virtualx-engine/scene/3d/skeleton.cpp
Juan Linietsky 2af2a84a03 Misc Fixes
==========

-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
2014-06-27 23:21:45 -03:00

537 lines
14 KiB
C++

/*************************************************************************/
/* skeleton.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* 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.h"
#include "message_queue.h"
#include "scene/resources/surface_tool.h"
#include "core/globals.h"
bool Skeleton::_set(const StringName& p_path, const Variant& p_value) {
String path = p_path;
if (!path.begins_with("bones/"))
return false;
int which=path.get_slice("/",1).to_int();
String what=path.get_slice("/",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_childs") {
Array children=p_value;
bones[which].nodes_bound.clear();
for (int i=0;i<children.size();i++) {
NodePath path=children[i];
ERR_CONTINUE( path.operator String()=="" );
Node *node = get_node(path);
ERR_CONTINUE(!node);
bind_child_node_to_bone(which,node);
}
} else {
return false;
}
return true;
}
bool Skeleton::_get(const StringName& p_name,Variant &r_ret) const {
String path=p_name;
if (!path.begins_with("bones/"))
return false;
int which=path.get_slice("/",1).to_int();
String what=path.get_slice("/",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_childs") {
Array children;
for (const List<uint32_t>::Element *E=bones[which].nodes_bound.front();E;E=E->next()) {
Object *obj=ObjectDB::get_instance(E->get());
ERR_CONTINUE(!obj);
Node *node=obj->cast_to<Node>();
ERR_CONTINUE(!node);
NodePath path=get_path_to(node);
children.push_back(path);
}
r_ret=children;
} else
return false;
return true;
}
void Skeleton::_get_property_list( List<PropertyInfo>* 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" ) );
p_list->push_back( PropertyInfo( Variant::INT, prep+"parent" , PROPERTY_HINT_RANGE,"-1,"+itos(i-1)+",1") );
p_list->push_back( PropertyInfo( Variant::TRANSFORM, prep+"rest" ) );
p_list->push_back( PropertyInfo( Variant::BOOL, prep+"enabled" ) );
p_list->push_back( PropertyInfo( Variant::TRANSFORM, prep+"pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR ) );
p_list->push_back( PropertyInfo( Variant::ARRAY, prep+"bound_childs" ) );
}
}
void Skeleton::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_WORLD: {
if (dirty) {
dirty=false;
_make_dirty(); // property make it dirty
}
} break;
case NOTIFICATION_EXIT_WORLD: {
} break;
case NOTIFICATION_UPDATE_SKELETON: {
VisualServer *vs=VisualServer::get_singleton();
Bone *bonesptr=&bones[0];
int len=bones.size();
vs->skeleton_resize( skeleton, len ); // if same size, nothin really happens
// pose changed, rebuild cache of inverses
if (rest_global_inverse_dirty) {
// calculate global rests and invert them
for (int i=0;i<len;i++) {
Bone &b=bonesptr[i];
if (b.parent>=0)
b.rest_global_inverse=bonesptr[b.parent].rest_global_inverse * b.rest;
else
b.rest_global_inverse=b.rest;
}
for (int i=0;i<len;i++) {
Bone &b=bonesptr[i];
b.rest_global_inverse.affine_invert();
}
rest_global_inverse_dirty=false;
}
for (int i=0;i<len;i++) {
Bone &b=bonesptr[i];
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;
}
}
vs->skeleton_bone_set_transform( skeleton, i, b.pose_global * b.rest_global_inverse );
for(List<uint32_t>::Element *E=b.nodes_bound.front();E;E=E->next()) {
Object *obj=ObjectDB::get_instance(E->get());
ERR_CONTINUE(!obj);
Spatial *sp = obj->cast_to<Spatial>();
ERR_CONTINUE(!sp);
sp->set_transform(b.pose_global * b.rest_global_inverse);
}
}
dirty=false;
} break;
}
}
Transform Skeleton::get_bone_transform(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone,bones.size(),Transform());
if (dirty)
const_cast<Skeleton*>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
return bones[p_bone].pose_global * bones[p_bone].rest_global_inverse;
}
RID Skeleton::get_skeleton() const {
return skeleton;
}
// skeleton creation api
void Skeleton::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);
rest_global_inverse_dirty=true;
_make_dirty();
update_gizmo();
}
int Skeleton::find_bone(String p_name) const {
for (int i=0;i<bones.size();i++) {
if (bones[i].name==p_name)
return i;
}
return -1;
}
String Skeleton::get_bone_name(int p_bone) const {
ERR_FAIL_INDEX_V( p_bone, bones.size(), "" );
return bones[p_bone].name;
}
int Skeleton::get_bone_count() const {
return bones.size();
}
void Skeleton::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 || p_parent>=p_bone));
bones[p_bone].parent=p_parent;
rest_global_inverse_dirty=true;
_make_dirty();
}
int Skeleton::get_bone_parent(int p_bone) const {
ERR_FAIL_INDEX_V( p_bone, bones.size(), -1 );
return bones[p_bone].parent;
}
void Skeleton::set_bone_rest(int p_bone, const Transform& p_rest) {
ERR_FAIL_INDEX( p_bone, bones.size() );
bones[p_bone].rest=p_rest;
rest_global_inverse_dirty=true;
_make_dirty();
}
Transform Skeleton::get_bone_rest(int p_bone) const {
ERR_FAIL_INDEX_V( p_bone, bones.size(), Transform() );
return bones[p_bone].rest;
}
void Skeleton::set_bone_enabled(int p_bone, bool p_enabled) {
ERR_FAIL_INDEX( p_bone, bones.size() );
bones[p_bone].enabled=p_enabled;
rest_global_inverse_dirty=true;
_make_dirty();
}
bool Skeleton::is_bone_enabled(int p_bone) const {
ERR_FAIL_INDEX_V( p_bone, bones.size(), false );
return bones[p_bone].enabled;
}
void Skeleton::bind_child_node_to_bone(int p_bone,Node *p_node) {
ERR_FAIL_NULL(p_node);
ERR_FAIL_INDEX( p_bone, bones.size() );
uint32_t id=p_node->get_instance_ID();
for (List<uint32_t>::Element *E=bones[p_bone].nodes_bound.front();E;E=E->next()) {
if (E->get()==id)
return; // already here
}
bones[p_bone].nodes_bound.push_back(id);
}
void Skeleton::unbind_child_node_from_bone(int p_bone,Node *p_node) {
ERR_FAIL_NULL(p_node);
ERR_FAIL_INDEX( p_bone, bones.size() );
uint32_t id=p_node->get_instance_ID();
bones[p_bone].nodes_bound.erase(id);
}
void Skeleton::get_bound_child_nodes_to_bone(int p_bone,List<Node*> *p_bound) const {
ERR_FAIL_INDEX( p_bone, bones.size() );
for (const List<uint32_t>::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(obj->cast_to<Node>());
}
}
void Skeleton::clear_bones() {
bones.clear();
rest_global_inverse_dirty=true;
_make_dirty();
}
// posing api
void Skeleton::set_bone_pose(int p_bone, const Transform& p_pose) {
ERR_FAIL_INDEX( p_bone, bones.size() );
ERR_FAIL_COND( !is_inside_scene() );
bones[p_bone].pose=p_pose;
_make_dirty();
}
Transform Skeleton::get_bone_pose(int p_bone) const {
ERR_FAIL_INDEX_V( p_bone, bones.size(), Transform() );
return bones[p_bone].pose;
}
void Skeleton::set_bone_custom_pose(int p_bone, const Transform& p_custom_pose) {
ERR_FAIL_INDEX( p_bone, bones.size() );
// ERR_FAIL_COND( !is_inside_scene() );
bones[p_bone].custom_pose_enable=(p_custom_pose!=Transform());
bones[p_bone].custom_pose=p_custom_pose;
_make_dirty();
}
Transform Skeleton::get_bone_custom_pose(int p_bone) const {
ERR_FAIL_INDEX_V( p_bone, bones.size(), Transform() );
return bones[p_bone].custom_pose;
}
void Skeleton::_make_dirty() {
if (dirty)
return;
if (!is_inside_scene()) {
dirty=true;
return;
}
MessageQueue::get_singleton()->push_notification( this, NOTIFICATION_UPDATE_SKELETON );
dirty=true;
}
RES Skeleton::_get_gizmo_geometry() const {
if (!GLOBAL_DEF("debug/draw_skeleton", true))
return RES();
if (bones.size()==0)
return RES();
Ref<SurfaceTool> surface_tool( memnew( SurfaceTool ));
Ref<FixedMaterial> mat( memnew( FixedMaterial ));
mat->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.6,1.0,0.3,0.1) );
mat->set_line_width(4);
mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
mat->set_flag(Material::FLAG_UNSHADED,true);
mat->set_flag(Material::FLAG_ONTOP,true);
// mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
surface_tool->begin(Mesh::PRIMITIVE_LINES);
surface_tool->set_material(mat);
const Bone *bonesptr=&bones[0];
int len=bones.size();
for (int i=0;i<len;i++) {
const Bone &b=bonesptr[i];
Transform t;
if (b.parent<0)
continue;
Vector3 v1=(bonesptr[b.parent].pose_global * bonesptr[b.parent].rest_global_inverse).xform(bonesptr[b.parent].rest_global_inverse.affine_inverse().origin);
Vector3 v2=(b.pose_global * b.rest_global_inverse).xform(b.rest_global_inverse.affine_inverse().origin);
surface_tool->add_vertex(v1);
surface_tool->add_vertex(v2);
}
return surface_tool->commit();
}
void Skeleton::localize_rests() {
for(int i=bones.size()-1;i>=0;i--) {
if (bones[i].parent>=0)
set_bone_rest(i,bones[bones[i].parent].rest.affine_inverse() * bones[i].rest);
}
}
void Skeleton::_bind_methods() {
ObjectTypeDB::bind_method(_MD("add_bone","name"),&Skeleton::add_bone);
ObjectTypeDB::bind_method(_MD("find_bone","name"),&Skeleton::find_bone);
ObjectTypeDB::bind_method(_MD("get_bone_name","bone_idx"),&Skeleton::get_bone_name);
ObjectTypeDB::bind_method(_MD("get_bone_parent","bone_idx"),&Skeleton::get_bone_parent);
ObjectTypeDB::bind_method(_MD("set_bone_parent","bone_idx","parent_idx"),&Skeleton::set_bone_parent);
ObjectTypeDB::bind_method(_MD("get_bone_count"),&Skeleton::get_bone_count);
ObjectTypeDB::bind_method(_MD("get_bone_rest","bone_idx"),&Skeleton::get_bone_rest);
ObjectTypeDB::bind_method(_MD("set_bone_rest","bone_idx","rest"),&Skeleton::set_bone_rest);
ObjectTypeDB::bind_method(_MD("bind_child_node_to_bone","bone_idx","node:Node"),&Skeleton::bind_child_node_to_bone);
ObjectTypeDB::bind_method(_MD("unbind_child_node_from_bone","bone_idx","node:Node"),&Skeleton::unbind_child_node_from_bone);
ObjectTypeDB::bind_method(_MD("get_bound_child_nodes_to_bone","bone_idx"),&Skeleton::_get_bound_child_nodes_to_bone);
ObjectTypeDB::bind_method(_MD("clear_bones"),&Skeleton::clear_bones);
ObjectTypeDB::bind_method(_MD("get_bone_pose","bone_idx"),&Skeleton::get_bone_pose);
ObjectTypeDB::bind_method(_MD("set_bone_pose","bone_idx","pose"),&Skeleton::set_bone_pose);
ObjectTypeDB::bind_method(_MD("get_bone_custom_pose","bone_idx"),&Skeleton::get_bone_custom_pose);
ObjectTypeDB::bind_method(_MD("set_bone_custom_pose","bone_idx","custom_pose"),&Skeleton::set_bone_custom_pose);
ObjectTypeDB::bind_method(_MD("get_bone_transform","bone_idx"),&Skeleton::get_bone_transform);
BIND_CONSTANT( NOTIFICATION_UPDATE_SKELETON );
}
Skeleton::Skeleton() {
rest_global_inverse_dirty=true;
dirty=false;
skeleton=VisualServer::get_singleton()->skeleton_create();
}
Skeleton::~Skeleton() {
VisualServer::get_singleton()->free( skeleton );
}