84013a31ea
Modify allocation process of the PhysicalBoneSimulator in Skeleton3D
1163 lines
38 KiB
C++
1163 lines
38 KiB
C++
/**************************************************************************/
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/* skeleton_3d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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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_3d.h"
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#include "skeleton_3d.compat.inc"
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#include "core/variant/type_info.h"
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#include "scene/3d/skeleton_modifier_3d.h"
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#include "scene/resources/surface_tool.h"
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#include "scene/scene_string_names.h"
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#ifndef DISABLE_DEPRECATED
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#include "scene/3d/physical_bone_simulator_3d.h"
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#endif // _DISABLE_DEPRECATED
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void SkinReference::_skin_changed() {
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if (skeleton_node) {
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skeleton_node->_make_dirty();
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}
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skeleton_version = 0;
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}
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void SkinReference::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_skeleton"), &SkinReference::get_skeleton);
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ClassDB::bind_method(D_METHOD("get_skin"), &SkinReference::get_skin);
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}
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RID SkinReference::get_skeleton() const {
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return skeleton;
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}
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Ref<Skin> SkinReference::get_skin() const {
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return skin;
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}
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SkinReference::~SkinReference() {
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ERR_FAIL_NULL(RenderingServer::get_singleton());
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if (skeleton_node) {
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skeleton_node->skin_bindings.erase(this);
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}
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RS::get_singleton()->free(skeleton);
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}
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///////////////////////////////////////
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bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
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String path = p_path;
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#ifndef DISABLE_DEPRECATED
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if (path.begins_with("animate_physical_bones")) {
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set_animate_physical_bones(p_value);
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}
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#endif
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if (!path.begins_with("bones/")) {
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return false;
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}
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int which = path.get_slicec('/', 1).to_int();
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String what = path.get_slicec('/', 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 == "position") {
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set_bone_pose_position(which, p_value);
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} else if (what == "rotation") {
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set_bone_pose_rotation(which, p_value);
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} else if (what == "scale") {
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set_bone_pose_scale(which, p_value);
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#ifndef DISABLE_DEPRECATED
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} else if (what == "pose" || what == "bound_children") {
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// Kept for compatibility from 3.x to 4.x.
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WARN_DEPRECATED_MSG("Skeleton uses old pose format, which is deprecated (and loads slower). Consider re-importing or re-saving the scene." +
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(is_inside_tree() ? vformat(" Path: \"%s\"", get_path()) : String()));
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if (what == "pose") {
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// Old Skeleton poses were relative to rest, new ones are absolute, so we need to recompute the pose.
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// Skeleton3D nodes were always written with rest before pose, so this *SHOULD* work...
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Transform3D rest = get_bone_rest(which);
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Transform3D pose = rest * (Transform3D)p_value;
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set_bone_pose_position(which, pose.origin);
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set_bone_pose_rotation(which, pose.basis.get_rotation_quaternion());
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set_bone_pose_scale(which, pose.basis.get_scale());
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} else { // bound_children
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// This handles the case where the pose was set to the rest position; the pose property would == Transform() and would not be saved to the scene by default.
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// However, the bound_children property was always saved regardless of value, and it was always saved after both pose and rest.
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// We don't do anything else with bound_children, as it's not present on Skeleton3D.
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Vector3 pos = get_bone_pose_position(which);
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Quaternion rot = get_bone_pose_rotation(which);
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Vector3 scale = get_bone_pose_scale(which);
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Transform3D rest = get_bone_rest(which);
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if (rest != Transform3D() && pos == Vector3() && rot == Quaternion() && scale == Vector3(1, 1, 1)) {
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set_bone_pose_position(which, rest.origin);
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set_bone_pose_rotation(which, rest.basis.get_rotation_quaternion());
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set_bone_pose_scale(which, rest.basis.get_scale());
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}
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}
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#endif
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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 Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
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String path = p_path;
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#ifndef DISABLE_DEPRECATED
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if (path.begins_with("animate_physical_bones")) {
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r_ret = get_animate_physical_bones();
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}
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#endif
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if (!path.begins_with("bones/")) {
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return false;
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}
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int which = path.get_slicec('/', 1).to_int();
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String what = path.get_slicec('/', 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 == "position") {
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r_ret = get_bone_pose_position(which);
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} else if (what == "rotation") {
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r_ret = get_bone_pose_rotation(which);
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} else if (what == "scale") {
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r_ret = get_bone_pose_scale(which);
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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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void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
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for (int i = 0; i < bones.size(); i++) {
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const String prep = vformat("%s/%d/", PNAME("bones"), i);
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p_list->push_back(PropertyInfo(Variant::STRING, prep + PNAME("name"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
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p_list->push_back(PropertyInfo(Variant::INT, prep + PNAME("parent"), PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1", PROPERTY_USAGE_NO_EDITOR));
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p_list->push_back(PropertyInfo(Variant::TRANSFORM3D, prep + PNAME("rest"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
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p_list->push_back(PropertyInfo(Variant::BOOL, prep + PNAME("enabled"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
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p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + PNAME("position"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
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p_list->push_back(PropertyInfo(Variant::QUATERNION, prep + PNAME("rotation"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
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p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + PNAME("scale"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
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}
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for (PropertyInfo &E : *p_list) {
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_validate_property(E);
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}
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}
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void Skeleton3D::_validate_property(PropertyInfo &p_property) const {
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PackedStringArray split = p_property.name.split("/");
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if (split.size() == 3 && split[0] == "bones") {
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if (split[2] == "rest") {
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p_property.usage |= PROPERTY_USAGE_READ_ONLY;
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}
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if (is_show_rest_only()) {
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if (split[2] == "enabled") {
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p_property.usage |= PROPERTY_USAGE_READ_ONLY;
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}
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if (split[2] == "position") {
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p_property.usage |= PROPERTY_USAGE_READ_ONLY;
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}
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if (split[2] == "rotation") {
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p_property.usage |= PROPERTY_USAGE_READ_ONLY;
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}
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if (split[2] == "scale") {
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p_property.usage |= PROPERTY_USAGE_READ_ONLY;
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}
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} else if (!is_bone_enabled(split[1].to_int())) {
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if (split[2] == "position") {
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p_property.usage |= PROPERTY_USAGE_READ_ONLY;
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}
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if (split[2] == "rotation") {
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p_property.usage |= PROPERTY_USAGE_READ_ONLY;
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}
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if (split[2] == "scale") {
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p_property.usage |= PROPERTY_USAGE_READ_ONLY;
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}
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}
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}
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}
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void Skeleton3D::_update_process_order() {
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if (!process_order_dirty) {
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return;
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}
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Bone *bonesptr = bones.ptrw();
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int len = bones.size();
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parentless_bones.clear();
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for (int i = 0; i < len; i++) {
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bonesptr[i].child_bones.clear();
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}
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for (int i = 0; i < len; i++) {
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if (bonesptr[i].parent >= len) {
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// Validate this just in case.
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ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
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bonesptr[i].parent = -1;
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}
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if (bonesptr[i].parent != -1) {
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int parent_bone_idx = bonesptr[i].parent;
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// Check to see if this node is already added to the parent.
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if (bonesptr[parent_bone_idx].child_bones.find(i) < 0) {
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// Add the child node.
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bonesptr[parent_bone_idx].child_bones.push_back(i);
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} else {
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ERR_PRINT("Skeleton3D parenthood graph is cyclic");
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}
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} else {
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parentless_bones.push_back(i);
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}
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}
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bones_backup.resize(bones.size());
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process_order_dirty = false;
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emit_signal("bone_list_changed");
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}
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#ifndef DISABLE_DEPRECATED
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void Skeleton3D::setup_simulator() {
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if (simulator && simulator->get_parent() == this) {
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remove_child(simulator);
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simulator->queue_free();
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}
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PhysicalBoneSimulator3D *sim = memnew(PhysicalBoneSimulator3D);
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simulator = sim;
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sim->is_compat = true;
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sim->set_active(false); // Don't run unneeded process.
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add_child(simulator);
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}
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#endif // _DISABLE_DEPRECATED
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void Skeleton3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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_process_changed();
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_make_modifiers_dirty();
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force_update_all_dirty_bones();
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#ifndef DISABLE_DEPRECATED
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setup_simulator();
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#endif // _DISABLE_DEPRECATED
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} break;
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case NOTIFICATION_UPDATE_SKELETON: {
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// Update bone transforms to apply unprocessed poses.
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force_update_all_dirty_bones();
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updating = true;
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Bone *bonesptr = bones.ptrw();
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int len = bones.size();
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// Process modifiers.
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_find_modifiers();
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if (!modifiers.is_empty()) {
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// Store unmodified bone poses.
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for (int i = 0; i < bones.size(); i++) {
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bones_backup[i].save(bones[i]);
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}
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_process_modifiers();
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}
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emit_signal(SceneStringNames::get_singleton()->skeleton_updated);
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// Update skins.
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RenderingServer *rs = RenderingServer::get_singleton();
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for (SkinReference *E : skin_bindings) {
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const Skin *skin = E->skin.operator->();
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RID skeleton = E->skeleton;
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uint32_t bind_count = skin->get_bind_count();
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if (E->bind_count != bind_count) {
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RS::get_singleton()->skeleton_allocate_data(skeleton, bind_count);
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E->bind_count = bind_count;
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E->skin_bone_indices.resize(bind_count);
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E->skin_bone_indices_ptrs = E->skin_bone_indices.ptrw();
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}
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if (E->skeleton_version != version) {
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for (uint32_t i = 0; i < bind_count; i++) {
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StringName bind_name = skin->get_bind_name(i);
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if (bind_name != StringName()) {
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// Bind name used, use this.
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bool found = false;
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for (int j = 0; j < len; j++) {
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if (bonesptr[j].name == bind_name) {
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E->skin_bone_indices_ptrs[i] = j;
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found = true;
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break;
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}
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}
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if (!found) {
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ERR_PRINT("Skin bind #" + itos(i) + " contains named bind '" + String(bind_name) + "' but Skeleton3D has no bone by that name.");
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E->skin_bone_indices_ptrs[i] = 0;
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}
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} else if (skin->get_bind_bone(i) >= 0) {
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int bind_index = skin->get_bind_bone(i);
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if (bind_index >= len) {
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ERR_PRINT("Skin bind #" + itos(i) + " contains bone index bind: " + itos(bind_index) + " , which is greater than the skeleton bone count: " + itos(len) + ".");
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E->skin_bone_indices_ptrs[i] = 0;
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} else {
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E->skin_bone_indices_ptrs[i] = bind_index;
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}
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} else {
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ERR_PRINT("Skin bind #" + itos(i) + " does not contain a name nor a bone index.");
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E->skin_bone_indices_ptrs[i] = 0;
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}
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}
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E->skeleton_version = version;
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}
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for (uint32_t i = 0; i < bind_count; i++) {
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uint32_t bone_index = E->skin_bone_indices_ptrs[i];
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ERR_CONTINUE(bone_index >= (uint32_t)len);
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rs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].global_pose * skin->get_bind_pose(i));
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}
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}
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if (!modifiers.is_empty()) {
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// Restore unmodified bone poses.
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for (int i = 0; i < bones.size(); i++) {
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bones_backup[i].restore(bones.write[i]);
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}
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}
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updating = false;
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is_update_needed = false;
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} break;
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case NOTIFICATION_INTERNAL_PROCESS:
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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_find_modifiers();
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if (!modifiers.is_empty()) {
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_update_deferred();
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}
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} break;
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}
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}
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void Skeleton3D::set_modifier_callback_mode_process(Skeleton3D::ModifierCallbackModeProcess p_mode) {
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if (modifier_callback_mode_process == p_mode) {
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return;
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}
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modifier_callback_mode_process = p_mode;
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_process_changed();
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}
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Skeleton3D::ModifierCallbackModeProcess Skeleton3D::get_modifier_callback_mode_process() const {
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return modifier_callback_mode_process;
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}
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void Skeleton3D::_process_changed() {
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if (modifier_callback_mode_process == MODIFIER_CALLBACK_MODE_PROCESS_IDLE) {
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set_process_internal(true);
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set_physics_process_internal(false);
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} else if (modifier_callback_mode_process == MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS) {
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set_process_internal(false);
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set_physics_process_internal(true);
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}
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}
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void Skeleton3D::_make_modifiers_dirty() {
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modifiers_dirty = true;
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_update_deferred();
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}
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Transform3D Skeleton3D::get_bone_global_pose(int p_bone) const {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
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const_cast<Skeleton3D *>(this)->force_update_all_dirty_bones();
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return bones[p_bone].global_pose;
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}
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void Skeleton3D::set_bone_global_pose(int p_bone, const Transform3D &p_pose) {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX(p_bone, bone_size);
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Transform3D pt;
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if (bones[p_bone].parent >= 0) {
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pt = get_bone_global_pose(bones[p_bone].parent);
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}
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Transform3D t = pt.affine_inverse() * p_pose;
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set_bone_pose(p_bone, t);
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}
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void Skeleton3D::set_motion_scale(float p_motion_scale) {
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if (p_motion_scale <= 0) {
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motion_scale = 1;
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ERR_FAIL_MSG("Motion scale must be larger than 0.");
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}
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motion_scale = p_motion_scale;
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}
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float Skeleton3D::get_motion_scale() const {
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ERR_FAIL_COND_V(motion_scale <= 0, 1);
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return motion_scale;
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}
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// Skeleton creation api
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uint64_t Skeleton3D::get_version() const {
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return version;
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}
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int Skeleton3D::add_bone(const String &p_name) {
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ERR_FAIL_COND_V_MSG(p_name.is_empty() || p_name.contains(":") || p_name.contains("/"), -1, vformat("Bone name cannot be empty or contain ':' or '/'.", p_name));
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ERR_FAIL_COND_V_MSG(name_to_bone_index.has(p_name), -1, vformat("Skeleton3D \"%s\" already has a bone with name \"%s\".", to_string(), p_name));
|
|
|
|
Bone b;
|
|
b.name = p_name;
|
|
bones.push_back(b);
|
|
int new_idx = bones.size() - 1;
|
|
name_to_bone_index.insert(p_name, new_idx);
|
|
process_order_dirty = true;
|
|
version++;
|
|
rest_dirty = true;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
return new_idx;
|
|
}
|
|
|
|
int Skeleton3D::find_bone(const String &p_name) const {
|
|
const int *bone_index_ptr = name_to_bone_index.getptr(p_name);
|
|
return bone_index_ptr != nullptr ? *bone_index_ptr : -1;
|
|
}
|
|
|
|
String Skeleton3D::get_bone_name(int p_bone) const {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX_V(p_bone, bone_size, "");
|
|
return bones[p_bone].name;
|
|
}
|
|
|
|
void Skeleton3D::set_bone_name(int p_bone, const String &p_name) {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX(p_bone, bone_size);
|
|
|
|
const int *bone_index_ptr = name_to_bone_index.getptr(p_name);
|
|
if (bone_index_ptr != nullptr) {
|
|
ERR_FAIL_COND_MSG(*bone_index_ptr != p_bone, "Skeleton3D: '" + get_name() + "', bone name: '" + p_name + "' already exists.");
|
|
return; // No need to rename, the bone already has the given name.
|
|
}
|
|
|
|
name_to_bone_index.erase(bones[p_bone].name);
|
|
bones.write[p_bone].name = p_name;
|
|
name_to_bone_index.insert(p_name, p_bone);
|
|
|
|
version++;
|
|
}
|
|
|
|
bool Skeleton3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
|
|
int parent_of_bone = get_bone_parent(p_bone);
|
|
|
|
if (-1 == parent_of_bone) {
|
|
return false;
|
|
}
|
|
|
|
if (parent_of_bone == p_parent_bone_id) {
|
|
return true;
|
|
}
|
|
|
|
return is_bone_parent_of(parent_of_bone, p_parent_bone_id);
|
|
}
|
|
|
|
int Skeleton3D::get_bone_count() const {
|
|
return bones.size();
|
|
}
|
|
|
|
void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX(p_bone, bone_size);
|
|
ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
|
|
ERR_FAIL_COND(p_bone == p_parent);
|
|
|
|
bones.write[p_bone].parent = p_parent;
|
|
process_order_dirty = true;
|
|
rest_dirty = true;
|
|
_make_dirty();
|
|
}
|
|
|
|
void Skeleton3D::unparent_bone_and_rest(int p_bone) {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX(p_bone, bone_size);
|
|
|
|
_update_process_order();
|
|
|
|
int parent = bones[p_bone].parent;
|
|
while (parent >= 0) {
|
|
bones.write[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
|
|
parent = bones[parent].parent;
|
|
}
|
|
|
|
bones.write[p_bone].parent = -1;
|
|
process_order_dirty = true;
|
|
|
|
rest_dirty = true;
|
|
_make_dirty();
|
|
}
|
|
|
|
int Skeleton3D::get_bone_parent(int p_bone) const {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX_V(p_bone, bone_size, -1);
|
|
if (process_order_dirty) {
|
|
const_cast<Skeleton3D *>(this)->_update_process_order();
|
|
}
|
|
return bones[p_bone].parent;
|
|
}
|
|
|
|
Vector<int> Skeleton3D::get_bone_children(int p_bone) const {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX_V(p_bone, bone_size, Vector<int>());
|
|
if (process_order_dirty) {
|
|
const_cast<Skeleton3D *>(this)->_update_process_order();
|
|
}
|
|
return bones[p_bone].child_bones;
|
|
}
|
|
|
|
Vector<int> Skeleton3D::get_parentless_bones() const {
|
|
if (process_order_dirty) {
|
|
const_cast<Skeleton3D *>(this)->_update_process_order();
|
|
}
|
|
return parentless_bones;
|
|
}
|
|
|
|
void Skeleton3D::set_bone_rest(int p_bone, const Transform3D &p_rest) {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX(p_bone, bone_size);
|
|
|
|
bones.write[p_bone].rest = p_rest;
|
|
rest_dirty = true;
|
|
_make_dirty();
|
|
}
|
|
Transform3D Skeleton3D::get_bone_rest(int p_bone) const {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
|
|
|
|
return bones[p_bone].rest;
|
|
}
|
|
Transform3D Skeleton3D::get_bone_global_rest(int p_bone) const {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
|
|
if (rest_dirty) {
|
|
const_cast<Skeleton3D *>(this)->force_update_all_bone_transforms();
|
|
}
|
|
return bones[p_bone].global_rest;
|
|
}
|
|
|
|
void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX(p_bone, bone_size);
|
|
|
|
bones.write[p_bone].enabled = p_enabled;
|
|
emit_signal(SceneStringNames::get_singleton()->bone_enabled_changed, p_bone);
|
|
_make_dirty();
|
|
}
|
|
|
|
bool Skeleton3D::is_bone_enabled(int p_bone) const {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX_V(p_bone, bone_size, false);
|
|
return bones[p_bone].enabled;
|
|
}
|
|
|
|
void Skeleton3D::set_show_rest_only(bool p_enabled) {
|
|
show_rest_only = p_enabled;
|
|
emit_signal(SceneStringNames::get_singleton()->show_rest_only_changed);
|
|
_make_dirty();
|
|
}
|
|
|
|
bool Skeleton3D::is_show_rest_only() const {
|
|
return show_rest_only;
|
|
}
|
|
|
|
void Skeleton3D::clear_bones() {
|
|
bones.clear();
|
|
name_to_bone_index.clear();
|
|
process_order_dirty = true;
|
|
version++;
|
|
_make_dirty();
|
|
}
|
|
|
|
// Posing api
|
|
|
|
void Skeleton3D::set_bone_pose(int p_bone, const Transform3D &p_pose) {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX(p_bone, bone_size);
|
|
|
|
bones.write[p_bone].pose_position = p_pose.origin;
|
|
bones.write[p_bone].pose_rotation = p_pose.basis.get_rotation_quaternion();
|
|
bones.write[p_bone].pose_scale = p_pose.basis.get_scale();
|
|
bones.write[p_bone].pose_cache_dirty = true;
|
|
if (is_inside_tree()) {
|
|
_make_dirty();
|
|
}
|
|
}
|
|
|
|
void Skeleton3D::set_bone_pose_position(int p_bone, const Vector3 &p_position) {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX(p_bone, bone_size);
|
|
|
|
bones.write[p_bone].pose_position = p_position;
|
|
bones.write[p_bone].pose_cache_dirty = true;
|
|
if (is_inside_tree()) {
|
|
_make_dirty();
|
|
}
|
|
}
|
|
void Skeleton3D::set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation) {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX(p_bone, bone_size);
|
|
|
|
bones.write[p_bone].pose_rotation = p_rotation;
|
|
bones.write[p_bone].pose_cache_dirty = true;
|
|
if (is_inside_tree()) {
|
|
_make_dirty();
|
|
}
|
|
}
|
|
void Skeleton3D::set_bone_pose_scale(int p_bone, const Vector3 &p_scale) {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX(p_bone, bone_size);
|
|
|
|
bones.write[p_bone].pose_scale = p_scale;
|
|
bones.write[p_bone].pose_cache_dirty = true;
|
|
if (is_inside_tree()) {
|
|
_make_dirty();
|
|
}
|
|
}
|
|
|
|
Vector3 Skeleton3D::get_bone_pose_position(int p_bone) const {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3());
|
|
return bones[p_bone].pose_position;
|
|
}
|
|
|
|
Quaternion Skeleton3D::get_bone_pose_rotation(int p_bone) const {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX_V(p_bone, bone_size, Quaternion());
|
|
return bones[p_bone].pose_rotation;
|
|
}
|
|
|
|
Vector3 Skeleton3D::get_bone_pose_scale(int p_bone) const {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3());
|
|
return bones[p_bone].pose_scale;
|
|
}
|
|
|
|
void Skeleton3D::reset_bone_pose(int p_bone) {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX(p_bone, bone_size);
|
|
set_bone_pose_position(p_bone, bones[p_bone].rest.origin);
|
|
set_bone_pose_rotation(p_bone, bones[p_bone].rest.basis.get_rotation_quaternion());
|
|
set_bone_pose_scale(p_bone, bones[p_bone].rest.basis.get_scale());
|
|
}
|
|
|
|
void Skeleton3D::reset_bone_poses() {
|
|
for (int i = 0; i < bones.size(); i++) {
|
|
reset_bone_pose(i);
|
|
}
|
|
}
|
|
|
|
Transform3D Skeleton3D::get_bone_pose(int p_bone) const {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
|
|
const_cast<Skeleton3D *>(this)->bones.write[p_bone].update_pose_cache();
|
|
return bones[p_bone].pose_cache;
|
|
}
|
|
|
|
void Skeleton3D::_make_dirty() {
|
|
if (dirty) {
|
|
return;
|
|
}
|
|
dirty = true;
|
|
_update_deferred();
|
|
}
|
|
|
|
void Skeleton3D::_update_deferred() {
|
|
if (!is_update_needed && !updating && is_inside_tree()) {
|
|
is_update_needed = true;
|
|
notify_deferred_thread_group(NOTIFICATION_UPDATE_SKELETON); // It must never be called more than once in a single frame.
|
|
}
|
|
}
|
|
|
|
void Skeleton3D::localize_rests() {
|
|
Vector<int> bones_to_process = get_parentless_bones();
|
|
while (bones_to_process.size() > 0) {
|
|
int current_bone_idx = bones_to_process[0];
|
|
bones_to_process.erase(current_bone_idx);
|
|
|
|
if (bones[current_bone_idx].parent >= 0) {
|
|
set_bone_rest(current_bone_idx, bones[bones[current_bone_idx].parent].rest.affine_inverse() * bones[current_bone_idx].rest);
|
|
}
|
|
|
|
// Add the bone's children to the list of bones to be processed.
|
|
int child_bone_size = bones[current_bone_idx].child_bones.size();
|
|
for (int i = 0; i < child_bone_size; i++) {
|
|
bones_to_process.push_back(bones[current_bone_idx].child_bones[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Skeleton3D::_skin_changed() {
|
|
_make_dirty();
|
|
}
|
|
|
|
Ref<Skin> Skeleton3D::create_skin_from_rest_transforms() {
|
|
Ref<Skin> skin;
|
|
|
|
skin.instantiate();
|
|
skin->set_bind_count(bones.size());
|
|
|
|
// Pose changed, rebuild cache of inverses.
|
|
const Bone *bonesptr = bones.ptr();
|
|
int len = bones.size();
|
|
|
|
// Calculate global rests and invert them.
|
|
LocalVector<int> bones_to_process;
|
|
bones_to_process = get_parentless_bones();
|
|
while (bones_to_process.size() > 0) {
|
|
int current_bone_idx = bones_to_process[0];
|
|
const Bone &b = bonesptr[current_bone_idx];
|
|
bones_to_process.erase(current_bone_idx);
|
|
LocalVector<int> child_bones_vector;
|
|
child_bones_vector = get_bone_children(current_bone_idx);
|
|
int child_bones_size = child_bones_vector.size();
|
|
if (b.parent < 0) {
|
|
skin->set_bind_pose(current_bone_idx, b.rest);
|
|
}
|
|
for (int i = 0; i < child_bones_size; i++) {
|
|
int child_bone_idx = child_bones_vector[i];
|
|
const Bone &cb = bonesptr[child_bone_idx];
|
|
skin->set_bind_pose(child_bone_idx, skin->get_bind_pose(current_bone_idx) * cb.rest);
|
|
// Add the bone's children to the list of bones to be processed.
|
|
bones_to_process.push_back(child_bones_vector[i]);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < len; i++) {
|
|
// The inverse is what is actually required.
|
|
skin->set_bind_bone(i, i);
|
|
skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse());
|
|
}
|
|
|
|
return skin;
|
|
}
|
|
|
|
Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
|
|
ERR_FAIL_COND_V(p_skin.is_null(), Ref<SkinReference>());
|
|
|
|
for (const SkinReference *E : skin_bindings) {
|
|
if (E->skin == p_skin) {
|
|
return Ref<SkinReference>(E);
|
|
}
|
|
}
|
|
|
|
Ref<SkinReference> skin_ref;
|
|
skin_ref.instantiate();
|
|
|
|
skin_ref->skeleton_node = this;
|
|
skin_ref->bind_count = 0;
|
|
skin_ref->skeleton = RenderingServer::get_singleton()->skeleton_create();
|
|
skin_ref->skeleton_node = this;
|
|
skin_ref->skin = p_skin;
|
|
|
|
skin_bindings.insert(skin_ref.operator->());
|
|
|
|
skin_ref->skin->connect_changed(callable_mp(skin_ref.operator->(), &SkinReference::_skin_changed));
|
|
|
|
_make_dirty(); // Skin needs to be updated, so update skeleton.
|
|
|
|
return skin_ref;
|
|
}
|
|
|
|
void Skeleton3D::force_update_all_dirty_bones() {
|
|
if (!dirty) {
|
|
return;
|
|
}
|
|
force_update_all_bone_transforms();
|
|
}
|
|
|
|
void Skeleton3D::force_update_all_bone_transforms() {
|
|
_update_process_order();
|
|
for (int i = 0; i < parentless_bones.size(); i++) {
|
|
force_update_bone_children_transforms(parentless_bones[i]);
|
|
}
|
|
rest_dirty = false;
|
|
dirty = false;
|
|
if (updating) {
|
|
return;
|
|
}
|
|
emit_signal(SceneStringNames::get_singleton()->pose_updated);
|
|
}
|
|
|
|
void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX(p_bone_idx, bone_size);
|
|
|
|
Bone *bonesptr = bones.ptrw();
|
|
List<int> bones_to_process = List<int>();
|
|
bones_to_process.push_back(p_bone_idx);
|
|
|
|
while (bones_to_process.size() > 0) {
|
|
int current_bone_idx = bones_to_process[0];
|
|
bones_to_process.erase(current_bone_idx);
|
|
|
|
Bone &b = bonesptr[current_bone_idx];
|
|
bool bone_enabled = b.enabled && !show_rest_only;
|
|
|
|
if (bone_enabled) {
|
|
b.update_pose_cache();
|
|
Transform3D pose = b.pose_cache;
|
|
|
|
if (b.parent >= 0) {
|
|
b.global_pose = bonesptr[b.parent].global_pose * pose;
|
|
} else {
|
|
b.global_pose = pose;
|
|
}
|
|
} else {
|
|
if (b.parent >= 0) {
|
|
b.global_pose = bonesptr[b.parent].global_pose * b.rest;
|
|
} else {
|
|
b.global_pose = b.rest;
|
|
}
|
|
}
|
|
if (rest_dirty) {
|
|
b.global_rest = b.parent >= 0 ? bonesptr[b.parent].global_rest * b.rest : b.rest;
|
|
}
|
|
|
|
#ifndef DISABLE_DEPRECATED
|
|
if (bone_enabled) {
|
|
Transform3D pose = b.pose_cache;
|
|
if (b.parent >= 0) {
|
|
b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * pose;
|
|
} else {
|
|
b.pose_global_no_override = pose;
|
|
}
|
|
} else {
|
|
if (b.parent >= 0) {
|
|
b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * b.rest;
|
|
} else {
|
|
b.pose_global_no_override = b.rest;
|
|
}
|
|
}
|
|
if (b.global_pose_override_amount >= CMP_EPSILON) {
|
|
b.global_pose = b.global_pose.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
|
|
}
|
|
if (b.global_pose_override_reset) {
|
|
b.global_pose_override_amount = 0.0;
|
|
}
|
|
#endif // _DISABLE_DEPRECATED
|
|
|
|
// Add the bone's children to the list of bones to be processed.
|
|
int child_bone_size = b.child_bones.size();
|
|
for (int i = 0; i < child_bone_size; i++) {
|
|
bones_to_process.push_back(b.child_bones[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Skeleton3D::_find_modifiers() {
|
|
if (!modifiers_dirty) {
|
|
return;
|
|
}
|
|
modifiers.clear();
|
|
for (int i = 0; i < get_child_count(); i++) {
|
|
SkeletonModifier3D *c = Object::cast_to<SkeletonModifier3D>(get_child(i));
|
|
if (c) {
|
|
modifiers.push_back(c->get_instance_id());
|
|
}
|
|
}
|
|
modifiers_dirty = false;
|
|
}
|
|
|
|
void Skeleton3D::_process_modifiers() {
|
|
for (const ObjectID &oid : modifiers) {
|
|
Object *t_obj = ObjectDB::get_instance(oid);
|
|
if (!t_obj) {
|
|
continue;
|
|
}
|
|
SkeletonModifier3D *mod = cast_to<SkeletonModifier3D>(t_obj);
|
|
if (!mod) {
|
|
continue;
|
|
}
|
|
real_t influence = mod->get_influence();
|
|
if (influence < 1.0) {
|
|
LocalVector<Transform3D> old_poses;
|
|
for (int i = 0; i < get_bone_count(); i++) {
|
|
old_poses.push_back(get_bone_pose(i));
|
|
}
|
|
mod->process_modification();
|
|
LocalVector<Transform3D> new_poses;
|
|
for (int i = 0; i < get_bone_count(); i++) {
|
|
new_poses.push_back(get_bone_pose(i));
|
|
}
|
|
for (int i = 0; i < get_bone_count(); i++) {
|
|
if (old_poses[i] == new_poses[i]) {
|
|
continue; // Avoid unneeded calculation.
|
|
}
|
|
set_bone_pose(i, old_poses[i].interpolate_with(new_poses[i], influence));
|
|
}
|
|
} else {
|
|
mod->process_modification();
|
|
}
|
|
force_update_all_dirty_bones();
|
|
}
|
|
}
|
|
|
|
void Skeleton3D::add_child_notify(Node *p_child) {
|
|
if (Object::cast_to<SkeletonModifier3D>(p_child)) {
|
|
_make_modifiers_dirty();
|
|
}
|
|
}
|
|
|
|
void Skeleton3D::move_child_notify(Node *p_child) {
|
|
if (Object::cast_to<SkeletonModifier3D>(p_child)) {
|
|
_make_modifiers_dirty();
|
|
}
|
|
}
|
|
|
|
void Skeleton3D::remove_child_notify(Node *p_child) {
|
|
if (Object::cast_to<SkeletonModifier3D>(p_child)) {
|
|
_make_modifiers_dirty();
|
|
}
|
|
}
|
|
|
|
void Skeleton3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton3D::add_bone);
|
|
ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton3D::find_bone);
|
|
ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton3D::get_bone_name);
|
|
ClassDB::bind_method(D_METHOD("set_bone_name", "bone_idx", "name"), &Skeleton3D::set_bone_name);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton3D::get_bone_parent);
|
|
ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton3D::set_bone_parent);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton3D::get_bone_count);
|
|
ClassDB::bind_method(D_METHOD("get_version"), &Skeleton3D::get_version);
|
|
|
|
ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton3D::unparent_bone_and_rest);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_bone_children", "bone_idx"), &Skeleton3D::get_bone_children);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_parentless_bones"), &Skeleton3D::get_parentless_bones);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton3D::get_bone_rest);
|
|
ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton3D::set_bone_rest);
|
|
ClassDB::bind_method(D_METHOD("get_bone_global_rest", "bone_idx"), &Skeleton3D::get_bone_global_rest);
|
|
|
|
ClassDB::bind_method(D_METHOD("create_skin_from_rest_transforms"), &Skeleton3D::create_skin_from_rest_transforms);
|
|
ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton3D::register_skin);
|
|
|
|
ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton3D::localize_rests);
|
|
|
|
ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton3D::clear_bones);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton3D::get_bone_pose);
|
|
ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton3D::set_bone_pose);
|
|
ClassDB::bind_method(D_METHOD("set_bone_pose_position", "bone_idx", "position"), &Skeleton3D::set_bone_pose_position);
|
|
ClassDB::bind_method(D_METHOD("set_bone_pose_rotation", "bone_idx", "rotation"), &Skeleton3D::set_bone_pose_rotation);
|
|
ClassDB::bind_method(D_METHOD("set_bone_pose_scale", "bone_idx", "scale"), &Skeleton3D::set_bone_pose_scale);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_bone_pose_position", "bone_idx"), &Skeleton3D::get_bone_pose_position);
|
|
ClassDB::bind_method(D_METHOD("get_bone_pose_rotation", "bone_idx"), &Skeleton3D::get_bone_pose_rotation);
|
|
ClassDB::bind_method(D_METHOD("get_bone_pose_scale", "bone_idx"), &Skeleton3D::get_bone_pose_scale);
|
|
|
|
ClassDB::bind_method(D_METHOD("reset_bone_pose", "bone_idx"), &Skeleton3D::reset_bone_pose);
|
|
ClassDB::bind_method(D_METHOD("reset_bone_poses"), &Skeleton3D::reset_bone_poses);
|
|
|
|
ClassDB::bind_method(D_METHOD("is_bone_enabled", "bone_idx"), &Skeleton3D::is_bone_enabled);
|
|
ClassDB::bind_method(D_METHOD("set_bone_enabled", "bone_idx", "enabled"), &Skeleton3D::set_bone_enabled, DEFVAL(true));
|
|
|
|
ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton3D::get_bone_global_pose);
|
|
ClassDB::bind_method(D_METHOD("set_bone_global_pose", "bone_idx", "pose"), &Skeleton3D::set_bone_global_pose);
|
|
|
|
ClassDB::bind_method(D_METHOD("force_update_all_bone_transforms"), &Skeleton3D::force_update_all_bone_transforms);
|
|
ClassDB::bind_method(D_METHOD("force_update_bone_child_transform", "bone_idx"), &Skeleton3D::force_update_bone_children_transforms);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_motion_scale", "motion_scale"), &Skeleton3D::set_motion_scale);
|
|
ClassDB::bind_method(D_METHOD("get_motion_scale"), &Skeleton3D::get_motion_scale);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_show_rest_only", "enabled"), &Skeleton3D::set_show_rest_only);
|
|
ClassDB::bind_method(D_METHOD("is_show_rest_only"), &Skeleton3D::is_show_rest_only);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_modifier_callback_mode_process", "mode"), &Skeleton3D::set_modifier_callback_mode_process);
|
|
ClassDB::bind_method(D_METHOD("get_modifier_callback_mode_process"), &Skeleton3D::get_modifier_callback_mode_process);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "motion_scale", PROPERTY_HINT_RANGE, "0.001,10,0.001,or_greater"), "set_motion_scale", "get_motion_scale");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "show_rest_only"), "set_show_rest_only", "is_show_rest_only");
|
|
|
|
ADD_GROUP("Modifier", "modifier_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "modifier_callback_mode_process", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_modifier_callback_mode_process", "get_modifier_callback_mode_process");
|
|
|
|
ADD_SIGNAL(MethodInfo("pose_updated"));
|
|
ADD_SIGNAL(MethodInfo("skeleton_updated"));
|
|
ADD_SIGNAL(MethodInfo("bone_enabled_changed", PropertyInfo(Variant::INT, "bone_idx")));
|
|
ADD_SIGNAL(MethodInfo("bone_list_changed"));
|
|
ADD_SIGNAL(MethodInfo("show_rest_only_changed"));
|
|
|
|
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
|
|
BIND_ENUM_CONSTANT(MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS);
|
|
BIND_ENUM_CONSTANT(MODIFIER_CALLBACK_MODE_PROCESS_IDLE);
|
|
|
|
#ifndef DISABLE_DEPRECATED
|
|
ClassDB::bind_method(D_METHOD("clear_bones_global_pose_override"), &Skeleton3D::clear_bones_global_pose_override);
|
|
ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_global_pose_override, DEFVAL(false));
|
|
ClassDB::bind_method(D_METHOD("get_bone_global_pose_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_override);
|
|
ClassDB::bind_method(D_METHOD("get_bone_global_pose_no_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_no_override);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_animate_physical_bones", "enabled"), &Skeleton3D::set_animate_physical_bones);
|
|
ClassDB::bind_method(D_METHOD("get_animate_physical_bones"), &Skeleton3D::get_animate_physical_bones);
|
|
ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton3D::physical_bones_stop_simulation);
|
|
ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton3D::physical_bones_start_simulation_on, DEFVAL(Array()));
|
|
ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton3D::physical_bones_add_collision_exception);
|
|
ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception);
|
|
#endif // _DISABLE_DEPRECATED
|
|
}
|
|
|
|
#ifndef DISABLE_DEPRECATED
|
|
void Skeleton3D::clear_bones_global_pose_override() {
|
|
for (int i = 0; i < bones.size(); i += 1) {
|
|
bones.write[i].global_pose_override_amount = 0;
|
|
bones.write[i].global_pose_override_reset = true;
|
|
}
|
|
_make_dirty();
|
|
}
|
|
|
|
void Skeleton3D::set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX(p_bone, bone_size);
|
|
bones.write[p_bone].global_pose_override_amount = p_amount;
|
|
bones.write[p_bone].global_pose_override = p_pose;
|
|
bones.write[p_bone].global_pose_override_reset = !p_persistent;
|
|
_make_dirty();
|
|
}
|
|
|
|
Transform3D Skeleton3D::get_bone_global_pose_override(int p_bone) const {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
|
|
return bones[p_bone].global_pose_override;
|
|
}
|
|
|
|
Transform3D Skeleton3D::get_bone_global_pose_no_override(int p_bone) const {
|
|
const int bone_size = bones.size();
|
|
ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
|
|
const_cast<Skeleton3D *>(this)->force_update_all_dirty_bones();
|
|
return bones[p_bone].pose_global_no_override;
|
|
}
|
|
|
|
Node *Skeleton3D::get_simulator() {
|
|
return simulator;
|
|
}
|
|
|
|
void Skeleton3D::set_animate_physical_bones(bool p_enabled) {
|
|
PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
|
|
if (!sim) {
|
|
return;
|
|
}
|
|
sim->set_active(p_enabled);
|
|
}
|
|
|
|
bool Skeleton3D::get_animate_physical_bones() const {
|
|
PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
|
|
if (!sim) {
|
|
return false;
|
|
}
|
|
return sim->is_active();
|
|
}
|
|
|
|
void Skeleton3D::physical_bones_stop_simulation() {
|
|
PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
|
|
if (!sim) {
|
|
return;
|
|
}
|
|
sim->physical_bones_stop_simulation();
|
|
sim->set_active(false);
|
|
}
|
|
|
|
void Skeleton3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) {
|
|
PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
|
|
if (!sim) {
|
|
return;
|
|
}
|
|
sim->set_active(true);
|
|
sim->physical_bones_start_simulation_on(p_bones);
|
|
}
|
|
|
|
void Skeleton3D::physical_bones_add_collision_exception(RID p_exception) {
|
|
PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
|
|
if (!sim) {
|
|
return;
|
|
}
|
|
sim->physical_bones_add_collision_exception(p_exception);
|
|
}
|
|
|
|
void Skeleton3D::physical_bones_remove_collision_exception(RID p_exception) {
|
|
PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
|
|
if (!sim) {
|
|
return;
|
|
}
|
|
sim->physical_bones_remove_collision_exception(p_exception);
|
|
}
|
|
#endif // _DISABLE_DEPRECATED
|
|
|
|
Skeleton3D::Skeleton3D() {
|
|
}
|
|
|
|
Skeleton3D::~Skeleton3D() {
|
|
// Some skins may remain bound.
|
|
for (SkinReference *E : skin_bindings) {
|
|
E->skeleton_node = nullptr;
|
|
}
|
|
}
|