skeleton.cpp 27 KB

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  1. /*************************************************************************/
  2. /* skeleton.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "skeleton.h"
  31. #include "core/message_queue.h"
  32. #include "core/project_settings.h"
  33. #include "scene/3d/physics_body.h"
  34. #include "scene/resources/surface_tool.h"
  35. void SkinReference::_skin_changed() {
  36. if (skeleton_node) {
  37. skeleton_node->_make_dirty();
  38. }
  39. skeleton_version = 0;
  40. }
  41. void SkinReference::_bind_methods() {
  42. ClassDB::bind_method(D_METHOD("_skin_changed"), &SkinReference::_skin_changed);
  43. ClassDB::bind_method(D_METHOD("get_skeleton"), &SkinReference::get_skeleton);
  44. ClassDB::bind_method(D_METHOD("get_skin"), &SkinReference::get_skin);
  45. }
  46. RID SkinReference::get_skeleton() const {
  47. return skeleton;
  48. }
  49. Skeleton *SkinReference::get_skeleton_node() const {
  50. return skeleton_node;
  51. }
  52. Ref<Skin> SkinReference::get_skin() const {
  53. return skin;
  54. }
  55. SkinReference::~SkinReference() {
  56. if (skeleton_node) {
  57. skeleton_node->skin_bindings.erase(this);
  58. }
  59. VS::get_singleton()->free(skeleton);
  60. }
  61. bool Skeleton::_set(const StringName &p_path, const Variant &p_value) {
  62. String path = p_path;
  63. if (!path.begins_with("bones/")) {
  64. return false;
  65. }
  66. int which = path.get_slicec('/', 1).to_int();
  67. String what = path.get_slicec('/', 2);
  68. if (which == bones.size() && what == "name") {
  69. add_bone(p_value);
  70. return true;
  71. }
  72. ERR_FAIL_INDEX_V(which, bones.size(), false);
  73. if (what == "parent") {
  74. set_bone_parent(which, p_value);
  75. } else if (what == "rest") {
  76. set_bone_rest(which, p_value);
  77. } else if (what == "enabled") {
  78. set_bone_enabled(which, p_value);
  79. } else if (what == "pose") {
  80. set_bone_pose(which, p_value);
  81. } else if (what == "bound_children") {
  82. Array children = p_value;
  83. if (is_inside_tree()) {
  84. bones.write[which].nodes_bound.clear();
  85. for (int i = 0; i < children.size(); i++) {
  86. NodePath npath = children[i];
  87. ERR_CONTINUE(npath.operator String() == "");
  88. Node *node = get_node(npath);
  89. ERR_CONTINUE(!node);
  90. bind_child_node_to_bone(which, node);
  91. }
  92. }
  93. } else {
  94. return false;
  95. }
  96. return true;
  97. }
  98. bool Skeleton::_get(const StringName &p_path, Variant &r_ret) const {
  99. String path = p_path;
  100. if (!path.begins_with("bones/")) {
  101. return false;
  102. }
  103. int which = path.get_slicec('/', 1).to_int();
  104. String what = path.get_slicec('/', 2);
  105. ERR_FAIL_INDEX_V(which, bones.size(), false);
  106. if (what == "name") {
  107. r_ret = get_bone_name(which);
  108. } else if (what == "parent") {
  109. r_ret = get_bone_parent(which);
  110. } else if (what == "rest") {
  111. r_ret = get_bone_rest(which);
  112. } else if (what == "enabled") {
  113. r_ret = is_bone_enabled(which);
  114. } else if (what == "pose") {
  115. r_ret = get_bone_pose(which);
  116. } else if (what == "bound_children") {
  117. Array children;
  118. for (const List<uint32_t>::Element *E = bones[which].nodes_bound.front(); E; E = E->next()) {
  119. Object *obj = ObjectDB::get_instance(E->get());
  120. ERR_CONTINUE(!obj);
  121. Node *node = Object::cast_to<Node>(obj);
  122. ERR_CONTINUE(!node);
  123. NodePath npath = get_path_to(node);
  124. children.push_back(npath);
  125. }
  126. r_ret = children;
  127. } else {
  128. return false;
  129. }
  130. return true;
  131. }
  132. void Skeleton::_get_property_list(List<PropertyInfo> *p_list) const {
  133. for (int i = 0; i < bones.size(); i++) {
  134. String prep = "bones/" + itos(i) + "/";
  135. p_list->push_back(PropertyInfo(Variant::STRING, prep + "name"));
  136. p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1"));
  137. p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "rest"));
  138. p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled"));
  139. p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
  140. p_list->push_back(PropertyInfo(Variant::ARRAY, prep + "bound_children"));
  141. }
  142. }
  143. void Skeleton::_update_process_order() {
  144. if (!process_order_dirty) {
  145. return;
  146. }
  147. Bone *bonesptr = bones.ptrw();
  148. int len = bones.size();
  149. process_order.resize(len);
  150. int *order = process_order.ptrw();
  151. for (int i = 0; i < len; i++) {
  152. if (bonesptr[i].parent >= len) {
  153. //validate this just in case
  154. ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
  155. bonesptr[i].parent = -1;
  156. }
  157. order[i] = i;
  158. bonesptr[i].sort_index = i;
  159. }
  160. //now check process order
  161. int pass_count = 0;
  162. while (pass_count < len * len) {
  163. //using bubblesort because of simplicity, it won't run every frame though.
  164. //bublesort worst case is O(n^2), and this may be an infinite loop if cyclic
  165. bool swapped = false;
  166. for (int i = 0; i < len; i++) {
  167. int parent_idx = bonesptr[order[i]].parent;
  168. if (parent_idx < 0) {
  169. continue; //do nothing because it has no parent
  170. }
  171. //swap indices
  172. int parent_order = bonesptr[parent_idx].sort_index;
  173. if (parent_order > i) {
  174. bonesptr[order[i]].sort_index = parent_order;
  175. bonesptr[parent_idx].sort_index = i;
  176. //swap order
  177. SWAP(order[i], order[parent_order]);
  178. swapped = true;
  179. }
  180. }
  181. if (!swapped) {
  182. break;
  183. }
  184. pass_count++;
  185. }
  186. if (pass_count == len * len) {
  187. ERR_PRINT("Skeleton parenthood graph is cyclic");
  188. }
  189. process_order_dirty = false;
  190. }
  191. void Skeleton::_notification(int p_what) {
  192. switch (p_what) {
  193. case NOTIFICATION_UPDATE_SKELETON: {
  194. VisualServer *vs = VisualServer::get_singleton();
  195. Bone *bonesptr = bones.ptrw();
  196. int len = bones.size();
  197. _update_process_order();
  198. const int *order = process_order.ptr();
  199. for (int i = 0; i < len; i++) {
  200. Bone &b = bonesptr[order[i]];
  201. if (b.disable_rest) {
  202. if (b.enabled) {
  203. Transform pose = b.pose;
  204. if (b.custom_pose_enable) {
  205. pose = b.custom_pose * pose;
  206. }
  207. if (b.parent >= 0) {
  208. b.pose_global = bonesptr[b.parent].pose_global * pose;
  209. b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * pose;
  210. } else {
  211. b.pose_global = pose;
  212. b.pose_global_no_override = pose;
  213. }
  214. } else {
  215. if (b.parent >= 0) {
  216. b.pose_global = bonesptr[b.parent].pose_global;
  217. b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override;
  218. } else {
  219. b.pose_global = Transform();
  220. b.pose_global_no_override = Transform();
  221. }
  222. }
  223. } else {
  224. if (b.enabled) {
  225. Transform pose = b.pose;
  226. if (b.custom_pose_enable) {
  227. pose = b.custom_pose * pose;
  228. }
  229. if (b.parent >= 0) {
  230. b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
  231. b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * (b.rest * pose);
  232. } else {
  233. b.pose_global = b.rest * pose;
  234. b.pose_global_no_override = b.rest * pose;
  235. }
  236. } else {
  237. if (b.parent >= 0) {
  238. b.pose_global = bonesptr[b.parent].pose_global * b.rest;
  239. b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * b.rest;
  240. } else {
  241. b.pose_global = b.rest;
  242. b.pose_global_no_override = b.rest;
  243. }
  244. }
  245. }
  246. if (b.global_pose_override_amount >= CMP_EPSILON) {
  247. b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
  248. }
  249. if (b.global_pose_override_reset) {
  250. b.global_pose_override_amount = 0.0;
  251. }
  252. for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
  253. Object *obj = ObjectDB::get_instance(E->get());
  254. ERR_CONTINUE(!obj);
  255. Spatial *sp = Object::cast_to<Spatial>(obj);
  256. ERR_CONTINUE(!sp);
  257. sp->set_transform(b.pose_global);
  258. }
  259. }
  260. //update skins
  261. for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
  262. const Skin *skin = E->get()->skin.operator->();
  263. RID skeleton = E->get()->skeleton;
  264. uint32_t bind_count = skin->get_bind_count();
  265. if (E->get()->bind_count != bind_count) {
  266. VS::get_singleton()->skeleton_allocate(skeleton, bind_count);
  267. E->get()->bind_count = bind_count;
  268. E->get()->skin_bone_indices.resize(bind_count);
  269. E->get()->skin_bone_indices_ptrs = E->get()->skin_bone_indices.ptrw();
  270. }
  271. if (E->get()->skeleton_version != version) {
  272. for (uint32_t i = 0; i < bind_count; i++) {
  273. StringName bind_name = skin->get_bind_name(i);
  274. if (bind_name != StringName()) {
  275. //bind name used, use this
  276. bool found = false;
  277. for (int j = 0; j < len; j++) {
  278. if (bonesptr[j].name == bind_name) {
  279. E->get()->skin_bone_indices_ptrs[i] = j;
  280. found = true;
  281. break;
  282. }
  283. }
  284. if (!found) {
  285. ERR_PRINT("Skin bind #" + itos(i) + " contains named bind '" + String(bind_name) + "' but Skeleton has no bone by that name.");
  286. E->get()->skin_bone_indices_ptrs[i] = 0;
  287. }
  288. } else if (skin->get_bind_bone(i) >= 0) {
  289. int bind_index = skin->get_bind_bone(i);
  290. if (bind_index >= len) {
  291. ERR_PRINT("Skin bind #" + itos(i) + " contains bone index bind: " + itos(bind_index) + " , which is greater than the skeleton bone count: " + itos(len) + ".");
  292. E->get()->skin_bone_indices_ptrs[i] = 0;
  293. } else {
  294. E->get()->skin_bone_indices_ptrs[i] = bind_index;
  295. }
  296. } else {
  297. ERR_PRINT("Skin bind #" + itos(i) + " does not contain a name nor a bone index.");
  298. E->get()->skin_bone_indices_ptrs[i] = 0;
  299. }
  300. }
  301. E->get()->skeleton_version = version;
  302. }
  303. for (uint32_t i = 0; i < bind_count; i++) {
  304. uint32_t bone_index = E->get()->skin_bone_indices_ptrs[i];
  305. ERR_CONTINUE(bone_index >= (uint32_t)len);
  306. vs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].pose_global * skin->get_bind_pose(i));
  307. }
  308. }
  309. dirty = false;
  310. emit_signal("skeleton_updated");
  311. } break;
  312. }
  313. }
  314. void Skeleton::clear_bones_global_pose_override() {
  315. for (int i = 0; i < bones.size(); i += 1) {
  316. bones.write[i].global_pose_override_amount = 0;
  317. bones.write[i].global_pose_override_reset = true;
  318. }
  319. _make_dirty();
  320. }
  321. void Skeleton::set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent) {
  322. ERR_FAIL_INDEX(p_bone, bones.size());
  323. bones.write[p_bone].global_pose_override_amount = p_amount;
  324. bones.write[p_bone].global_pose_override = p_pose;
  325. bones.write[p_bone].global_pose_override_reset = !p_persistent;
  326. _make_dirty();
  327. }
  328. Transform Skeleton::get_bone_global_pose(int p_bone) const {
  329. ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
  330. if (dirty) {
  331. const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
  332. }
  333. return bones[p_bone].pose_global;
  334. }
  335. Transform Skeleton::get_bone_global_pose_no_override(int p_bone) const {
  336. ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
  337. if (dirty)
  338. const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
  339. return bones[p_bone].pose_global_no_override;
  340. }
  341. // skeleton creation api
  342. void Skeleton::add_bone(const String &p_name) {
  343. ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
  344. for (int i = 0; i < bones.size(); i++) {
  345. ERR_FAIL_COND(bones[i].name == p_name);
  346. }
  347. Bone b;
  348. b.name = p_name;
  349. bones.push_back(b);
  350. process_order_dirty = true;
  351. version++;
  352. _make_dirty();
  353. update_gizmo();
  354. }
  355. int Skeleton::find_bone(const String &p_name) const {
  356. for (int i = 0; i < bones.size(); i++) {
  357. if (bones[i].name == p_name) {
  358. return i;
  359. }
  360. }
  361. return -1;
  362. }
  363. String Skeleton::get_bone_name(int p_bone) const {
  364. ERR_FAIL_INDEX_V(p_bone, bones.size(), "");
  365. return bones[p_bone].name;
  366. }
  367. void Skeleton::set_bone_name(int p_bone, const String &p_name) {
  368. ERR_FAIL_INDEX(p_bone, bones.size());
  369. for (int i = 0; i < bones.size(); i++) {
  370. if (i != p_bone) {
  371. ERR_FAIL_COND(bones[i].name == p_name);
  372. }
  373. }
  374. bones.write[p_bone].name = p_name;
  375. }
  376. bool Skeleton::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
  377. int parent_of_bone = get_bone_parent(p_bone);
  378. if (-1 == parent_of_bone) {
  379. return false;
  380. }
  381. if (parent_of_bone == p_parent_bone_id) {
  382. return true;
  383. }
  384. return is_bone_parent_of(parent_of_bone, p_parent_bone_id);
  385. }
  386. int Skeleton::get_bone_count() const {
  387. return bones.size();
  388. }
  389. void Skeleton::set_bone_parent(int p_bone, int p_parent) {
  390. ERR_FAIL_INDEX(p_bone, bones.size());
  391. ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
  392. ERR_FAIL_COND(p_bone == p_parent);
  393. bones.write[p_bone].parent = p_parent;
  394. process_order_dirty = true;
  395. _make_dirty();
  396. }
  397. void Skeleton::unparent_bone_and_rest(int p_bone) {
  398. ERR_FAIL_INDEX(p_bone, bones.size());
  399. _update_process_order();
  400. int parent = bones[p_bone].parent;
  401. while (parent >= 0) {
  402. bones.write[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
  403. parent = bones[parent].parent;
  404. }
  405. bones.write[p_bone].parent = -1;
  406. process_order_dirty = true;
  407. _make_dirty();
  408. }
  409. void Skeleton::set_bone_disable_rest(int p_bone, bool p_disable) {
  410. ERR_FAIL_INDEX(p_bone, bones.size());
  411. bones.write[p_bone].disable_rest = p_disable;
  412. }
  413. bool Skeleton::is_bone_rest_disabled(int p_bone) const {
  414. ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
  415. return bones[p_bone].disable_rest;
  416. }
  417. int Skeleton::get_bone_parent(int p_bone) const {
  418. ERR_FAIL_INDEX_V(p_bone, bones.size(), -1);
  419. return bones[p_bone].parent;
  420. }
  421. void Skeleton::set_bone_rest(int p_bone, const Transform &p_rest) {
  422. ERR_FAIL_INDEX(p_bone, bones.size());
  423. bones.write[p_bone].rest = p_rest;
  424. _make_dirty();
  425. }
  426. Transform Skeleton::get_bone_rest(int p_bone) const {
  427. ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
  428. return bones[p_bone].rest;
  429. }
  430. void Skeleton::set_bone_enabled(int p_bone, bool p_enabled) {
  431. ERR_FAIL_INDEX(p_bone, bones.size());
  432. bones.write[p_bone].enabled = p_enabled;
  433. _make_dirty();
  434. }
  435. bool Skeleton::is_bone_enabled(int p_bone) const {
  436. ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
  437. return bones[p_bone].enabled;
  438. }
  439. void Skeleton::bind_child_node_to_bone(int p_bone, Node *p_node) {
  440. ERR_FAIL_NULL(p_node);
  441. ERR_FAIL_INDEX(p_bone, bones.size());
  442. uint32_t id = p_node->get_instance_id();
  443. for (const List<uint32_t>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
  444. if (E->get() == id) {
  445. return; // already here
  446. }
  447. }
  448. bones.write[p_bone].nodes_bound.push_back(id);
  449. }
  450. void Skeleton::unbind_child_node_from_bone(int p_bone, Node *p_node) {
  451. ERR_FAIL_NULL(p_node);
  452. ERR_FAIL_INDEX(p_bone, bones.size());
  453. uint32_t id = p_node->get_instance_id();
  454. bones.write[p_bone].nodes_bound.erase(id);
  455. }
  456. void Skeleton::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const {
  457. ERR_FAIL_INDEX(p_bone, bones.size());
  458. for (const List<uint32_t>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
  459. Object *obj = ObjectDB::get_instance(E->get());
  460. ERR_CONTINUE(!obj);
  461. p_bound->push_back(Object::cast_to<Node>(obj));
  462. }
  463. }
  464. void Skeleton::clear_bones() {
  465. bones.clear();
  466. process_order_dirty = true;
  467. version++;
  468. _make_dirty();
  469. }
  470. // posing api
  471. void Skeleton::set_bone_pose(int p_bone, const Transform &p_pose) {
  472. ERR_FAIL_INDEX(p_bone, bones.size());
  473. bones.write[p_bone].pose = p_pose;
  474. if (is_inside_tree()) {
  475. _make_dirty();
  476. }
  477. }
  478. Transform Skeleton::get_bone_pose(int p_bone) const {
  479. ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
  480. return bones[p_bone].pose;
  481. }
  482. void Skeleton::set_bone_custom_pose(int p_bone, const Transform &p_custom_pose) {
  483. ERR_FAIL_INDEX(p_bone, bones.size());
  484. //ERR_FAIL_COND( !is_inside_scene() );
  485. bones.write[p_bone].custom_pose_enable = (p_custom_pose != Transform());
  486. bones.write[p_bone].custom_pose = p_custom_pose;
  487. _make_dirty();
  488. }
  489. Transform Skeleton::get_bone_custom_pose(int p_bone) const {
  490. ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
  491. return bones[p_bone].custom_pose;
  492. }
  493. void Skeleton::_make_dirty() {
  494. if (dirty) {
  495. return;
  496. }
  497. MessageQueue::get_singleton()->push_notification(this, NOTIFICATION_UPDATE_SKELETON);
  498. dirty = true;
  499. }
  500. int Skeleton::get_process_order(int p_idx) {
  501. ERR_FAIL_INDEX_V(p_idx, bones.size(), -1);
  502. _update_process_order();
  503. return process_order[p_idx];
  504. }
  505. void Skeleton::localize_rests() {
  506. _update_process_order();
  507. for (int i = bones.size() - 1; i >= 0; i--) {
  508. int idx = process_order[i];
  509. if (bones[idx].parent >= 0) {
  510. set_bone_rest(idx, bones[bones[idx].parent].rest.affine_inverse() * bones[idx].rest);
  511. }
  512. }
  513. }
  514. #ifndef _3D_DISABLED
  515. void Skeleton::bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone) {
  516. ERR_FAIL_INDEX(p_bone, bones.size());
  517. ERR_FAIL_COND(bones[p_bone].physical_bone);
  518. ERR_FAIL_COND(!p_physical_bone);
  519. bones.write[p_bone].physical_bone = p_physical_bone;
  520. _rebuild_physical_bones_cache();
  521. }
  522. void Skeleton::unbind_physical_bone_from_bone(int p_bone) {
  523. ERR_FAIL_INDEX(p_bone, bones.size());
  524. bones.write[p_bone].physical_bone = nullptr;
  525. _rebuild_physical_bones_cache();
  526. }
  527. PhysicalBone *Skeleton::get_physical_bone(int p_bone) {
  528. ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr);
  529. return bones[p_bone].physical_bone;
  530. }
  531. PhysicalBone *Skeleton::get_physical_bone_parent(int p_bone) {
  532. ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr);
  533. if (bones[p_bone].cache_parent_physical_bone) {
  534. return bones[p_bone].cache_parent_physical_bone;
  535. }
  536. return _get_physical_bone_parent(p_bone);
  537. }
  538. PhysicalBone *Skeleton::_get_physical_bone_parent(int p_bone) {
  539. ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr);
  540. const int parent_bone = bones[p_bone].parent;
  541. if (0 > parent_bone) {
  542. return nullptr;
  543. }
  544. PhysicalBone *pb = bones[parent_bone].physical_bone;
  545. if (pb) {
  546. return pb;
  547. } else {
  548. return get_physical_bone_parent(parent_bone);
  549. }
  550. }
  551. void Skeleton::_rebuild_physical_bones_cache() {
  552. const int b_size = bones.size();
  553. for (int i = 0; i < b_size; ++i) {
  554. PhysicalBone *parent_pb = _get_physical_bone_parent(i);
  555. if (parent_pb != bones[i].cache_parent_physical_bone) {
  556. bones.write[i].cache_parent_physical_bone = parent_pb;
  557. if (bones[i].physical_bone) {
  558. bones[i].physical_bone->_on_bone_parent_changed();
  559. }
  560. }
  561. }
  562. }
  563. void _pb_stop_simulation(Node *p_node) {
  564. for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
  565. _pb_stop_simulation(p_node->get_child(i));
  566. }
  567. PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node);
  568. if (pb) {
  569. pb->set_simulate_physics(false);
  570. pb->set_static_body(false);
  571. }
  572. }
  573. void Skeleton::physical_bones_stop_simulation() {
  574. _pb_stop_simulation(this);
  575. }
  576. void _pb_start_simulation(const Skeleton *p_skeleton, Node *p_node, const Vector<int> &p_sim_bones) {
  577. for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
  578. _pb_start_simulation(p_skeleton, p_node->get_child(i), p_sim_bones);
  579. }
  580. PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node);
  581. if (pb) {
  582. bool sim = false;
  583. for (int i = p_sim_bones.size() - 1; 0 <= i; --i) {
  584. if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
  585. sim = true;
  586. break;
  587. }
  588. }
  589. pb->set_simulate_physics(true);
  590. if (sim) {
  591. pb->set_static_body(false);
  592. } else {
  593. pb->set_static_body(true);
  594. }
  595. }
  596. }
  597. void Skeleton::physical_bones_start_simulation_on(const Array &p_bones) {
  598. Vector<int> sim_bones;
  599. if (p_bones.size() <= 0) {
  600. sim_bones.push_back(0); // if no bones is specified, activate ragdoll on full body
  601. } else {
  602. sim_bones.resize(p_bones.size());
  603. int c = 0;
  604. for (int i = sim_bones.size() - 1; 0 <= i; --i) {
  605. if (Variant::STRING == p_bones.get(i).get_type()) {
  606. int bone_id = find_bone(p_bones.get(i));
  607. if (bone_id != -1) {
  608. sim_bones.write[c++] = bone_id;
  609. }
  610. }
  611. }
  612. sim_bones.resize(c);
  613. }
  614. _pb_start_simulation(this, this, sim_bones);
  615. }
  616. void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RID p_exception) {
  617. for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
  618. _physical_bones_add_remove_collision_exception(p_add, p_node->get_child(i), p_exception);
  619. }
  620. CollisionObject *co = Object::cast_to<CollisionObject>(p_node);
  621. if (co) {
  622. if (p_add) {
  623. PhysicsServer::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception);
  624. } else {
  625. PhysicsServer::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception);
  626. }
  627. }
  628. }
  629. void Skeleton::physical_bones_add_collision_exception(RID p_exception) {
  630. _physical_bones_add_remove_collision_exception(true, this, p_exception);
  631. }
  632. void Skeleton::physical_bones_remove_collision_exception(RID p_exception) {
  633. _physical_bones_add_remove_collision_exception(false, this, p_exception);
  634. }
  635. #endif // _3D_DISABLED
  636. void Skeleton::_skin_changed() {
  637. _make_dirty();
  638. }
  639. Ref<SkinReference> Skeleton::register_skin(const Ref<Skin> &p_skin) {
  640. for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
  641. if (E->get()->skin == p_skin) {
  642. return Ref<SkinReference>(E->get());
  643. }
  644. }
  645. Ref<Skin> skin = p_skin;
  646. if (skin.is_null()) {
  647. //need to create one from existing code, this is for compatibility only
  648. //when skeletons did not support skins. It is also used by gizmo
  649. //to display the skeleton.
  650. skin.instance();
  651. skin->set_bind_count(bones.size());
  652. _update_process_order(); //just in case
  653. // pose changed, rebuild cache of inverses
  654. const Bone *bonesptr = bones.ptr();
  655. int len = bones.size();
  656. const int *order = process_order.ptr();
  657. // calculate global rests and invert them
  658. for (int i = 0; i < len; i++) {
  659. const Bone &b = bonesptr[order[i]];
  660. if (b.parent >= 0) {
  661. skin->set_bind_pose(order[i], skin->get_bind_pose(b.parent) * b.rest);
  662. } else {
  663. skin->set_bind_pose(order[i], b.rest);
  664. }
  665. }
  666. for (int i = 0; i < len; i++) {
  667. //the inverse is what is actually required
  668. skin->set_bind_bone(i, i);
  669. skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse());
  670. }
  671. }
  672. ERR_FAIL_COND_V(skin.is_null(), Ref<SkinReference>());
  673. Ref<SkinReference> skin_ref;
  674. skin_ref.instance();
  675. skin_ref->skeleton_node = this;
  676. skin_ref->bind_count = 0;
  677. skin_ref->skeleton = VisualServer::get_singleton()->skeleton_create();
  678. skin_ref->skeleton_node = this;
  679. skin_ref->skin = skin;
  680. skin_bindings.insert(skin_ref.operator->());
  681. skin->connect("changed", skin_ref.operator->(), "_skin_changed");
  682. _make_dirty();
  683. return skin_ref;
  684. }
  685. void Skeleton::_bind_methods() {
  686. ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton::add_bone);
  687. ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton::find_bone);
  688. ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton::get_bone_name);
  689. ClassDB::bind_method(D_METHOD("set_bone_name", "bone_idx", "name"), &Skeleton::set_bone_name);
  690. ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton::get_bone_parent);
  691. ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton::set_bone_parent);
  692. ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton::get_bone_count);
  693. ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton::unparent_bone_and_rest);
  694. ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton::get_bone_rest);
  695. ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton::set_bone_rest);
  696. ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton::register_skin);
  697. ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton::localize_rests);
  698. ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton::set_bone_disable_rest);
  699. ClassDB::bind_method(D_METHOD("is_bone_rest_disabled", "bone_idx"), &Skeleton::is_bone_rest_disabled);
  700. ClassDB::bind_method(D_METHOD("bind_child_node_to_bone", "bone_idx", "node"), &Skeleton::bind_child_node_to_bone);
  701. ClassDB::bind_method(D_METHOD("unbind_child_node_from_bone", "bone_idx", "node"), &Skeleton::unbind_child_node_from_bone);
  702. ClassDB::bind_method(D_METHOD("get_bound_child_nodes_to_bone", "bone_idx"), &Skeleton::_get_bound_child_nodes_to_bone);
  703. ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton::clear_bones);
  704. ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton::get_bone_pose);
  705. ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton::set_bone_pose);
  706. ClassDB::bind_method(D_METHOD("clear_bones_global_pose_override"), &Skeleton::clear_bones_global_pose_override);
  707. ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton::set_bone_global_pose_override, DEFVAL(false));
  708. ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton::get_bone_global_pose);
  709. ClassDB::bind_method(D_METHOD("get_bone_global_pose_no_override", "bone_idx"), &Skeleton::get_bone_global_pose_no_override);
  710. ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton::get_bone_custom_pose);
  711. ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton::set_bone_custom_pose);
  712. #ifndef _3D_DISABLED
  713. ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation);
  714. ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton::physical_bones_start_simulation_on, DEFVAL(Array()));
  715. ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton::physical_bones_add_collision_exception);
  716. ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton::physical_bones_remove_collision_exception);
  717. #endif // _3D_DISABLED
  718. ADD_SIGNAL(MethodInfo("skeleton_updated"));
  719. BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
  720. }
  721. Skeleton::Skeleton() {
  722. dirty = false;
  723. version = 1;
  724. process_order_dirty = true;
  725. }
  726. Skeleton::~Skeleton() {
  727. //some skins may remain bound
  728. for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
  729. E->get()->skeleton_node = nullptr;
  730. }
  731. }