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- /*************************************************************************/
- /* skeleton.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 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. */
- /*************************************************************************/
- #ifndef SKELETON_H
- #define SKELETON_H
- #include "core/rid.h"
- #include "scene/3d/spatial.h"
- #include "scene/resources/skin.h"
- #ifndef _3D_DISABLED
- typedef int BoneId;
- class PhysicalBone;
- #endif // _3D_DISABLED
- class Skeleton;
- class SkinReference : public Reference {
- GDCLASS(SkinReference, Reference)
- friend class Skeleton;
- Skeleton *skeleton_node;
- RID skeleton;
- Ref<Skin> skin;
- uint32_t bind_count = 0;
- uint64_t skeleton_version = 0;
- Vector<uint32_t> skin_bone_indices;
- uint32_t *skin_bone_indices_ptrs;
- void _skin_changed();
- protected:
- static void _bind_methods();
- public:
- RID get_skeleton() const;
- Ref<Skin> get_skin() const;
- ~SkinReference();
- };
- class Skeleton : public Spatial {
- GDCLASS(Skeleton, Spatial);
- private:
- friend class SkinReference;
- Set<SkinReference *> skin_bindings;
- void _skin_changed();
- struct Bone {
- String name;
- bool enabled;
- int parent;
- int sort_index; //used for re-sorting process order
- bool disable_rest;
- Transform rest;
- Transform pose;
- Transform pose_global;
- bool custom_pose_enable;
- Transform custom_pose;
- float global_pose_override_amount;
- bool global_pose_override_reset;
- Transform global_pose_override;
- #ifndef _3D_DISABLED
- PhysicalBone *physical_bone;
- PhysicalBone *cache_parent_physical_bone;
- #endif // _3D_DISABLED
- List<uint32_t> nodes_bound;
- Bone() {
- parent = -1;
- enabled = true;
- disable_rest = false;
- custom_pose_enable = false;
- global_pose_override_amount = 0;
- global_pose_override_reset = false;
- #ifndef _3D_DISABLED
- physical_bone = NULL;
- cache_parent_physical_bone = NULL;
- #endif // _3D_DISABLED
- }
- };
- Vector<Bone> bones;
- Vector<int> process_order;
- bool process_order_dirty;
- void _make_dirty();
- bool dirty;
- uint64_t version;
- // bind helpers
- Array _get_bound_child_nodes_to_bone(int p_bone) const {
- Array bound;
- List<Node *> children;
- get_bound_child_nodes_to_bone(p_bone, &children);
- for (int i = 0; i < children.size(); i++) {
- bound.push_back(children[i]);
- }
- return bound;
- }
- void _update_process_order();
- protected:
- bool _get(const StringName &p_path, Variant &r_ret) const;
- bool _set(const StringName &p_path, const Variant &p_value);
- void _get_property_list(List<PropertyInfo> *p_list) const;
- void _notification(int p_what);
- static void _bind_methods();
- public:
- enum {
- NOTIFICATION_UPDATE_SKELETON = 50
- };
- // skeleton creation api
- void add_bone(const String &p_name);
- int find_bone(const String &p_name) const;
- String get_bone_name(int p_bone) const;
- bool is_bone_parent_of(int p_bone_id, int p_parent_bone_id) const;
- void set_bone_parent(int p_bone, int p_parent);
- int get_bone_parent(int p_bone) const;
- void unparent_bone_and_rest(int p_bone);
- void set_bone_disable_rest(int p_bone, bool p_disable);
- bool is_bone_rest_disabled(int p_bone) const;
- int get_bone_count() const;
- void set_bone_rest(int p_bone, const Transform &p_rest);
- Transform get_bone_rest(int p_bone) const;
- Transform get_bone_global_pose(int p_bone) const;
- void clear_bones_global_pose_override();
- void set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent = false);
- void set_bone_enabled(int p_bone, bool p_enabled);
- bool is_bone_enabled(int p_bone) const;
- void bind_child_node_to_bone(int p_bone, Node *p_node);
- void unbind_child_node_from_bone(int p_bone, Node *p_node);
- void get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const;
- void clear_bones();
- // posing api
- void set_bone_pose(int p_bone, const Transform &p_pose);
- Transform get_bone_pose(int p_bone) const;
- void set_bone_custom_pose(int p_bone, const Transform &p_custom_pose);
- Transform get_bone_custom_pose(int p_bone) const;
- void localize_rests(); // used for loaders and tools
- int get_process_order(int p_idx);
- Ref<SkinReference> register_skin(const Ref<Skin> &p_skin);
- #ifndef _3D_DISABLED
- // Physical bone API
- void bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone);
- void unbind_physical_bone_from_bone(int p_bone);
- PhysicalBone *get_physical_bone(int p_bone);
- PhysicalBone *get_physical_bone_parent(int p_bone);
- private:
- /// This is a slow API os it's cached
- PhysicalBone *_get_physical_bone_parent(int p_bone);
- void _rebuild_physical_bones_cache();
- public:
- void physical_bones_stop_simulation();
- void physical_bones_start_simulation_on(const Array &p_bones);
- void physical_bones_add_collision_exception(RID p_exception);
- void physical_bones_remove_collision_exception(RID p_exception);
- #endif // _3D_DISABLED
- public:
- Skeleton();
- ~Skeleton();
- };
- #endif
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