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- /**************************************************************************/
- /* skeleton_3d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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_3D_H
- #define SKELETON_3D_H
- #include "scene/3d/node_3d.h"
- #include "scene/resources/skin.h"
- typedef int BoneId;
- class PhysicalBone3D;
- class Skeleton3D;
- class SkinReference : public RefCounted {
- GDCLASS(SkinReference, RefCounted)
- friend class Skeleton3D;
- Skeleton3D *skeleton_node = nullptr;
- 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 = nullptr;
- protected:
- static void _bind_methods();
- public:
- // Public for use with callable_mp.
- void _skin_changed();
- RID get_skeleton() const;
- Ref<Skin> get_skin() const;
- ~SkinReference();
- };
- class Skeleton3D : public Node3D {
- GDCLASS(Skeleton3D, Node3D);
- private:
- friend class SkinReference;
- struct Bone {
- String name;
- bool enabled;
- int parent;
- Transform3D rest;
- Transform3D global_rest;
- _FORCE_INLINE_ void update_pose_cache() {
- if (pose_cache_dirty) {
- pose_cache.basis.set_quaternion_scale(pose_rotation, pose_scale);
- pose_cache.origin = pose_position;
- pose_cache_dirty = false;
- }
- }
- bool pose_cache_dirty = true;
- Transform3D pose_cache;
- Vector3 pose_position;
- Quaternion pose_rotation;
- Vector3 pose_scale = Vector3(1, 1, 1);
- Transform3D pose_global;
- Transform3D pose_global_no_override;
- real_t global_pose_override_amount = 0.0;
- bool global_pose_override_reset = false;
- Transform3D global_pose_override;
- PhysicalBone3D *physical_bone = nullptr;
- PhysicalBone3D *cache_parent_physical_bone = nullptr;
- Vector<int> child_bones;
- Bone() {
- parent = -1;
- enabled = true;
- global_pose_override_amount = 0;
- global_pose_override_reset = false;
- #ifndef _3D_DISABLED
- physical_bone = nullptr;
- cache_parent_physical_bone = nullptr;
- #endif // _3D_DISABLED
- child_bones = Vector<int>();
- }
- };
- HashSet<SkinReference *> skin_bindings;
- void _skin_changed();
- bool animate_physical_bones = true;
- Vector<Bone> bones;
- bool process_order_dirty = false;
- Vector<int> parentless_bones;
- HashMap<String, int> name_to_bone_index;
- void _make_dirty();
- bool dirty = false;
- bool rest_dirty = false;
- bool show_rest_only = false;
- float motion_scale = 1.0;
- uint64_t version = 1;
- 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 _validate_property(PropertyInfo &p_property) const;
- void _notification(int p_what);
- static void _bind_methods();
- public:
- enum {
- NOTIFICATION_UPDATE_SKELETON = 50
- };
- // skeleton creation api
- uint64_t get_version() const;
- void add_bone(const String &p_name);
- int find_bone(const String &p_name) const;
- String get_bone_name(int p_bone) const;
- void set_bone_name(int p_bone, const String &p_name);
- 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);
- Vector<int> get_bone_children(int p_bone) const;
- Vector<int> get_parentless_bones() const;
- int get_bone_count() const;
- void set_bone_rest(int p_bone, const Transform3D &p_rest);
- Transform3D get_bone_rest(int p_bone) const;
- Transform3D get_bone_global_rest(int p_bone) const;
- Transform3D get_bone_global_pose(int p_bone) const;
- Transform3D get_bone_global_pose_no_override(int p_bone) const;
- void set_bone_enabled(int p_bone, bool p_enabled);
- bool is_bone_enabled(int p_bone) const;
- void set_show_rest_only(bool p_enabled);
- bool is_show_rest_only() const;
- void clear_bones();
- void set_motion_scale(float p_motion_scale);
- float get_motion_scale() const;
- // posing api
- void set_bone_pose_position(int p_bone, const Vector3 &p_position);
- void set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation);
- void set_bone_pose_scale(int p_bone, const Vector3 &p_scale);
- Transform3D get_bone_pose(int p_bone) const;
- Vector3 get_bone_pose_position(int p_bone) const;
- Quaternion get_bone_pose_rotation(int p_bone) const;
- Vector3 get_bone_pose_scale(int p_bone) const;
- void reset_bone_pose(int p_bone);
- void reset_bone_poses();
- void clear_bones_global_pose_override();
- Transform3D get_bone_global_pose_override(int p_bone) const;
- void set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent = false);
- void localize_rests(); // used for loaders and tools
- Ref<Skin> create_skin_from_rest_transforms();
- Ref<SkinReference> register_skin(const Ref<Skin> &p_skin);
- void force_update_all_dirty_bones();
- void force_update_all_bone_transforms();
- void force_update_bone_children_transforms(int bone_idx);
- // Physical bone API
- void set_animate_physical_bones(bool p_enabled);
- bool get_animate_physical_bones() const;
- void bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone);
- void unbind_physical_bone_from_bone(int p_bone);
- PhysicalBone3D *get_physical_bone(int p_bone);
- PhysicalBone3D *get_physical_bone_parent(int p_bone);
- private:
- /// This is a slow API, so it's cached
- PhysicalBone3D *_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 TypedArray<StringName> &p_bones);
- void physical_bones_add_collision_exception(RID p_exception);
- void physical_bones_remove_collision_exception(RID p_exception);
- public:
- Skeleton3D();
- ~Skeleton3D();
- };
- #endif // SKELETON_3D_H
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