2af2a84a03
========== -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
537 lines
14 KiB
C++
537 lines
14 KiB
C++
/*************************************************************************/
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/* skeleton.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "skeleton.h"
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#include "message_queue.h"
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#include "scene/resources/surface_tool.h"
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#include "core/globals.h"
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bool Skeleton::_set(const StringName& p_path, const Variant& p_value) {
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String path = p_path;
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if (!path.begins_with("bones/"))
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return false;
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int which=path.get_slice("/",1).to_int();
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String what=path.get_slice("/",2);
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if (which==bones.size() && what=="name") {
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add_bone(p_value);
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return true;
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}
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ERR_FAIL_INDEX_V( which, bones.size(), false );
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if (what=="parent")
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set_bone_parent(which, p_value );
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else if (what=="rest")
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set_bone_rest(which, p_value);
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else if (what=="enabled")
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set_bone_enabled(which, p_value);
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else if (what=="pose")
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set_bone_pose(which, p_value);
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else if (what=="bound_childs") {
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Array children=p_value;
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bones[which].nodes_bound.clear();
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for (int i=0;i<children.size();i++) {
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NodePath path=children[i];
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ERR_CONTINUE( path.operator String()=="" );
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Node *node = get_node(path);
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ERR_CONTINUE(!node);
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bind_child_node_to_bone(which,node);
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}
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} else {
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return false;
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}
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return true;
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}
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bool Skeleton::_get(const StringName& p_name,Variant &r_ret) const {
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String path=p_name;
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if (!path.begins_with("bones/"))
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return false;
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int which=path.get_slice("/",1).to_int();
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String what=path.get_slice("/",2);
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ERR_FAIL_INDEX_V( which, bones.size(), false );
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if (what=="name")
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r_ret=get_bone_name(which);
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else if (what=="parent")
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r_ret=get_bone_parent(which);
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else if (what=="rest")
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r_ret=get_bone_rest(which);
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else if (what=="enabled")
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r_ret=is_bone_enabled(which);
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else if (what=="pose")
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r_ret=get_bone_pose(which);
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else if (what=="bound_childs") {
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Array children;
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for (const List<uint32_t>::Element *E=bones[which].nodes_bound.front();E;E=E->next()) {
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Object *obj=ObjectDB::get_instance(E->get());
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ERR_CONTINUE(!obj);
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Node *node=obj->cast_to<Node>();
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ERR_CONTINUE(!node);
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NodePath path=get_path_to(node);
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children.push_back(path);
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}
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r_ret=children;
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} else
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return false;
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return true;
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}
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void Skeleton::_get_property_list( List<PropertyInfo>* p_list ) const {
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for (int i=0;i<bones.size();i++) {
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String prep="bones/"+itos(i)+"/";
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p_list->push_back( PropertyInfo( Variant::STRING, prep+"name" ) );
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p_list->push_back( PropertyInfo( Variant::INT, prep+"parent" , PROPERTY_HINT_RANGE,"-1,"+itos(i-1)+",1") );
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p_list->push_back( PropertyInfo( Variant::TRANSFORM, prep+"rest" ) );
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p_list->push_back( PropertyInfo( Variant::BOOL, prep+"enabled" ) );
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p_list->push_back( PropertyInfo( Variant::TRANSFORM, prep+"pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR ) );
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p_list->push_back( PropertyInfo( Variant::ARRAY, prep+"bound_childs" ) );
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}
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}
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void Skeleton::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_ENTER_WORLD: {
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if (dirty) {
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dirty=false;
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_make_dirty(); // property make it dirty
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}
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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} break;
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case NOTIFICATION_UPDATE_SKELETON: {
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VisualServer *vs=VisualServer::get_singleton();
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Bone *bonesptr=&bones[0];
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int len=bones.size();
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vs->skeleton_resize( skeleton, len ); // if same size, nothin really happens
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// pose changed, rebuild cache of inverses
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if (rest_global_inverse_dirty) {
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// calculate global rests and invert them
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for (int i=0;i<len;i++) {
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Bone &b=bonesptr[i];
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if (b.parent>=0)
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b.rest_global_inverse=bonesptr[b.parent].rest_global_inverse * b.rest;
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else
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b.rest_global_inverse=b.rest;
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}
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for (int i=0;i<len;i++) {
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Bone &b=bonesptr[i];
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b.rest_global_inverse.affine_invert();
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}
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rest_global_inverse_dirty=false;
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}
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for (int i=0;i<len;i++) {
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Bone &b=bonesptr[i];
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if (b.enabled) {
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Transform pose=b.pose;
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if (b.custom_pose_enable) {
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pose = b.custom_pose * pose;
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}
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if (b.parent>=0) {
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b.pose_global=bonesptr[b.parent].pose_global * (b.rest * pose);
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} else {
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b.pose_global=b.rest * pose;
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}
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} else {
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if (b.parent>=0) {
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b.pose_global=bonesptr[b.parent].pose_global * b.rest;
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} else {
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b.pose_global=b.rest;
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}
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}
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vs->skeleton_bone_set_transform( skeleton, i, b.pose_global * b.rest_global_inverse );
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for(List<uint32_t>::Element *E=b.nodes_bound.front();E;E=E->next()) {
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Object *obj=ObjectDB::get_instance(E->get());
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ERR_CONTINUE(!obj);
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Spatial *sp = obj->cast_to<Spatial>();
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ERR_CONTINUE(!sp);
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sp->set_transform(b.pose_global * b.rest_global_inverse);
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}
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}
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dirty=false;
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} break;
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}
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}
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Transform Skeleton::get_bone_transform(int p_bone) const {
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ERR_FAIL_INDEX_V(p_bone,bones.size(),Transform());
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if (dirty)
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const_cast<Skeleton*>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
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return bones[p_bone].pose_global * bones[p_bone].rest_global_inverse;
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}
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RID Skeleton::get_skeleton() const {
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return skeleton;
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}
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// skeleton creation api
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void Skeleton::add_bone(const String& p_name) {
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ERR_FAIL_COND( p_name=="" || p_name.find(":")!=-1 || p_name.find("/")!=-1 );
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for (int i=0;i<bones.size();i++) {
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ERR_FAIL_COND( bones[i].name=="p_name");
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}
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Bone b;
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b.name=p_name;
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bones.push_back(b);
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rest_global_inverse_dirty=true;
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_make_dirty();
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update_gizmo();
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}
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int Skeleton::find_bone(String p_name) const {
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for (int i=0;i<bones.size();i++) {
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if (bones[i].name==p_name)
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return i;
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}
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return -1;
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}
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String Skeleton::get_bone_name(int p_bone) const {
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ERR_FAIL_INDEX_V( p_bone, bones.size(), "" );
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return bones[p_bone].name;
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}
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int Skeleton::get_bone_count() const {
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return bones.size();
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}
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void Skeleton::set_bone_parent(int p_bone, int p_parent) {
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ERR_FAIL_INDEX( p_bone, bones.size() );
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ERR_FAIL_COND( p_parent!=-1 && (p_parent<0 || p_parent>=p_bone));
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bones[p_bone].parent=p_parent;
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rest_global_inverse_dirty=true;
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_make_dirty();
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}
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int Skeleton::get_bone_parent(int p_bone) const {
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ERR_FAIL_INDEX_V( p_bone, bones.size(), -1 );
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return bones[p_bone].parent;
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}
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void Skeleton::set_bone_rest(int p_bone, const Transform& p_rest) {
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ERR_FAIL_INDEX( p_bone, bones.size() );
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bones[p_bone].rest=p_rest;
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rest_global_inverse_dirty=true;
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_make_dirty();
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}
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Transform Skeleton::get_bone_rest(int p_bone) const {
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ERR_FAIL_INDEX_V( p_bone, bones.size(), Transform() );
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return bones[p_bone].rest;
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}
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void Skeleton::set_bone_enabled(int p_bone, bool p_enabled) {
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ERR_FAIL_INDEX( p_bone, bones.size() );
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bones[p_bone].enabled=p_enabled;
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rest_global_inverse_dirty=true;
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_make_dirty();
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}
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bool Skeleton::is_bone_enabled(int p_bone) const {
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ERR_FAIL_INDEX_V( p_bone, bones.size(), false );
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return bones[p_bone].enabled;
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}
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void Skeleton::bind_child_node_to_bone(int p_bone,Node *p_node) {
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ERR_FAIL_NULL(p_node);
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ERR_FAIL_INDEX( p_bone, bones.size() );
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uint32_t id=p_node->get_instance_ID();
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for (List<uint32_t>::Element *E=bones[p_bone].nodes_bound.front();E;E=E->next()) {
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if (E->get()==id)
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return; // already here
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}
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bones[p_bone].nodes_bound.push_back(id);
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}
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void Skeleton::unbind_child_node_from_bone(int p_bone,Node *p_node) {
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ERR_FAIL_NULL(p_node);
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ERR_FAIL_INDEX( p_bone, bones.size() );
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uint32_t id=p_node->get_instance_ID();
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bones[p_bone].nodes_bound.erase(id);
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}
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void Skeleton::get_bound_child_nodes_to_bone(int p_bone,List<Node*> *p_bound) const {
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ERR_FAIL_INDEX( p_bone, bones.size() );
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for (const List<uint32_t>::Element *E=bones[p_bone].nodes_bound.front();E;E=E->next()) {
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Object *obj=ObjectDB::get_instance(E->get());
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ERR_CONTINUE(!obj);
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p_bound->push_back(obj->cast_to<Node>());
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}
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}
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void Skeleton::clear_bones() {
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bones.clear();
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rest_global_inverse_dirty=true;
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_make_dirty();
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}
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// posing api
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void Skeleton::set_bone_pose(int p_bone, const Transform& p_pose) {
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ERR_FAIL_INDEX( p_bone, bones.size() );
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ERR_FAIL_COND( !is_inside_scene() );
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bones[p_bone].pose=p_pose;
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_make_dirty();
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}
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Transform Skeleton::get_bone_pose(int p_bone) const {
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ERR_FAIL_INDEX_V( p_bone, bones.size(), Transform() );
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return bones[p_bone].pose;
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}
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void Skeleton::set_bone_custom_pose(int p_bone, const Transform& p_custom_pose) {
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ERR_FAIL_INDEX( p_bone, bones.size() );
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// ERR_FAIL_COND( !is_inside_scene() );
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bones[p_bone].custom_pose_enable=(p_custom_pose!=Transform());
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bones[p_bone].custom_pose=p_custom_pose;
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_make_dirty();
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}
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Transform Skeleton::get_bone_custom_pose(int p_bone) const {
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ERR_FAIL_INDEX_V( p_bone, bones.size(), Transform() );
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return bones[p_bone].custom_pose;
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}
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void Skeleton::_make_dirty() {
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if (dirty)
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return;
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if (!is_inside_scene()) {
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dirty=true;
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return;
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}
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MessageQueue::get_singleton()->push_notification( this, NOTIFICATION_UPDATE_SKELETON );
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dirty=true;
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}
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RES Skeleton::_get_gizmo_geometry() const {
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if (!GLOBAL_DEF("debug/draw_skeleton", true))
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return RES();
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if (bones.size()==0)
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return RES();
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Ref<SurfaceTool> surface_tool( memnew( SurfaceTool ));
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Ref<FixedMaterial> mat( memnew( FixedMaterial ));
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mat->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.6,1.0,0.3,0.1) );
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mat->set_line_width(4);
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mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
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mat->set_flag(Material::FLAG_UNSHADED,true);
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mat->set_flag(Material::FLAG_ONTOP,true);
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// mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
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surface_tool->begin(Mesh::PRIMITIVE_LINES);
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surface_tool->set_material(mat);
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const Bone *bonesptr=&bones[0];
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int len=bones.size();
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for (int i=0;i<len;i++) {
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const Bone &b=bonesptr[i];
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Transform t;
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if (b.parent<0)
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continue;
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Vector3 v1=(bonesptr[b.parent].pose_global * bonesptr[b.parent].rest_global_inverse).xform(bonesptr[b.parent].rest_global_inverse.affine_inverse().origin);
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Vector3 v2=(b.pose_global * b.rest_global_inverse).xform(b.rest_global_inverse.affine_inverse().origin);
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surface_tool->add_vertex(v1);
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surface_tool->add_vertex(v2);
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}
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return surface_tool->commit();
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}
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void Skeleton::localize_rests() {
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for(int i=bones.size()-1;i>=0;i--) {
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if (bones[i].parent>=0)
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set_bone_rest(i,bones[bones[i].parent].rest.affine_inverse() * bones[i].rest);
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}
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}
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void Skeleton::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("add_bone","name"),&Skeleton::add_bone);
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ObjectTypeDB::bind_method(_MD("find_bone","name"),&Skeleton::find_bone);
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ObjectTypeDB::bind_method(_MD("get_bone_name","bone_idx"),&Skeleton::get_bone_name);
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ObjectTypeDB::bind_method(_MD("get_bone_parent","bone_idx"),&Skeleton::get_bone_parent);
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ObjectTypeDB::bind_method(_MD("set_bone_parent","bone_idx","parent_idx"),&Skeleton::set_bone_parent);
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ObjectTypeDB::bind_method(_MD("get_bone_count"),&Skeleton::get_bone_count);
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ObjectTypeDB::bind_method(_MD("get_bone_rest","bone_idx"),&Skeleton::get_bone_rest);
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ObjectTypeDB::bind_method(_MD("set_bone_rest","bone_idx","rest"),&Skeleton::set_bone_rest);
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ObjectTypeDB::bind_method(_MD("bind_child_node_to_bone","bone_idx","node:Node"),&Skeleton::bind_child_node_to_bone);
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ObjectTypeDB::bind_method(_MD("unbind_child_node_from_bone","bone_idx","node:Node"),&Skeleton::unbind_child_node_from_bone);
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ObjectTypeDB::bind_method(_MD("get_bound_child_nodes_to_bone","bone_idx"),&Skeleton::_get_bound_child_nodes_to_bone);
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ObjectTypeDB::bind_method(_MD("clear_bones"),&Skeleton::clear_bones);
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ObjectTypeDB::bind_method(_MD("get_bone_pose","bone_idx"),&Skeleton::get_bone_pose);
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ObjectTypeDB::bind_method(_MD("set_bone_pose","bone_idx","pose"),&Skeleton::set_bone_pose);
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ObjectTypeDB::bind_method(_MD("get_bone_custom_pose","bone_idx"),&Skeleton::get_bone_custom_pose);
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ObjectTypeDB::bind_method(_MD("set_bone_custom_pose","bone_idx","custom_pose"),&Skeleton::set_bone_custom_pose);
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ObjectTypeDB::bind_method(_MD("get_bone_transform","bone_idx"),&Skeleton::get_bone_transform);
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BIND_CONSTANT( NOTIFICATION_UPDATE_SKELETON );
|
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}
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Skeleton::Skeleton() {
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|
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rest_global_inverse_dirty=true;
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|
dirty=false;
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|
skeleton=VisualServer::get_singleton()->skeleton_create();
|
|
}
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|
|
|
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|
Skeleton::~Skeleton() {
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|
|
|
VisualServer::get_singleton()->free( skeleton );
|
|
}
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|