virtualx-engine/editor/plugins/skeleton_3d_editor_plugin.cpp
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00

1450 lines
51 KiB
C++

/*************************************************************************/
/* skeleton_3d_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "skeleton_3d_editor_plugin.h"
#include "core/io/resource_saver.h"
#include "editor/editor_file_dialog.h"
#include "editor/editor_node.h"
#include "editor/editor_properties.h"
#include "editor/editor_scale.h"
#include "editor/plugins/animation_player_editor_plugin.h"
#include "node_3d_editor_plugin.h"
#include "scene/3d/collision_shape_3d.h"
#include "scene/3d/joint_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/physics_body_3d.h"
#include "scene/resources/capsule_shape_3d.h"
#include "scene/resources/sphere_shape_3d.h"
#include "scene/resources/surface_tool.h"
void BoneTransformEditor::create_editors() {
const Color section_color = get_theme_color(SNAME("prop_subsection"), SNAME("Editor"));
section = memnew(EditorInspectorSection);
section->setup("trf_properties", label, this, section_color, true);
section->unfold();
add_child(section);
enabled_checkbox = memnew(EditorPropertyCheck());
enabled_checkbox->set_label("Pose Enabled");
enabled_checkbox->set_selectable(false);
enabled_checkbox->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
section->get_vbox()->add_child(enabled_checkbox);
// Position property.
position_property = memnew(EditorPropertyVector3());
position_property->setup(-10000, 10000, 0.001f, true);
position_property->set_label("Position");
position_property->set_selectable(false);
position_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
position_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
section->get_vbox()->add_child(position_property);
// Rotation property.
rotation_property = memnew(EditorPropertyQuaternion());
rotation_property->setup(-10000, 10000, 0.001f, true);
rotation_property->set_label("Rotation");
rotation_property->set_selectable(false);
rotation_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
rotation_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
section->get_vbox()->add_child(rotation_property);
// Scale property.
scale_property = memnew(EditorPropertyVector3());
scale_property->setup(-10000, 10000, 0.001f, true);
scale_property->set_label("Scale");
scale_property->set_selectable(false);
scale_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
scale_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
section->get_vbox()->add_child(scale_property);
// Transform/Matrix section.
rest_section = memnew(EditorInspectorSection);
rest_section->setup("trf_properties_transform", "Rest", this, section_color, true);
section->get_vbox()->add_child(rest_section);
// Transform/Matrix property.
rest_matrix = memnew(EditorPropertyTransform3D());
rest_matrix->setup(-10000, 10000, 0.001f, true);
rest_matrix->set_label("Transform");
rest_matrix->set_selectable(false);
rest_section->get_vbox()->add_child(rest_matrix);
}
void BoneTransformEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
create_editors();
} break;
}
}
void BoneTransformEditor::_value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
if (updating) {
return;
}
if (skeleton) {
undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
undo_redo->add_undo_property(skeleton, p_property, skeleton->get(p_property));
undo_redo->add_do_property(skeleton, p_property, p_value);
undo_redo->commit_action();
}
}
BoneTransformEditor::BoneTransformEditor(Skeleton3D *p_skeleton) :
skeleton(p_skeleton) {
undo_redo = EditorNode::get_undo_redo();
}
void BoneTransformEditor::set_keyable(const bool p_keyable) {
position_property->set_keying(p_keyable);
rotation_property->set_keying(p_keyable);
scale_property->set_keying(p_keyable);
}
void BoneTransformEditor::set_target(const String &p_prop) {
enabled_checkbox->set_object_and_property(skeleton, p_prop + "enabled");
enabled_checkbox->update_property();
position_property->set_object_and_property(skeleton, p_prop + "position");
position_property->update_property();
rotation_property->set_object_and_property(skeleton, p_prop + "rotation");
rotation_property->update_property();
scale_property->set_object_and_property(skeleton, p_prop + "scale");
scale_property->update_property();
rest_matrix->set_object_and_property(skeleton, p_prop + "rest");
rest_matrix->update_property();
}
void BoneTransformEditor::_property_keyed(const String &p_path, bool p_advance) {
AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
if (!te->has_keying()) {
return;
}
PackedStringArray split = p_path.split("/");
if (split.size() == 3 && split[0] == "bones") {
int bone_idx = split[1].to_int();
if (split[2] == "position") {
te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, skeleton->get(p_path));
}
if (split[2] == "rotation") {
te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_ROTATION_3D, skeleton->get(p_path));
}
if (split[2] == "scale") {
te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_SCALE_3D, skeleton->get(p_path));
}
}
}
void BoneTransformEditor::_update_properties() {
if (!skeleton) {
return;
}
int selected = Skeleton3DEditor::get_singleton()->get_selected_bone();
List<PropertyInfo> props;
skeleton->get_property_list(&props);
for (const PropertyInfo &E : props) {
PackedStringArray split = E.name.split("/");
if (split.size() == 3 && split[0] == "bones") {
if (split[1].to_int() == selected) {
if (split[2] == "enabled") {
enabled_checkbox->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
enabled_checkbox->update_property();
enabled_checkbox->update();
}
if (split[2] == "position") {
position_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
position_property->update_property();
position_property->update();
}
if (split[2] == "rotation") {
rotation_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
rotation_property->update_property();
rotation_property->update();
}
if (split[2] == "scale") {
scale_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
scale_property->update_property();
scale_property->update();
}
if (split[2] == "rest") {
rest_matrix->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
rest_matrix->update_property();
rest_matrix->update();
}
}
}
}
}
Skeleton3DEditor *Skeleton3DEditor::singleton = nullptr;
void Skeleton3DEditor::set_keyable(const bool p_keyable) {
keyable = p_keyable;
if (p_keyable) {
animation_hb->show();
} else {
animation_hb->hide();
}
};
void Skeleton3DEditor::set_bone_options_enabled(const bool p_bone_options_enabled) {
skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_INIT_SELECTED_POSES, !p_bone_options_enabled);
skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_SELECTED_POSES_TO_RESTS, !p_bone_options_enabled);
};
void Skeleton3DEditor::_on_click_skeleton_option(int p_skeleton_option) {
if (!skeleton) {
return;
}
switch (p_skeleton_option) {
case SKELETON_OPTION_INIT_ALL_POSES: {
init_pose(true);
break;
}
case SKELETON_OPTION_INIT_SELECTED_POSES: {
init_pose(false);
break;
}
case SKELETON_OPTION_ALL_POSES_TO_RESTS: {
pose_to_rest(true);
break;
}
case SKELETON_OPTION_SELECTED_POSES_TO_RESTS: {
pose_to_rest(false);
break;
}
case SKELETON_OPTION_CREATE_PHYSICAL_SKELETON: {
create_physical_skeleton();
break;
}
}
}
void Skeleton3DEditor::init_pose(const bool p_all_bones) {
if (!skeleton) {
return;
}
const int bone_len = skeleton->get_bone_count();
if (!bone_len) {
return;
}
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
if (p_all_bones) {
for (int i = 0; i < bone_len; i++) {
Transform3D rest = skeleton->get_bone_rest(i);
ur->add_do_method(skeleton, "set_bone_pose_position", i, rest.origin);
ur->add_do_method(skeleton, "set_bone_pose_rotation", i, rest.basis.get_rotation_quaternion());
ur->add_do_method(skeleton, "set_bone_pose_scale", i, rest.basis.get_scale());
ur->add_undo_method(skeleton, "set_bone_pose_position", i, skeleton->get_bone_pose_position(i));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", i, skeleton->get_bone_pose_rotation(i));
ur->add_undo_method(skeleton, "set_bone_pose_scale", i, skeleton->get_bone_pose_scale(i));
}
} else {
// Todo: Do method with multiple bone selection.
if (selected_bone == -1) {
ur->commit_action();
return;
}
Transform3D rest = skeleton->get_bone_rest(selected_bone);
ur->add_do_method(skeleton, "set_bone_pose_position", selected_bone, rest.origin);
ur->add_do_method(skeleton, "set_bone_pose_rotation", selected_bone, rest.basis.get_rotation_quaternion());
ur->add_do_method(skeleton, "set_bone_pose_scale", selected_bone, rest.basis.get_scale());
ur->add_undo_method(skeleton, "set_bone_pose_position", selected_bone, skeleton->get_bone_pose_position(selected_bone));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", selected_bone, skeleton->get_bone_pose_rotation(selected_bone));
ur->add_undo_method(skeleton, "set_bone_pose_scale", selected_bone, skeleton->get_bone_pose_scale(selected_bone));
}
ur->commit_action();
}
void Skeleton3DEditor::insert_keys(const bool p_all_bones) {
if (!skeleton) {
return;
}
bool pos_enabled = key_loc_button->is_pressed();
bool rot_enabled = key_rot_button->is_pressed();
bool scl_enabled = key_scale_button->is_pressed();
int bone_len = skeleton->get_bone_count();
Node *root = EditorNode::get_singleton()->get_tree()->get_root();
String path = root->get_path_to(skeleton);
AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
te->make_insert_queue();
for (int i = 0; i < bone_len; i++) {
const String name = skeleton->get_bone_name(i);
if (name.is_empty()) {
continue;
}
if (pos_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_POSITION_3D))) {
te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i));
}
if (rot_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_ROTATION_3D))) {
te->insert_transform_key(skeleton, name, Animation::TYPE_ROTATION_3D, skeleton->get_bone_pose_rotation(i));
}
if (scl_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_SCALE_3D))) {
te->insert_transform_key(skeleton, name, Animation::TYPE_SCALE_3D, skeleton->get_bone_pose_scale(i));
}
}
te->commit_insert_queue();
}
void Skeleton3DEditor::pose_to_rest(const bool p_all_bones) {
if (!skeleton) {
return;
}
const int bone_len = skeleton->get_bone_count();
if (!bone_len) {
return;
}
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Rest"), UndoRedo::MERGE_ENDS);
if (p_all_bones) {
for (int i = 0; i < bone_len; i++) {
ur->add_do_method(skeleton, "set_bone_rest", i, skeleton->get_bone_pose(i));
ur->add_undo_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i));
}
} else {
// Todo: Do method with multiple bone selection.
if (selected_bone == -1) {
ur->commit_action();
return;
}
ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_pose(selected_bone));
ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone));
}
ur->commit_action();
}
void Skeleton3DEditor::create_physical_skeleton() {
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ERR_FAIL_COND(!get_tree());
Node *owner = get_tree()->get_edited_scene_root();
const int bc = skeleton->get_bone_count();
if (!bc) {
return;
}
Vector<BoneInfo> bones_infos;
bones_infos.resize(bc);
if (bc > 0) {
ur->create_action(TTR("Create physical bones"), UndoRedo::MERGE_ALL);
for (int bone_id = 0; bc > bone_id; ++bone_id) {
const int parent = skeleton->get_bone_parent(bone_id);
if (parent < 0) {
bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
} else {
const int parent_parent = skeleton->get_bone_parent(parent);
bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
// Create physical bone on parent.
if (!bones_infos[parent].physical_bone) {
PhysicalBone3D *physical_bone = create_physical_bone(parent, bone_id, bones_infos);
if (physical_bone && physical_bone->get_child(0)) {
CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(physical_bone->get_child(0));
if (collision_shape) {
bones_infos.write[parent].physical_bone = physical_bone;
ur->add_do_method(skeleton, "add_child", physical_bone);
ur->add_do_method(physical_bone, "set_owner", owner);
ur->add_do_method(collision_shape, "set_owner", owner);
ur->add_do_property(physical_bone, "bone_name", skeleton->get_bone_name(parent));
// Create joint between parent of parent.
if (parent_parent != -1) {
ur->add_do_method(physical_bone, "set_joint_type", PhysicalBone3D::JOINT_TYPE_PIN);
}
ur->add_do_method(Node3DEditor::get_singleton(), "_request_gizmo", physical_bone);
ur->add_do_method(Node3DEditor::get_singleton(), "_request_gizmo", collision_shape);
ur->add_do_reference(physical_bone);
ur->add_undo_method(skeleton, "remove_child", physical_bone);
}
}
}
}
}
ur->commit_action();
}
}
PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
const Transform3D child_rest = skeleton->get_bone_rest(bone_child_id);
const real_t half_height(child_rest.origin.length() * 0.5);
const real_t radius(half_height * 0.2);
CapsuleShape3D *bone_shape_capsule = memnew(CapsuleShape3D);
bone_shape_capsule->set_height(half_height * 2);
bone_shape_capsule->set_radius(radius);
CollisionShape3D *bone_shape = memnew(CollisionShape3D);
bone_shape->set_shape(bone_shape_capsule);
bone_shape->set_name("CollisionShape3D");
Transform3D capsule_transform;
capsule_transform.basis = Basis(Vector3(1, 0, 0), Vector3(0, 0, 1), Vector3(0, -1, 0));
bone_shape->set_transform(capsule_transform);
/// Get an up vector not collinear with child rest origin
Vector3 up = Vector3(0, 1, 0);
if (up.cross(child_rest.origin).is_equal_approx(Vector3())) {
up = Vector3(0, 0, 1);
}
Transform3D body_transform;
body_transform.basis = Basis::looking_at(child_rest.origin, up);
body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
Transform3D joint_transform;
joint_transform.origin = Vector3(0, 0, half_height);
PhysicalBone3D *physical_bone = memnew(PhysicalBone3D);
physical_bone->add_child(bone_shape);
physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id));
physical_bone->set_body_offset(body_transform);
physical_bone->set_joint_offset(joint_transform);
return physical_bone;
}
Variant Skeleton3DEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
TreeItem *selected = joint_tree->get_selected();
if (!selected) {
return Variant();
}
Ref<Texture> icon = selected->get_icon(0);
VBoxContainer *vb = memnew(VBoxContainer);
HBoxContainer *hb = memnew(HBoxContainer);
TextureRect *tf = memnew(TextureRect);
tf->set_texture(icon);
tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
hb->add_child(tf);
Label *label = memnew(Label(selected->get_text(0)));
hb->add_child(label);
vb->add_child(hb);
hb->set_modulate(Color(1, 1, 1, 1));
set_drag_preview(vb);
Dictionary drag_data;
drag_data["type"] = "nodes";
drag_data["node"] = selected;
return drag_data;
}
bool Skeleton3DEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
TreeItem *target = joint_tree->get_item_at_position(p_point);
if (!target) {
return false;
}
const String path = target->get_metadata(0);
if (!path.begins_with("bones/")) {
return false;
}
TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
if (target == selected) {
return false;
}
const String path2 = target->get_metadata(0);
if (!path2.begins_with("bones/")) {
return false;
}
return true;
}
void Skeleton3DEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
if (!can_drop_data_fw(p_point, p_data, p_from)) {
return;
}
TreeItem *target = joint_tree->get_item_at_position(p_point);
TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
const BoneId target_boneidx = String(target->get_metadata(0)).get_slicec('/', 1).to_int();
const BoneId selected_boneidx = String(selected->get_metadata(0)).get_slicec('/', 1).to_int();
move_skeleton_bone(skeleton->get_path(), selected_boneidx, target_boneidx);
}
void Skeleton3DEditor::move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx) {
Node *node = get_node_or_null(p_skeleton_path);
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
ERR_FAIL_NULL(skeleton);
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Parentage"));
// If the target is a child of ourselves, we move only *us* and not our children.
if (skeleton->is_bone_parent_of(p_target_boneidx, p_selected_boneidx)) {
const BoneId parent_idx = skeleton->get_bone_parent(p_selected_boneidx);
const int bone_count = skeleton->get_bone_count();
for (BoneId i = 0; i < bone_count; ++i) {
if (skeleton->get_bone_parent(i) == p_selected_boneidx) {
ur->add_undo_method(skeleton, "set_bone_parent", i, skeleton->get_bone_parent(i));
ur->add_do_method(skeleton, "set_bone_parent", i, parent_idx);
skeleton->set_bone_parent(i, parent_idx);
}
}
}
ur->add_undo_method(skeleton, "set_bone_parent", p_selected_boneidx, skeleton->get_bone_parent(p_selected_boneidx));
ur->add_do_method(skeleton, "set_bone_parent", p_selected_boneidx, p_target_boneidx);
skeleton->set_bone_parent(p_selected_boneidx, p_target_boneidx);
update_joint_tree();
ur->commit_action();
}
void Skeleton3DEditor::_joint_tree_selection_changed() {
TreeItem *selected = joint_tree->get_selected();
if (selected) {
const String path = selected->get_metadata(0);
if (!path.begins_with("bones/")) {
return;
}
const int b_idx = path.get_slicec('/', 1).to_int();
selected_bone = b_idx;
if (pose_editor) {
const String bone_path = "bones/" + itos(b_idx) + "/";
pose_editor->set_target(bone_path);
pose_editor->set_keyable(keyable);
}
}
if (pose_editor && pose_editor->is_inside_tree()) {
pose_editor->set_visible(selected);
}
set_bone_options_enabled(selected);
_update_properties();
_update_gizmo_visible();
}
// May be not used with single select mode.
void Skeleton3DEditor::_joint_tree_rmb_select(const Vector2 &p_pos) {
}
void Skeleton3DEditor::_update_properties() {
if (pose_editor) {
pose_editor->_update_properties();
}
Node3DEditor::get_singleton()->update_transform_gizmo();
}
void Skeleton3DEditor::update_joint_tree() {
joint_tree->clear();
if (!skeleton) {
return;
}
TreeItem *root = joint_tree->create_item();
HashMap<int, TreeItem *> items;
items.insert(-1, root);
Ref<Texture> bone_icon = get_theme_icon(SNAME("BoneAttachment3D"), SNAME("EditorIcons"));
Vector<int> bones_to_process = skeleton->get_parentless_bones();
while (bones_to_process.size() > 0) {
int current_bone_idx = bones_to_process[0];
bones_to_process.erase(current_bone_idx);
const int parent_idx = skeleton->get_bone_parent(current_bone_idx);
TreeItem *parent_item = items.find(parent_idx)->value;
TreeItem *joint_item = joint_tree->create_item(parent_item);
items.insert(current_bone_idx, joint_item);
joint_item->set_text(0, skeleton->get_bone_name(current_bone_idx));
joint_item->set_icon(0, bone_icon);
joint_item->set_selectable(0, true);
joint_item->set_metadata(0, "bones/" + itos(current_bone_idx));
// Add the bone's children to the list of bones to be processed.
Vector<int> current_bone_child_bones = skeleton->get_bone_children(current_bone_idx);
int child_bone_size = current_bone_child_bones.size();
for (int i = 0; i < child_bone_size; i++) {
bones_to_process.push_back(current_bone_child_bones[i]);
}
}
}
void Skeleton3DEditor::update_editors() {
}
void Skeleton3DEditor::create_editors() {
set_h_size_flags(SIZE_EXPAND_FILL);
add_theme_constant_override("separation", 0);
set_focus_mode(FOCUS_ALL);
Node3DEditor *ne = Node3DEditor::get_singleton();
AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
// Create Top Menu Bar.
separator = memnew(VSeparator);
ne->add_control_to_menu_panel(separator);
// Create Skeleton Option in Top Menu Bar.
skeleton_options = memnew(MenuButton);
ne->add_control_to_menu_panel(skeleton_options);
skeleton_options->set_text(TTR("Skeleton3D"));
skeleton_options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Skeleton3D"), SNAME("EditorIcons")));
// Skeleton options.
PopupMenu *p = skeleton_options->get_popup();
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/init_all_poses", TTR("Init all Poses")), SKELETON_OPTION_INIT_ALL_POSES);
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/init_selected_poses", TTR("Init selected Poses")), SKELETON_OPTION_INIT_SELECTED_POSES);
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/all_poses_to_rests", TTR("Apply all poses to rests")), SKELETON_OPTION_ALL_POSES_TO_RESTS);
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/selected_poses_to_rests", TTR("Apply selected poses to rests")), SKELETON_OPTION_SELECTED_POSES_TO_RESTS);
p->add_item(TTR("Create physical skeleton"), SKELETON_OPTION_CREATE_PHYSICAL_SKELETON);
p->connect("id_pressed", callable_mp(this, &Skeleton3DEditor::_on_click_skeleton_option));
set_bone_options_enabled(false);
Vector<Variant> button_binds;
button_binds.resize(1);
edit_mode_button = memnew(Button);
ne->add_control_to_menu_panel(edit_mode_button);
edit_mode_button->set_flat(true);
edit_mode_button->set_toggle_mode(true);
edit_mode_button->set_focus_mode(FOCUS_NONE);
edit_mode_button->set_tooltip(TTR("Edit Mode\nShow buttons on joints."));
edit_mode_button->connect("toggled", callable_mp(this, &Skeleton3DEditor::edit_mode_toggled));
edit_mode = false;
if (skeleton) {
skeleton->add_child(handles_mesh_instance);
handles_mesh_instance->set_skeleton_path(NodePath(""));
}
// Keying buttons.
animation_hb = memnew(HBoxContainer);
ne->add_control_to_menu_panel(animation_hb);
animation_hb->add_child(memnew(VSeparator));
animation_hb->hide();
key_loc_button = memnew(Button);
key_loc_button->set_flat(true);
key_loc_button->set_toggle_mode(true);
key_loc_button->set_pressed(false);
key_loc_button->set_focus_mode(FOCUS_NONE);
key_loc_button->set_tooltip(TTR("Translation mask for inserting keys."));
animation_hb->add_child(key_loc_button);
key_rot_button = memnew(Button);
key_rot_button->set_flat(true);
key_rot_button->set_toggle_mode(true);
key_rot_button->set_pressed(true);
key_rot_button->set_focus_mode(FOCUS_NONE);
key_rot_button->set_tooltip(TTR("Rotation mask for inserting keys."));
animation_hb->add_child(key_rot_button);
key_scale_button = memnew(Button);
key_scale_button->set_flat(true);
key_scale_button->set_toggle_mode(true);
key_scale_button->set_pressed(false);
key_scale_button->set_focus_mode(FOCUS_NONE);
key_scale_button->set_tooltip(TTR("Scale mask for inserting keys."));
animation_hb->add_child(key_scale_button);
key_insert_button = memnew(Button);
key_insert_button->set_flat(true);
key_insert_button->set_focus_mode(FOCUS_NONE);
key_insert_button->connect("pressed", callable_mp(this, &Skeleton3DEditor::insert_keys), varray(false));
key_insert_button->set_tooltip(TTR("Insert key of bone poses already exist track."));
key_insert_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_to_existing_tracks", TTR("Insert Key (Existing Tracks)"), Key::INSERT));
animation_hb->add_child(key_insert_button);
key_insert_all_button = memnew(Button);
key_insert_all_button->set_flat(true);
key_insert_all_button->set_focus_mode(FOCUS_NONE);
key_insert_all_button->connect("pressed", callable_mp(this, &Skeleton3DEditor::insert_keys), varray(true));
key_insert_all_button->set_tooltip(TTR("Insert key of all bone poses."));
key_insert_all_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_of_all_bones", TTR("Insert Key (All Bones)"), KeyModifierMask::CMD + Key::INSERT));
animation_hb->add_child(key_insert_all_button);
// Bone tree.
const Color section_color = get_theme_color(SNAME("prop_subsection"), SNAME("Editor"));
EditorInspectorSection *bones_section = memnew(EditorInspectorSection);
bones_section->setup("bones", "Bones", skeleton, section_color, true);
add_child(bones_section);
bones_section->unfold();
ScrollContainer *s_con = memnew(ScrollContainer);
s_con->set_h_size_flags(SIZE_EXPAND_FILL);
s_con->set_custom_minimum_size(Size2(1, 350) * EDSCALE);
bones_section->get_vbox()->add_child(s_con);
joint_tree = memnew(Tree);
joint_tree->set_columns(1);
joint_tree->set_focus_mode(Control::FOCUS_NONE);
joint_tree->set_select_mode(Tree::SELECT_SINGLE);
joint_tree->set_hide_root(true);
joint_tree->set_v_size_flags(SIZE_EXPAND_FILL);
joint_tree->set_h_size_flags(SIZE_EXPAND_FILL);
joint_tree->set_allow_rmb_select(true);
joint_tree->set_drag_forwarding(this);
s_con->add_child(joint_tree);
pose_editor = memnew(BoneTransformEditor(skeleton));
pose_editor->set_label(TTR("Bone Transform"));
pose_editor->set_visible(false);
add_child(pose_editor);
set_keyable(te->has_keying());
}
void Skeleton3DEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
edit_mode_button->set_icon(get_theme_icon(SNAME("ToolBoneSelect"), SNAME("EditorIcons")));
key_loc_button->set_icon(get_theme_icon(SNAME("KeyPosition"), SNAME("EditorIcons")));
key_rot_button->set_icon(get_theme_icon(SNAME("KeyRotation"), SNAME("EditorIcons")));
key_scale_button->set_icon(get_theme_icon(SNAME("KeyScale"), SNAME("EditorIcons")));
key_insert_button->set_icon(get_theme_icon(SNAME("Key"), SNAME("EditorIcons")));
key_insert_all_button->set_icon(get_theme_icon(SNAME("NewKey"), SNAME("EditorIcons")));
get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed), Vector<Variant>(), Object::CONNECT_ONESHOT);
break;
}
case NOTIFICATION_ENTER_TREE: {
create_editors();
update_joint_tree();
update_editors();
joint_tree->connect("item_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_selection_changed));
joint_tree->connect("item_rmb_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_rmb_select));
#ifdef TOOLS_ENABLED
skeleton->connect("pose_updated", callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
skeleton->connect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties));
skeleton->connect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
skeleton->connect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
#endif
break;
}
}
}
void Skeleton3DEditor::_node_removed(Node *p_node) {
if (skeleton && p_node == skeleton) {
skeleton = nullptr;
skeleton_options->hide();
}
_update_properties();
}
void Skeleton3DEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_node_removed"), &Skeleton3DEditor::_node_removed);
ClassDB::bind_method(D_METHOD("_joint_tree_selection_changed"), &Skeleton3DEditor::_joint_tree_selection_changed);
ClassDB::bind_method(D_METHOD("_joint_tree_rmb_select"), &Skeleton3DEditor::_joint_tree_rmb_select);
ClassDB::bind_method(D_METHOD("_update_properties"), &Skeleton3DEditor::_update_properties);
ClassDB::bind_method(D_METHOD("_on_click_skeleton_option"), &Skeleton3DEditor::_on_click_skeleton_option);
ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &Skeleton3DEditor::get_drag_data_fw);
ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &Skeleton3DEditor::can_drop_data_fw);
ClassDB::bind_method(D_METHOD("drop_data_fw"), &Skeleton3DEditor::drop_data_fw);
ClassDB::bind_method(D_METHOD("move_skeleton_bone"), &Skeleton3DEditor::move_skeleton_bone);
ClassDB::bind_method(D_METHOD("_draw_gizmo"), &Skeleton3DEditor::_draw_gizmo);
}
void Skeleton3DEditor::edit_mode_toggled(const bool pressed) {
edit_mode = pressed;
_update_gizmo_visible();
}
Skeleton3DEditor::Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, Skeleton3D *p_skeleton) :
editor_plugin(e_plugin),
skeleton(p_skeleton) {
singleton = this;
// Handle.
handle_material = Ref<ShaderMaterial>(memnew(ShaderMaterial));
handle_shader = Ref<Shader>(memnew(Shader));
handle_shader->set_code(R"(
// Skeleton 3D gizmo handle shader.
shader_type spatial;
render_mode unshaded, shadows_disabled, depth_draw_always;
uniform sampler2D texture_albedo : hint_albedo;
uniform float point_size : hint_range(0,128) = 32;
void vertex() {
if (!OUTPUT_IS_SRGB) {
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
}
VERTEX = VERTEX;
POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
POSITION.z = mix(POSITION.z, 0, 0.999);
POINT_SIZE = point_size;
}
void fragment() {
vec4 albedo_tex = texture(texture_albedo,POINT_COORD);
vec3 col = albedo_tex.rgb + COLOR.rgb;
col = vec3(min(col.r,1.0),min(col.g,1.0),min(col.b,1.0));
ALBEDO = col;
if (albedo_tex.a < 0.5) { discard; }
ALPHA = albedo_tex.a;
}
)");
handle_material->set_shader(handle_shader);
Ref<Texture2D> handle = EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("EditorBoneHandle"), SNAME("EditorIcons"));
handle_material->set_shader_param("point_size", handle->get_width());
handle_material->set_shader_param("texture_albedo", handle);
handles_mesh_instance = memnew(MeshInstance3D);
handles_mesh_instance->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);
handles_mesh.instantiate();
handles_mesh_instance->set_mesh(handles_mesh);
}
void Skeleton3DEditor::update_bone_original() {
if (!skeleton) {
return;
}
if (skeleton->get_bone_count() == 0 || selected_bone == -1) {
return;
}
bone_original_position = skeleton->get_bone_pose_position(selected_bone);
bone_original_rotation = skeleton->get_bone_pose_rotation(selected_bone);
bone_original_scale = skeleton->get_bone_pose_scale(selected_bone);
}
void Skeleton3DEditor::_hide_handles() {
handles_mesh_instance->hide();
}
void Skeleton3DEditor::_draw_gizmo() {
if (!skeleton) {
return;
}
// If you call get_bone_global_pose() while drawing the surface, such as toggle rest mode,
// the skeleton update will be done first and
// the drawing surface will be interrupted once and an error will occur.
skeleton->force_update_all_dirty_bones();
// Handles.
if (edit_mode) {
_draw_handles();
} else {
_hide_handles();
}
}
void Skeleton3DEditor::_draw_handles() {
handles_mesh_instance->show();
const int bone_len = skeleton->get_bone_count();
handles_mesh->clear_surfaces();
handles_mesh->surface_begin(Mesh::PRIMITIVE_POINTS);
for (int i = 0; i < bone_len; i++) {
Color c;
if (i == selected_bone) {
c = Color(1, 1, 0);
} else {
c = Color(0.1, 0.25, 0.8);
}
Vector3 point = skeleton->get_bone_global_pose(i).origin;
handles_mesh->surface_set_color(c);
handles_mesh->surface_add_vertex(point);
}
handles_mesh->surface_end();
handles_mesh->surface_set_material(0, handle_material);
}
TreeItem *Skeleton3DEditor::_find(TreeItem *p_node, const NodePath &p_path) {
if (!p_node) {
return nullptr;
}
NodePath np = p_node->get_metadata(0);
if (np == p_path) {
return p_node;
}
TreeItem *children = p_node->get_first_child();
while (children) {
TreeItem *n = _find(children, p_path);
if (n) {
return n;
}
children = children->get_next();
}
return nullptr;
}
void Skeleton3DEditor::_subgizmo_selection_change() {
if (!skeleton) {
return;
}
// Once validated by subgizmos_intersect_ray, but required if through inspector's bones tree.
if (!edit_mode) {
skeleton->clear_subgizmo_selection();
return;
}
int selected = -1;
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
if (se) {
selected = se->get_selected_bone();
}
if (selected >= 0) {
Vector<Ref<Node3DGizmo>> gizmos = skeleton->get_gizmos();
for (int i = 0; i < gizmos.size(); i++) {
Ref<EditorNode3DGizmo> gizmo = gizmos[i];
if (!gizmo.is_valid()) {
continue;
}
Ref<Skeleton3DGizmoPlugin> plugin = gizmo->get_plugin();
if (!plugin.is_valid()) {
continue;
}
skeleton->set_subgizmo_selection(gizmo, selected, skeleton->get_bone_global_pose(selected));
break;
}
} else {
skeleton->clear_subgizmo_selection();
}
}
void Skeleton3DEditor::select_bone(int p_idx) {
if (p_idx >= 0) {
TreeItem *ti = _find(joint_tree->get_root(), "bones/" + itos(p_idx));
if (ti) {
// Make visible when it's collapsed.
TreeItem *node = ti->get_parent();
while (node && node != joint_tree->get_root()) {
node->set_collapsed(false);
node = node->get_parent();
}
ti->select(0);
joint_tree->scroll_to_item(ti);
}
} else {
selected_bone = -1;
joint_tree->deselect_all();
_joint_tree_selection_changed();
}
}
Skeleton3DEditor::~Skeleton3DEditor() {
if (skeleton) {
select_bone(-1);
#ifdef TOOLS_ENABLED
skeleton->disconnect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
skeleton->disconnect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties));
skeleton->set_transform_gizmo_visible(true);
#endif
handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance);
}
edit_mode_toggled(false);
handles_mesh_instance->queue_delete();
Node3DEditor *ne = Node3DEditor::get_singleton();
if (animation_hb) {
ne->remove_control_from_menu_panel(animation_hb);
memdelete(animation_hb);
}
if (separator) {
ne->remove_control_from_menu_panel(separator);
memdelete(separator);
}
if (skeleton_options) {
ne->remove_control_from_menu_panel(skeleton_options);
memdelete(skeleton_options);
}
if (edit_mode_button) {
ne->remove_control_from_menu_panel(edit_mode_button);
memdelete(edit_mode_button);
}
}
bool EditorInspectorPluginSkeleton::can_handle(Object *p_object) {
return Object::cast_to<Skeleton3D>(p_object) != nullptr;
}
void EditorInspectorPluginSkeleton::parse_begin(Object *p_object) {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_object);
ERR_FAIL_COND(!skeleton);
skel_editor = memnew(Skeleton3DEditor(this, skeleton));
add_custom_control(skel_editor);
}
Skeleton3DEditorPlugin::Skeleton3DEditorPlugin() {
skeleton_plugin = memnew(EditorInspectorPluginSkeleton);
EditorInspector::add_inspector_plugin(skeleton_plugin);
Ref<Skeleton3DGizmoPlugin> gizmo_plugin = Ref<Skeleton3DGizmoPlugin>(memnew(Skeleton3DGizmoPlugin));
Node3DEditor::get_singleton()->add_gizmo_plugin(gizmo_plugin);
}
EditorPlugin::AfterGUIInput Skeleton3DEditorPlugin::forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) {
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
Node3DEditor *ne = Node3DEditor::get_singleton();
if (se->is_edit_mode()) {
const Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) {
if (ne->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) {
if (!ne->is_gizmo_visible()) {
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
}
if (mb->is_pressed()) {
se->update_bone_original();
}
}
return EditorPlugin::AFTER_GUI_INPUT_DESELECT;
}
return EditorPlugin::AFTER_GUI_INPUT_PASS;
}
bool Skeleton3DEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Skeleton3D");
}
void Skeleton3DEditor::_bone_enabled_changed(const int p_bone_id) {
_update_gizmo_visible();
}
void Skeleton3DEditor::_update_gizmo_visible() {
_subgizmo_selection_change();
if (edit_mode) {
if (selected_bone == -1) {
#ifdef TOOLS_ENABLED
skeleton->set_transform_gizmo_visible(false);
#endif
} else {
#ifdef TOOLS_ENABLED
if (skeleton->is_bone_enabled(selected_bone) && !skeleton->is_show_rest_only()) {
skeleton->set_transform_gizmo_visible(true);
} else {
skeleton->set_transform_gizmo_visible(false);
}
#endif
}
} else {
#ifdef TOOLS_ENABLED
skeleton->set_transform_gizmo_visible(true);
#endif
}
_draw_gizmo();
}
int Skeleton3DEditor::get_selected_bone() const {
return selected_bone;
}
Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
unselected_mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
selected_sh = Ref<Shader>(memnew(Shader));
selected_sh->set_code(R"(
// Skeleton 3D gizmo bones shader.
shader_type spatial;
render_mode unshaded, shadows_disabled;
void vertex() {
if (!OUTPUT_IS_SRGB) {
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
}
VERTEX = VERTEX;
POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
POSITION.z = mix(POSITION.z, 0, 0.998);
}
void fragment() {
ALBEDO = COLOR.rgb;
ALPHA = COLOR.a;
}
)");
selected_mat->set_shader(selected_sh);
// Register properties in editor settings.
EDITOR_DEF("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4));
EDITOR_DEF("editors/3d_gizmos/gizmo_colors/selected_bone", Color(0.8, 0.3, 0.0));
EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_axis_length", (float)0.1);
EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_shape", 1);
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d_gizmos/gizmo_settings/bone_shape", PROPERTY_HINT_ENUM, "Wire,Octahedron"));
}
bool Skeleton3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<Skeleton3D>(p_spatial) != nullptr;
}
String Skeleton3DGizmoPlugin::get_gizmo_name() const {
return "Skeleton3D";
}
int Skeleton3DGizmoPlugin::get_priority() const {
return -1;
}
int Skeleton3DGizmoPlugin::subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
ERR_FAIL_COND_V(!skeleton, -1);
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
if (!se->is_edit_mode()) {
return -1;
}
if (Node3DEditor::get_singleton()->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) {
return -1;
}
// Select bone.
real_t grab_threshold = 4 * EDSCALE;
Vector3 ray_from = p_camera->get_global_transform().origin;
Transform3D gt = skeleton->get_global_transform();
int closest_idx = -1;
real_t closest_dist = 1e10;
const int bone_len = skeleton->get_bone_count();
for (int i = 0; i < bone_len; i++) {
Vector3 joint_pos_3d = gt.xform(skeleton->get_bone_global_pose(i).origin);
Vector2 joint_pos_2d = p_camera->unproject_position(joint_pos_3d);
real_t dist_3d = ray_from.distance_to(joint_pos_3d);
real_t dist_2d = p_point.distance_to(joint_pos_2d);
if (dist_2d < grab_threshold && dist_3d < closest_dist) {
closest_dist = dist_3d;
closest_idx = i;
}
}
if (closest_idx >= 0) {
WARN_PRINT("ray:");
WARN_PRINT(itos(closest_idx));
se->select_bone(closest_idx);
return closest_idx;
}
se->select_bone(-1);
return -1;
}
Transform3D Skeleton3DGizmoPlugin::get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
ERR_FAIL_COND_V(!skeleton, Transform3D());
return skeleton->get_bone_global_pose(p_id);
}
void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
ERR_FAIL_COND(!skeleton);
// Prepare for global to local.
Transform3D original_to_local = Transform3D();
int parent_idx = skeleton->get_bone_parent(p_id);
if (parent_idx >= 0) {
original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx);
}
Basis to_local = original_to_local.get_basis().inverse();
// Prepare transform.
Transform3D t = Transform3D();
// Basis.
t.basis = to_local * p_transform.get_basis();
// Origin.
Vector3 orig = skeleton->get_bone_pose(p_id).origin;
Vector3 sub = p_transform.origin - skeleton->get_bone_global_pose(p_id).origin;
t.origin = orig + to_local.xform(sub);
// Apply transform.
skeleton->set_bone_pose_position(p_id, t.origin);
skeleton->set_bone_pose_rotation(p_id, t.basis.get_rotation_quaternion());
skeleton->set_bone_pose_scale(p_id, t.basis.get_scale());
}
void Skeleton3DGizmoPlugin::commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel) {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
ERR_FAIL_COND(!skeleton);
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
Node3DEditor *ne = Node3DEditor::get_singleton();
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Transform"));
if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE) {
for (int i = 0; i < p_ids.size(); i++) {
ur->add_do_method(skeleton, "set_bone_pose_position", p_ids[i], skeleton->get_bone_pose_position(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_position", p_ids[i], se->get_bone_original_position());
}
}
if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE) {
for (int i = 0; i < p_ids.size(); i++) {
ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
}
}
if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE) {
for (int i = 0; i < p_ids.size(); i++) {
// If the axis is swapped by scaling, the rotation can be changed.
ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
ur->add_do_method(skeleton, "set_bone_pose_scale", p_ids[i], skeleton->get_bone_pose_scale(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_scale", p_ids[i], se->get_bone_original_scale());
}
}
ur->commit_action();
}
void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
p_gizmo->clear();
int selected = -1;
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
if (se) {
selected = se->get_selected_bone();
}
Color bone_color = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_colors/skeleton");
Color selected_bone_color = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_colors/selected_bone");
real_t bone_axis_length = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_settings/bone_axis_length");
int bone_shape = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_settings/bone_shape");
LocalVector<Color> axis_colors;
axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")));
axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")));
axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")));
Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
surface_tool->begin(Mesh::PRIMITIVE_LINES);
if (p_gizmo->is_selected()) {
surface_tool->set_material(selected_mat);
} else {
unselected_mat->set_albedo(bone_color);
surface_tool->set_material(unselected_mat);
}
LocalVector<int> bones;
LocalVector<float> weights;
bones.resize(4);
weights.resize(4);
for (int i = 0; i < 4; i++) {
bones[i] = 0;
weights[i] = 0;
}
weights[0] = 1;
int current_bone_index = 0;
Vector<int> bones_to_process = skeleton->get_parentless_bones();
while (bones_to_process.size() > current_bone_index) {
int current_bone_idx = bones_to_process[current_bone_index];
current_bone_index++;
Color current_bone_color = (current_bone_idx == selected) ? selected_bone_color : bone_color;
Vector<int> child_bones_vector;
child_bones_vector = skeleton->get_bone_children(current_bone_idx);
int child_bones_size = child_bones_vector.size();
for (int i = 0; i < child_bones_size; i++) {
// Something wrong.
if (child_bones_vector[i] < 0) {
continue;
}
int child_bone_idx = child_bones_vector[i];
Vector3 v0 = skeleton->get_bone_global_rest(current_bone_idx).origin;
Vector3 v1 = skeleton->get_bone_global_rest(child_bone_idx).origin;
Vector3 d = (v1 - v0).normalized();
real_t dist = v0.distance_to(v1);
// Find closest axis.
int closest = -1;
real_t closest_d = 0.0;
for (int j = 0; j < 3; j++) {
real_t dp = Math::abs(skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));
if (j == 0 || dp > closest_d) {
closest = j;
}
}
// Draw bone.
switch (bone_shape) {
case 0: { // Wire shape.
surface_tool->set_color(current_bone_color);
bones[0] = current_bone_idx;
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v0);
bones[0] = child_bone_idx;
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v1);
} break;
case 1: { // Octahedron shape.
Vector3 first;
Vector3 points[6];
int point_idx = 0;
for (int j = 0; j < 3; j++) {
Vector3 axis;
if (first == Vector3()) {
axis = d.cross(d.cross(skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
first = axis;
} else {
axis = d.cross(first).normalized();
}
surface_tool->set_color(current_bone_color);
for (int k = 0; k < 2; k++) {
if (k == 1) {
axis = -axis;
}
Vector3 point = v0 + d * dist * 0.2;
point += axis * dist * 0.1;
bones[0] = current_bone_idx;
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v0);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(point);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(point);
bones[0] = child_bone_idx;
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v1);
points[point_idx++] = point;
}
}
surface_tool->set_color(current_bone_color);
SWAP(points[1], points[2]);
bones[0] = current_bone_idx;
for (int j = 0; j < 6; j++) {
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(points[j]);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(points[(j + 1) % 6]);
}
} break;
}
// Axis as root of the bone.
for (int j = 0; j < 3; j++) {
bones[0] = current_bone_idx;
surface_tool->set_color(axis_colors[j]);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v0);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v0 + (skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
if (j == closest) {
continue;
}
}
// Axis at the end of the bone children.
if (i == child_bones_size - 1) {
for (int j = 0; j < 3; j++) {
bones[0] = child_bone_idx;
surface_tool->set_color(axis_colors[j]);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v1);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v1 + (skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
if (j == closest) {
continue;
}
}
}
// Add the bone's children to the list of bones to be processed.
bones_to_process.push_back(child_bones_vector[i]);
}
}
Ref<ArrayMesh> m = surface_tool->commit();
p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
}