virtualx-engine/scene/3d/skeleton_3d.h
Rémi Verschelde 84013a31ea
Merge pull request #91122 from TokageItLab/simulator-memdel
Modify allocation process of the PhysicalBoneSimulator in Skeleton3D
2024-05-04 11:52:22 +02:00

281 lines
8.9 KiB
C++

/**************************************************************************/
/* skeleton_3d.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef SKELETON_3D_H
#define SKELETON_3D_H
#include "scene/3d/node_3d.h"
#include "scene/resources/3d/skin.h"
typedef int BoneId;
class Skeleton3D;
class SkeletonModifier3D;
class SkinReference : public RefCounted {
GDCLASS(SkinReference, RefCounted)
friend class Skeleton3D;
Skeleton3D *skeleton_node = nullptr;
RID skeleton;
Ref<Skin> skin;
uint32_t bind_count = 0;
uint64_t skeleton_version = 0;
Vector<uint32_t> skin_bone_indices;
uint32_t *skin_bone_indices_ptrs = nullptr;
protected:
static void _bind_methods();
public:
// Public for use with callable_mp.
void _skin_changed();
RID get_skeleton() const;
Ref<Skin> get_skin() const;
~SkinReference();
};
class Skeleton3D : public Node3D {
GDCLASS(Skeleton3D, Node3D);
#ifndef DISABLE_DEPRECATED
Node *simulator = nullptr;
void setup_simulator();
#endif // _DISABLE_DEPRECATED
public:
enum ModifierCallbackModeProcess {
MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS,
MODIFIER_CALLBACK_MODE_PROCESS_IDLE,
};
private:
friend class SkinReference;
void _update_deferred();
bool is_update_needed = false; // Is updating reserved?
bool updating = false; // Is updating now?
struct Bone {
String name;
int parent = -1;
Vector<int> child_bones;
Transform3D rest;
Transform3D global_rest;
bool enabled = true;
bool pose_cache_dirty = true;
Transform3D pose_cache;
Vector3 pose_position;
Quaternion pose_rotation;
Vector3 pose_scale = Vector3(1, 1, 1);
Transform3D global_pose;
void update_pose_cache() {
if (pose_cache_dirty) {
pose_cache.basis.set_quaternion_scale(pose_rotation, pose_scale);
pose_cache.origin = pose_position;
pose_cache_dirty = false;
}
}
#ifndef DISABLE_DEPRECATED
Transform3D pose_global_no_override;
real_t global_pose_override_amount = 0.0;
bool global_pose_override_reset = false;
Transform3D global_pose_override;
#endif // _DISABLE_DEPRECATED
};
struct BonePoseBackup {
Transform3D pose_cache;
Vector3 pose_position;
Quaternion pose_rotation;
Vector3 pose_scale = Vector3(1, 1, 1);
Transform3D global_pose;
void save(const Bone &p_bone) {
pose_cache = p_bone.pose_cache;
pose_position = p_bone.pose_position;
pose_rotation = p_bone.pose_rotation;
pose_scale = p_bone.pose_scale;
global_pose = p_bone.global_pose;
}
void restore(Bone &r_bone) {
r_bone.pose_cache = pose_cache;
r_bone.pose_position = pose_position;
r_bone.pose_rotation = pose_rotation;
r_bone.pose_scale = pose_scale;
r_bone.global_pose = global_pose;
}
};
HashSet<SkinReference *> skin_bindings;
void _skin_changed();
Vector<Bone> bones;
bool process_order_dirty = false;
Vector<int> parentless_bones;
HashMap<String, int> name_to_bone_index;
void _make_dirty();
bool dirty = false;
bool rest_dirty = false;
bool show_rest_only = false;
float motion_scale = 1.0;
uint64_t version = 1;
void _update_process_order();
// To process modifiers.
ModifierCallbackModeProcess modifier_callback_mode_process = MODIFIER_CALLBACK_MODE_PROCESS_IDLE;
LocalVector<ObjectID> modifiers;
bool modifiers_dirty = false;
void _find_modifiers();
void _process_modifiers();
void _process_changed();
void _make_modifiers_dirty();
LocalVector<BonePoseBackup> bones_backup;
#ifndef DISABLE_DEPRECATED
void _add_bone_bind_compat_88791(const String &p_name);
static void _bind_compatibility_methods();
#endif // DISABLE_DEPRECATED
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<PropertyInfo> *p_list) const;
void _validate_property(PropertyInfo &p_property) const;
void _notification(int p_what);
static void _bind_methods();
virtual void add_child_notify(Node *p_child) override;
virtual void move_child_notify(Node *p_child) override;
virtual void remove_child_notify(Node *p_child) override;
public:
enum {
NOTIFICATION_UPDATE_SKELETON = 50
};
// Skeleton creation API
uint64_t get_version() const;
int 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);
Vector<int> get_bone_children(int p_bone) const;
Vector<int> get_parentless_bones() const;
int get_bone_count() const;
void set_bone_rest(int p_bone, const Transform3D &p_rest);
Transform3D get_bone_rest(int p_bone) const;
Transform3D get_bone_global_rest(int p_bone) const;
void set_bone_enabled(int p_bone, bool p_enabled);
bool is_bone_enabled(int p_bone) const;
void set_show_rest_only(bool p_enabled);
bool is_show_rest_only() const;
void clear_bones();
void set_motion_scale(float p_motion_scale);
float get_motion_scale() const;
// Posing API
Transform3D get_bone_pose(int p_bone) const;
Vector3 get_bone_pose_position(int p_bone) const;
Quaternion get_bone_pose_rotation(int p_bone) const;
Vector3 get_bone_pose_scale(int p_bone) const;
void set_bone_pose(int p_bone, const Transform3D &p_pose);
void set_bone_pose_position(int p_bone, const Vector3 &p_position);
void set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation);
void set_bone_pose_scale(int p_bone, const Vector3 &p_scale);
Transform3D get_bone_global_pose(int p_bone) const;
void set_bone_global_pose(int p_bone, const Transform3D &p_pose);
void reset_bone_pose(int p_bone);
void reset_bone_poses();
void localize_rests(); // Used for loaders and tools.
Ref<Skin> create_skin_from_rest_transforms();
Ref<SkinReference> register_skin(const Ref<Skin> &p_skin);
void force_update_all_dirty_bones();
void force_update_all_bone_transforms();
void force_update_bone_children_transforms(int bone_idx);
void set_modifier_callback_mode_process(ModifierCallbackModeProcess p_mode);
ModifierCallbackModeProcess get_modifier_callback_mode_process() const;
#ifndef DISABLE_DEPRECATED
Transform3D get_bone_global_pose_no_override(int p_bone) const;
void clear_bones_global_pose_override();
Transform3D get_bone_global_pose_override(int p_bone) const;
void set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent = false);
Node *get_simulator();
void set_animate_physical_bones(bool p_enabled);
bool get_animate_physical_bones() const;
void physical_bones_stop_simulation();
void physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones);
void physical_bones_add_collision_exception(RID p_exception);
void physical_bones_remove_collision_exception(RID p_exception);
#endif // _DISABLE_DEPRECATED
public:
Skeleton3D();
~Skeleton3D();
};
VARIANT_ENUM_CAST(Skeleton3D::ModifierCallbackModeProcess);
#endif // SKELETON_3D_H