected_bone; } Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() { unselected_mat = Ref(memnew(StandardMaterial3D)); unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA); unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true); unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); selected_mat = Ref(memnew(ShaderMaterial)); selected_sh = Ref(memnew(Shader)); selected_sh->set_code(R"( // Skeleton 3D gizmo bones shader. shader_type spatial; render_mode unshaded, shadows_disabled; void vertex() { if (!OUTPUT_IS_SRGB) { COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) ); } VERTEX = VERTEX; POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0); POSITION.z = mix(POSITION.z, 0, 0.998); } void fragment() { ALBEDO = COLOR.rgb; ALPHA = COLOR.a; } )"); selected_mat->set_shader(selected_sh); // Register properties in editor settings. EDITOR_DEF_RST("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4)); EDITOR_DEF_RST("editors/3d_gizmos/gizmo_colors/selected_bone", Color(0.8, 0.3, 0.0)); EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_axis_length", (float)0.1); EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_shape", 1); EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d_gizmos/gizmo_settings/bone_shape", PROPERTY_HINT_ENUM, "Wire,Octahedron")); } bool Skeleton3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != nullptr; } String Skeleton3DGizmoPlugin::get_gizmo_name() const { return "Skeleton3D"; } int Skeleton3DGizmoPlugin::get_priority() const { return -1; } int Skeleton3DGizmoPlugin::subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const { Skeleton3D *skeleton = Object::cast_to(p_gizmo->get_node_3d()); ERR_FAIL_NULL_V(skeleton, -1); Skeleton3DEditor *se = Skeleton3DEditor::get_singleton(); if (!se || !se->is_edit_mode()) { return -1; } if (Node3DEditor::get_singleton()->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) { return -1; } // Select bone. real_t grab_threshold = 4 * EDSCALE; Vector3 ray_from = p_camera->get_global_transform().origin; Transform3D gt = skeleton->get_global_transform(); int closest_idx = -1; real_t closest_dist = 1e10; const int bone_count = skeleton->get_bone_count(); for (int i = 0; i < bone_count; i++) { Vector3 joint_pos_3d = gt.xform(skeleton->get_bone_global_pose(i).origin); Vector2 joint_pos_2d = p_camera->unproject_position(joint_pos_3d); real_t dist_3d = ray_from.distance_to(joint_pos_3d); real_t dist_2d = p_point.distance_to(joint_pos_2d); if (dist_2d < grab_threshold && dist_3d < closest_dist) { closest_dist = dist_3d; closest_idx = i; } } if (closest_idx >= 0) { se->select_bone(closest_idx); return closest_idx; } se->select_bone(-1); return -1; } Transform3D Skeleton3DGizmoPlugin::get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const { Skeleton3D *skeleton = Object::cast_to(p_gizmo->get_node_3d()); ERR_FAIL_NULL_V(skeleton, Transform3D()); return skeleton->get_bone_global_pose(p_id); } void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) { Skeleton3D *skeleton = Object::cast_to(p_gizmo->get_node_3d()); ERR_FAIL_NULL(skeleton); // Prepare for global to local. Transform3D original_to_local; int parent_idx = skeleton->get_bone_parent(p_id); if (parent_idx >= 0) { original_to_local = skeleton->get_bone_global_pose(parent_idx); } Basis to_local = original_to_local.get_basis().inverse(); // Prepare transform. Transform3D t; // Basis. t.basis = to_local * p_transform.get_basis(); // Origin. Vector3 orig = skeleton->get_bone_pose(p_id).origin; Vector3 sub = p_transform.origin - skeleton->get_bone_global_pose(p_id).origin; t.origin = orig + to_local.xform(sub); // Apply transform. skeleton->set_bone_pose_position(p_id, t.origin); skeleton->set_bone_pose_rotation(p_id, t.basis.get_rotation_quaternion()); skeleton->set_bone_pose_scale(p_id, t.basis.get_scale()); } void Skeleton3DGizmoPlugin::commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector &p_ids, const Vector &p_restore, bool p_cancel) { Skeleton3D *skeleton = Object::cast_to(p_gizmo->get_node_3d()); ERR_FAIL_NULL(skeleton); Skeleton3DEditor *se = Skeleton3DEditor::get_singleton(); Node3DEditor *ne = Node3DEditor::get_singleton(); EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Set Bone Transform")); if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE) { for (int i = 0; i < p_ids.size(); i++) { ur->add_do_method(skeleton, "set_bone_pose_position", p_ids[i], skeleton->get_bone_pose_position(p_ids[i])); ur->add_undo_method(skeleton, "set_bone_pose_position", p_ids[i], se->get_bone_original_position()); } } if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE) { for (int i = 0; i < p_ids.size(); i++) { ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i])); ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation()); } } if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE) { for (int i = 0; i < p_ids.size(); i++) { // If the axis is swapped by scaling, the rotation can be changed. ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i])); ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation()); ur->add_do_method(skeleton, "set_bone_pose_scale", p_ids[i], skeleton->get_bone_pose_scale(p_ids[i])); ur->add_undo_method(skeleton, "set_bone_pose_scale", p_ids[i], se->get_bone_original_scale()); } } ur->commit_action(); } void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { Skeleton3D *skeleton = Object::cast_to(p_gizmo->get_node_3d()); p_gizmo->clear(); if (!skeleton->get_bone_count()) { return; } int selected = -1; Skeleton3DEditor *se = Skeleton3DEditor::get_singleton(); if (se) { selected = se->get_selected_bone(); } Color bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/skeleton"); Color selected_bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/selected_bone"); real_t bone_axis_length = EDITOR_GET("editors/3d_gizmos/gizmo_settings/bone_axis_length"); int bone_shape = EDITOR_GET("editors/3d_gizmos/gizmo_settings/bone_shape"); LocalVector axis_colors; axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_x_color"), EditorStringName(Editor))); axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_y_color"), EditorStringName(Editor))); axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_z_color"), EditorStringName(Editor))); Ref surface_tool(memnew(SurfaceTool)); surface_tool->begin(Mesh::PRIMITIVE_LINES); if (p_gizmo->is_selected()) { surface_tool->set_material(selected_mat); } else { unselected_mat->set_albedo(bone_color); surface_tool->set_material(unselected_mat); } LocalVector bones; LocalVector weights; bones.resize(4); weights.resize(4); for (int i = 0; i < 4; i++) { bones[i] = 0; weights[i] = 0; } weights[0] = 1; int current_bone_index = 0; Vector bones_to_process = skeleton->get_parentless_bones(); while (bones_to_process.size() > current_bone_index) { int current_bone_idx = bones_to_process[current_bone_index]; current_bone_index++; Color current_bone_color = (current_bone_idx == selected) ? selected_bone_color : bone_color; Vector child_bones_vector; child_bones_vector = skeleton->get_bone_children(current_bone_idx); int child_bones_size = child_bones_vector.size(); for (int i = 0; i < child_bones_size; i++) { // Something wrong. if (child_bones_vector[i] < 0) { continue; } int child_bone_idx = child_bones_vector[i]; Vector3 v0 = skeleton->get_bone_global_rest(current_bone_idx).origin; Vector3 v1 = skeleton->get_bone_global_rest(child_bone_idx).origin; Vector3 d = (v1 - v0).normalized(); real_t dist = v0.distance_to(v1); // Find closest axis. int closest = -1; real_t closest_d = 0.0; for (int j = 0; j < 3; j++) { real_t dp = Math::abs(skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d)); if (j == 0 || dp > closest_d) { closest = j; } } // Draw bone. switch (bone_shape) { case 0: { // Wire shape. surface_tool->set_color(current_bone_color); bones[0] = current_bone_idx; surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->add_vertex(v0); bones[0] = child_bone_idx; surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->add_vertex(v1); } break; case 1: { // Octahedron shape. Vector3 first; Vector3 points[6]; int point_idx = 0; for (int j = 0; j < 3; j++) { Vector3 axis; if (first == Vector3()) { axis = d.cross(d.cross(skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized(); first = axis; } else { axis = d.cross(first).normalized(); } surface_tool->set_color(current_bone_color); for (int k = 0; k < 2; k++) { if (k == 1) { axis = -axis; } Vector3 point = v0 + d * dist * 0.2; point += axis * dist * 0.1; bones[0] = current_bone_idx; surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->add_vertex(v0); surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->add_vertex(point); surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->add_vertex(point); bones[0] = child_bone_idx; surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->add_vertex(v1); points[point_idx++] = point; } } surface_tool->set_color(current_bone_color); SWAP(points[1], points[2]); bones[0] = current_bone_idx; for (int j = 0; j < 6; j++) { surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->add_vertex(points[j]); surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->add_vertex(points[(j + 1) % 6]); } } break; } // Axis as root of the bone. for (int j = 0; j < 3; j++) { bones[0] = current_bone_idx; surface_tool->set_color(axis_colors[j]); surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->add_vertex(v0); surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->add_vertex(v0 + (skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length); if (j == closest) { continue; } } // Axis at the end of the bone children. if (i == child_bones_size - 1) { for (int j = 0; j < 3; j++) { bones[0] = child_bone_idx; surface_tool->set_color(axis_colors[j]); surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->add_vertex(v1); surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->add_vertex(v1 + (skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length); if (j == closest) { continue; } } } // Add the bone's children to the list of bones to be processed. bones_to_process.push_back(child_bones_vector[i]); } } Ref m = surface_tool->commit(); p_gizmo->add_mesh(m, Ref(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms())); }