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- /**************************************************************************/
- /* skeleton.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #include "skeleton.h"
- #include "core/message_queue.h"
- #include "core/project_settings.h"
- #include "scene/3d/physics_body.h"
- #include "scene/resources/surface_tool.h"
- void SkinReference::_skin_changed() {
- if (skeleton_node) {
- skeleton_node->_make_dirty();
- }
- skeleton_version = 0;
- }
- void SkinReference::_bind_methods() {
- ClassDB::bind_method(D_METHOD("_skin_changed"), &SkinReference::_skin_changed);
- ClassDB::bind_method(D_METHOD("get_skeleton"), &SkinReference::get_skeleton);
- ClassDB::bind_method(D_METHOD("get_skin"), &SkinReference::get_skin);
- }
- RID SkinReference::get_skeleton() const {
- return skeleton;
- }
- Skeleton *SkinReference::get_skeleton_node() const {
- return skeleton_node;
- }
- Ref<Skin> SkinReference::get_skin() const {
- return skin;
- }
- SkinReference::~SkinReference() {
- if (skeleton_node) {
- skeleton_node->skin_bindings.erase(this);
- }
- VS::get_singleton()->free(skeleton);
- }
- bool Skeleton::_set(const StringName &p_path, const Variant &p_value) {
- String path = p_path;
- if (!path.begins_with("bones/")) {
- return false;
- }
- int which = path.get_slicec('/', 1).to_int();
- String what = path.get_slicec('/', 2);
- if (which == bones.size() && what == "name") {
- add_bone(p_value);
- return true;
- }
- ERR_FAIL_INDEX_V(which, bones.size(), false);
- if (what == "parent") {
- set_bone_parent(which, p_value);
- } else if (what == "rest") {
- set_bone_rest(which, p_value);
- } else if (what == "enabled") {
- set_bone_enabled(which, p_value);
- } else if (what == "pose") {
- set_bone_pose(which, p_value);
- } else if (what == "bound_children") {
- Array children = p_value;
- if (is_inside_tree()) {
- bones.write[which].nodes_bound.clear();
- for (int i = 0; i < children.size(); i++) {
- NodePath npath = children[i];
- ERR_CONTINUE(npath.operator String() == "");
- Node *node = get_node(npath);
- ERR_CONTINUE(!node);
- bind_child_node_to_bone(which, node);
- }
- }
- } else {
- return false;
- }
- return true;
- }
- bool Skeleton::_get(const StringName &p_path, Variant &r_ret) const {
- String path = p_path;
- if (!path.begins_with("bones/")) {
- return false;
- }
- int which = path.get_slicec('/', 1).to_int();
- String what = path.get_slicec('/', 2);
- ERR_FAIL_INDEX_V(which, bones.size(), false);
- if (what == "name") {
- r_ret = get_bone_name(which);
- } else if (what == "parent") {
- r_ret = get_bone_parent(which);
- } else if (what == "rest") {
- r_ret = get_bone_rest(which);
- } else if (what == "enabled") {
- r_ret = is_bone_enabled(which);
- } else if (what == "pose") {
- r_ret = get_bone_pose(which);
- } else if (what == "bound_children") {
- Array children;
- const LocalVectori<uint32_t> &nodes = bones[which].nodes_bound;
- for (int i = 0; i < nodes.size(); i++) {
- Object *obj = ObjectDB::get_instance(nodes[i]);
- ERR_CONTINUE(!obj);
- Node *node = Object::cast_to<Node>(obj);
- ERR_CONTINUE(!node);
- NodePath npath = get_path_to(node);
- children.push_back(npath);
- }
- r_ret = children;
- } else {
- return false;
- }
- return true;
- }
- void Skeleton::_get_property_list(List<PropertyInfo> *p_list) const {
- for (int i = 0; i < bones.size(); i++) {
- const String prep = vformat("%s/%d/", PNAME("bones"), i);
- p_list->push_back(PropertyInfo(Variant::STRING, prep + PNAME("name")));
- p_list->push_back(PropertyInfo(Variant::INT, prep + PNAME("parent"), PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1"));
- p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + PNAME("rest")));
- p_list->push_back(PropertyInfo(Variant::BOOL, prep + PNAME("enabled")));
- p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + PNAME("pose"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
- p_list->push_back(PropertyInfo(Variant::ARRAY, prep + PNAME("bound_children")));
- }
- }
- void Skeleton::_update_process_order() {
- if (!process_order_dirty) {
- return;
- }
- Bone *bonesptr = bones.ptrw();
- int len = bones.size();
- process_order.resize(len);
- int *order = process_order.ptrw();
- for (int i = 0; i < len; i++) {
- if (bonesptr[i].parent >= len) {
- //validate this just in case
- ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
- bonesptr[i].parent = -1;
- }
- order[i] = i;
- bonesptr[i].sort_index = i;
- }
- //now check process order
- int pass_count = 0;
- while (pass_count < len * len) {
- //using bubblesort because of simplicity, it won't run every frame though.
- //bublesort worst case is O(n^2), and this may be an infinite loop if cyclic
- bool swapped = false;
- for (int i = 0; i < len; i++) {
- int parent_idx = bonesptr[order[i]].parent;
- if (parent_idx < 0) {
- continue; //do nothing because it has no parent
- }
- //swap indices
- int parent_order = bonesptr[parent_idx].sort_index;
- if (parent_order > i) {
- bonesptr[order[i]].sort_index = parent_order;
- bonesptr[parent_idx].sort_index = i;
- //swap order
- SWAP(order[i], order[parent_order]);
- swapped = true;
- }
- }
- if (!swapped) {
- break;
- }
- pass_count++;
- }
- if (pass_count == len * len) {
- ERR_PRINT("Skeleton parenthood graph is cyclic");
- }
- process_order_dirty = false;
- }
- void Skeleton::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_UPDATE_SKELETON: {
- VisualServer *vs = VisualServer::get_singleton();
- Bone *bonesptr = bones.ptrw();
- int len = bones.size();
- _update_process_order();
- const int *order = process_order.ptr();
- for (int i = 0; i < len; i++) {
- Bone &b = bonesptr[order[i]];
- if (b.disable_rest) {
- if (b.enabled) {
- Transform pose = b.pose;
- if (b.custom_pose_enable) {
- pose = b.custom_pose * pose;
- }
- if (b.parent >= 0) {
- b.pose_global = bonesptr[b.parent].pose_global * pose;
- b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * pose;
- } else {
- b.pose_global = pose;
- b.pose_global_no_override = pose;
- }
- } else {
- if (b.parent >= 0) {
- b.pose_global = bonesptr[b.parent].pose_global;
- b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override;
- } else {
- b.pose_global = Transform();
- b.pose_global_no_override = Transform();
- }
- }
- } else {
- if (b.enabled) {
- Transform pose = b.pose;
- if (b.custom_pose_enable) {
- pose = b.custom_pose * pose;
- }
- if (b.parent >= 0) {
- b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
- b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * (b.rest * pose);
- } else {
- b.pose_global = b.rest * pose;
- b.pose_global_no_override = b.rest * pose;
- }
- } else {
- if (b.parent >= 0) {
- b.pose_global = bonesptr[b.parent].pose_global * b.rest;
- b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * b.rest;
- } else {
- b.pose_global = b.rest;
- b.pose_global_no_override = b.rest;
- }
- }
- }
- if (b.global_pose_override_amount >= CMP_EPSILON) {
- b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
- }
- if (b.global_pose_override_reset) {
- b.global_pose_override_amount = 0.0;
- }
- const LocalVectori<uint32_t> &nodes = b.nodes_bound;
- for (int j = 0; j < nodes.size(); j++) {
- Object *obj = ObjectDB::get_instance(nodes[j]);
- ERR_CONTINUE(!obj);
- Spatial *sp = Object::cast_to<Spatial>(obj);
- ERR_CONTINUE(!sp);
- sp->set_transform(b.pose_global);
- }
- }
- //update skins
- for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
- const Skin *skin = E->get()->skin.operator->();
- RID skeleton = E->get()->skeleton;
- uint32_t bind_count = skin->get_bind_count();
- if (E->get()->bind_count != bind_count) {
- VS::get_singleton()->skeleton_allocate(skeleton, bind_count);
- E->get()->bind_count = bind_count;
- E->get()->skin_bone_indices.resize(bind_count);
- E->get()->skin_bone_indices_ptrs = E->get()->skin_bone_indices.ptrw();
- }
- if (E->get()->skeleton_version != version) {
- for (uint32_t i = 0; i < bind_count; i++) {
- StringName bind_name = skin->get_bind_name(i);
- if (bind_name != StringName()) {
- //bind name used, use this
- bool found = false;
- for (int j = 0; j < len; j++) {
- if (bonesptr[j].name == bind_name) {
- E->get()->skin_bone_indices_ptrs[i] = j;
- found = true;
- break;
- }
- }
- if (!found) {
- ERR_PRINT("Skin bind #" + itos(i) + " contains named bind '" + String(bind_name) + "' but Skeleton has no bone by that name.");
- E->get()->skin_bone_indices_ptrs[i] = 0;
- }
- } else if (skin->get_bind_bone(i) >= 0) {
- int bind_index = skin->get_bind_bone(i);
- if (bind_index >= len) {
- ERR_PRINT("Skin bind #" + itos(i) + " contains bone index bind: " + itos(bind_index) + " , which is greater than the skeleton bone count: " + itos(len) + ".");
- E->get()->skin_bone_indices_ptrs[i] = 0;
- } else {
- E->get()->skin_bone_indices_ptrs[i] = bind_index;
- }
- } else {
- ERR_PRINT("Skin bind #" + itos(i) + " does not contain a name nor a bone index.");
- E->get()->skin_bone_indices_ptrs[i] = 0;
- }
- }
- E->get()->skeleton_version = version;
- }
- for (uint32_t i = 0; i < bind_count; i++) {
- uint32_t bone_index = E->get()->skin_bone_indices_ptrs[i];
- ERR_CONTINUE(bone_index >= (uint32_t)len);
- vs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].pose_global * skin->get_bind_pose(i));
- }
- }
- dirty = false;
- emit_signal("skeleton_updated");
- } break;
- }
- }
- void Skeleton::clear_bones_global_pose_override() {
- for (int i = 0; i < bones.size(); i += 1) {
- bones.write[i].global_pose_override_amount = 0;
- bones.write[i].global_pose_override_reset = true;
- }
- _make_dirty();
- }
- void Skeleton::set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent) {
- ERR_FAIL_INDEX(p_bone, bones.size());
- bones.write[p_bone].global_pose_override_amount = p_amount;
- bones.write[p_bone].global_pose_override = p_pose;
- bones.write[p_bone].global_pose_override_reset = !p_persistent;
- _make_dirty();
- }
- Transform Skeleton::get_bone_global_pose(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
- if (dirty) {
- const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
- }
- return bones[p_bone].pose_global;
- }
- Transform Skeleton::get_bone_global_pose_no_override(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
- if (dirty)
- const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
- return bones[p_bone].pose_global_no_override;
- }
- // skeleton creation api
- void Skeleton::add_bone(const String &p_name) {
- ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
- for (int i = 0; i < bones.size(); i++) {
- ERR_FAIL_COND(bones[i].name == p_name);
- }
- Bone b;
- b.name = p_name;
- bones.push_back(b);
- process_order_dirty = true;
- version++;
- _make_dirty();
- update_gizmo();
- }
- int Skeleton::find_bone(const String &p_name) const {
- for (int i = 0; i < bones.size(); i++) {
- if (bones[i].name == p_name) {
- return i;
- }
- }
- return -1;
- }
- String Skeleton::get_bone_name(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), "");
- return bones[p_bone].name;
- }
- void Skeleton::set_bone_name(int p_bone, const String &p_name) {
- ERR_FAIL_INDEX(p_bone, bones.size());
- for (int i = 0; i < bones.size(); i++) {
- if (i != p_bone) {
- ERR_FAIL_COND(bones[i].name == p_name);
- }
- }
- bones.write[p_bone].name = p_name;
- }
- bool Skeleton::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
- int parent_of_bone = get_bone_parent(p_bone);
- if (-1 == parent_of_bone) {
- return false;
- }
- if (parent_of_bone == p_parent_bone_id) {
- return true;
- }
- return is_bone_parent_of(parent_of_bone, p_parent_bone_id);
- }
- int Skeleton::get_bone_count() const {
- return bones.size();
- }
- void Skeleton::set_bone_parent(int p_bone, int p_parent) {
- ERR_FAIL_INDEX(p_bone, bones.size());
- ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
- ERR_FAIL_COND(p_bone == p_parent);
- bones.write[p_bone].parent = p_parent;
- process_order_dirty = true;
- _make_dirty();
- }
- void Skeleton::unparent_bone_and_rest(int p_bone) {
- ERR_FAIL_INDEX(p_bone, bones.size());
- _update_process_order();
- int parent = bones[p_bone].parent;
- while (parent >= 0) {
- bones.write[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
- parent = bones[parent].parent;
- }
- bones.write[p_bone].parent = -1;
- process_order_dirty = true;
- _make_dirty();
- }
- void Skeleton::set_bone_disable_rest(int p_bone, bool p_disable) {
- ERR_FAIL_INDEX(p_bone, bones.size());
- bones.write[p_bone].disable_rest = p_disable;
- }
- bool Skeleton::is_bone_rest_disabled(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
- return bones[p_bone].disable_rest;
- }
- int Skeleton::get_bone_parent(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), -1);
- return bones[p_bone].parent;
- }
- void Skeleton::set_bone_rest(int p_bone, const Transform &p_rest) {
- ERR_FAIL_INDEX(p_bone, bones.size());
- bones.write[p_bone].rest = p_rest;
- _make_dirty();
- }
- Transform Skeleton::get_bone_rest(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
- return bones[p_bone].rest;
- }
- void Skeleton::set_bone_enabled(int p_bone, bool p_enabled) {
- ERR_FAIL_INDEX(p_bone, bones.size());
- bones.write[p_bone].enabled = p_enabled;
- _make_dirty();
- }
- bool Skeleton::is_bone_enabled(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
- return bones[p_bone].enabled;
- }
- void Skeleton::bind_child_node_to_bone(int p_bone, Node *p_node) {
- ERR_FAIL_NULL(p_node);
- ERR_FAIL_INDEX(p_bone, bones.size());
- uint32_t id = p_node->get_instance_id();
- if (bones[p_bone].nodes_bound.find(id) != -1) {
- return; // Already here.
- }
- bones.write[p_bone].nodes_bound.push_back(id);
- }
- void Skeleton::unbind_child_node_from_bone(int p_bone, Node *p_node) {
- ERR_FAIL_NULL(p_node);
- ERR_FAIL_INDEX(p_bone, bones.size());
- uint32_t id = p_node->get_instance_id();
- int index = bones[p_bone].nodes_bound.find(id);
- if (index == -1) {
- return; // Doesn't exist in the first place.
- }
- bones.write[p_bone].nodes_bound.remove(index);
- }
- void Skeleton::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const {
- ERR_FAIL_INDEX(p_bone, bones.size());
- const LocalVectori<uint32_t> &nodes = bones[p_bone].nodes_bound;
- for (int i = 0; i < nodes.size(); i++) {
- Object *obj = ObjectDB::get_instance(nodes[i]);
- ERR_CONTINUE(!obj);
- p_bound->push_back(Object::cast_to<Node>(obj));
- }
- }
- void Skeleton::clear_bones() {
- bones.clear();
- process_order_dirty = true;
- version++;
- _make_dirty();
- }
- // posing api
- void Skeleton::set_bone_pose(int p_bone, const Transform &p_pose) {
- ERR_FAIL_INDEX(p_bone, bones.size());
- bones.write[p_bone].pose = p_pose;
- if (is_inside_tree()) {
- _make_dirty();
- }
- }
- Transform Skeleton::get_bone_pose(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
- return bones[p_bone].pose;
- }
- void Skeleton::set_bone_custom_pose(int p_bone, const Transform &p_custom_pose) {
- ERR_FAIL_INDEX(p_bone, bones.size());
- //ERR_FAIL_COND( !is_inside_scene() );
- bones.write[p_bone].custom_pose_enable = (p_custom_pose != Transform());
- bones.write[p_bone].custom_pose = p_custom_pose;
- _make_dirty();
- }
- Transform Skeleton::get_bone_custom_pose(int p_bone) const {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
- return bones[p_bone].custom_pose;
- }
- void Skeleton::_make_dirty() {
- if (dirty) {
- return;
- }
- MessageQueue::get_singleton()->push_notification(this, NOTIFICATION_UPDATE_SKELETON);
- dirty = true;
- }
- int Skeleton::get_process_order(int p_idx) {
- ERR_FAIL_INDEX_V(p_idx, bones.size(), -1);
- _update_process_order();
- return process_order[p_idx];
- }
- void Skeleton::localize_rests() {
- _update_process_order();
- for (int i = bones.size() - 1; i >= 0; i--) {
- int idx = process_order[i];
- if (bones[idx].parent >= 0) {
- set_bone_rest(idx, bones[bones[idx].parent].rest.affine_inverse() * bones[idx].rest);
- }
- }
- }
- #ifndef _3D_DISABLED
- void Skeleton::bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone) {
- ERR_FAIL_INDEX(p_bone, bones.size());
- ERR_FAIL_COND(bones[p_bone].physical_bone);
- ERR_FAIL_COND(!p_physical_bone);
- bones.write[p_bone].physical_bone = p_physical_bone;
- _rebuild_physical_bones_cache();
- }
- void Skeleton::unbind_physical_bone_from_bone(int p_bone) {
- ERR_FAIL_INDEX(p_bone, bones.size());
- bones.write[p_bone].physical_bone = nullptr;
- _rebuild_physical_bones_cache();
- }
- PhysicalBone *Skeleton::get_physical_bone(int p_bone) {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr);
- return bones[p_bone].physical_bone;
- }
- PhysicalBone *Skeleton::get_physical_bone_parent(int p_bone) {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr);
- if (bones[p_bone].cache_parent_physical_bone) {
- return bones[p_bone].cache_parent_physical_bone;
- }
- return _get_physical_bone_parent(p_bone);
- }
- PhysicalBone *Skeleton::_get_physical_bone_parent(int p_bone) {
- ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr);
- const int parent_bone = bones[p_bone].parent;
- if (0 > parent_bone) {
- return nullptr;
- }
- PhysicalBone *pb = bones[parent_bone].physical_bone;
- if (pb) {
- return pb;
- } else {
- return get_physical_bone_parent(parent_bone);
- }
- }
- void Skeleton::_rebuild_physical_bones_cache() {
- const int b_size = bones.size();
- for (int i = 0; i < b_size; ++i) {
- PhysicalBone *parent_pb = _get_physical_bone_parent(i);
- if (parent_pb != bones[i].cache_parent_physical_bone) {
- bones.write[i].cache_parent_physical_bone = parent_pb;
- if (bones[i].physical_bone) {
- bones[i].physical_bone->_on_bone_parent_changed();
- }
- }
- }
- }
- void _pb_stop_simulation(Node *p_node) {
- for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
- _pb_stop_simulation(p_node->get_child(i));
- }
- PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node);
- if (pb) {
- pb->set_simulate_physics(false);
- pb->set_static_body(false);
- }
- }
- void Skeleton::physical_bones_stop_simulation() {
- _pb_stop_simulation(this);
- }
- void _pb_start_simulation(const Skeleton *p_skeleton, Node *p_node, const Vector<int> &p_sim_bones) {
- for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
- _pb_start_simulation(p_skeleton, p_node->get_child(i), p_sim_bones);
- }
- PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node);
- if (pb) {
- bool sim = false;
- if (p_sim_bones.empty()) { // If no bones is specified, activate ragdoll on full body.
- sim = true;
- } else {
- for (int i = p_sim_bones.size() - 1; 0 <= i; --i) {
- if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
- sim = true;
- break;
- }
- }
- }
- pb->set_simulate_physics(true);
- if (sim) {
- pb->set_static_body(false);
- } else {
- pb->set_static_body(true);
- }
- }
- }
- void Skeleton::physical_bones_start_simulation_on(const Array &p_bones) {
- Vector<int> sim_bones;
- if (p_bones.size() > 0) {
- sim_bones.resize(p_bones.size());
- int c = 0;
- for (int i = sim_bones.size() - 1; 0 <= i; --i) {
- if (Variant::STRING == p_bones.get(i).get_type()) {
- int bone_id = find_bone(p_bones.get(i));
- if (bone_id != -1) {
- sim_bones.write[c++] = bone_id;
- }
- }
- }
- sim_bones.resize(c);
- }
- _pb_start_simulation(this, this, sim_bones);
- }
- void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RID p_exception) {
- for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
- _physical_bones_add_remove_collision_exception(p_add, p_node->get_child(i), p_exception);
- }
- CollisionObject *co = Object::cast_to<CollisionObject>(p_node);
- if (co) {
- if (p_add) {
- PhysicsServer::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception);
- } else {
- PhysicsServer::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception);
- }
- }
- }
- void Skeleton::physical_bones_add_collision_exception(RID p_exception) {
- _physical_bones_add_remove_collision_exception(true, this, p_exception);
- }
- void Skeleton::physical_bones_remove_collision_exception(RID p_exception) {
- _physical_bones_add_remove_collision_exception(false, this, p_exception);
- }
- #endif // _3D_DISABLED
- void Skeleton::_skin_changed() {
- _make_dirty();
- }
- Ref<SkinReference> Skeleton::register_skin(const Ref<Skin> &p_skin) {
- for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
- if (E->get()->skin == p_skin) {
- return Ref<SkinReference>(E->get());
- }
- }
- Ref<Skin> skin = p_skin;
- if (skin.is_null()) {
- //need to create one from existing code, this is for compatibility only
- //when skeletons did not support skins. It is also used by gizmo
- //to display the skeleton.
- skin.instance();
- skin->set_bind_count(bones.size());
- _update_process_order(); //just in case
- // pose changed, rebuild cache of inverses
- const Bone *bonesptr = bones.ptr();
- int len = bones.size();
- const int *order = process_order.ptr();
- // calculate global rests and invert them
- for (int i = 0; i < len; i++) {
- const Bone &b = bonesptr[order[i]];
- if (b.parent >= 0) {
- skin->set_bind_pose(order[i], skin->get_bind_pose(b.parent) * b.rest);
- } else {
- skin->set_bind_pose(order[i], b.rest);
- }
- }
- for (int i = 0; i < len; i++) {
- //the inverse is what is actually required
- skin->set_bind_bone(i, i);
- skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse());
- }
- }
- ERR_FAIL_COND_V(skin.is_null(), Ref<SkinReference>());
- Ref<SkinReference> skin_ref;
- skin_ref.instance();
- skin_ref->skeleton_node = this;
- skin_ref->bind_count = 0;
- skin_ref->skeleton = RID_PRIME(VisualServer::get_singleton()->skeleton_create());
- skin_ref->skeleton_node = this;
- skin_ref->skin = skin;
- skin_bindings.insert(skin_ref.operator->());
- skin->connect("changed", skin_ref.operator->(), "_skin_changed");
- _make_dirty();
- return skin_ref;
- }
- void Skeleton::_bind_methods() {
- ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton::add_bone);
- ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton::find_bone);
- ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton::get_bone_name);
- ClassDB::bind_method(D_METHOD("set_bone_name", "bone_idx", "name"), &Skeleton::set_bone_name);
- ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton::get_bone_parent);
- ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton::set_bone_parent);
- ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton::get_bone_count);
- ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton::unparent_bone_and_rest);
- ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton::get_bone_rest);
- ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton::set_bone_rest);
- ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton::register_skin);
- ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton::localize_rests);
- ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton::set_bone_disable_rest);
- ClassDB::bind_method(D_METHOD("is_bone_rest_disabled", "bone_idx"), &Skeleton::is_bone_rest_disabled);
- ClassDB::bind_method(D_METHOD("bind_child_node_to_bone", "bone_idx", "node"), &Skeleton::bind_child_node_to_bone);
- ClassDB::bind_method(D_METHOD("unbind_child_node_from_bone", "bone_idx", "node"), &Skeleton::unbind_child_node_from_bone);
- ClassDB::bind_method(D_METHOD("get_bound_child_nodes_to_bone", "bone_idx"), &Skeleton::_get_bound_child_nodes_to_bone);
- ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton::clear_bones);
- ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton::get_bone_pose);
- ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton::set_bone_pose);
- ClassDB::bind_method(D_METHOD("clear_bones_global_pose_override"), &Skeleton::clear_bones_global_pose_override);
- ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton::set_bone_global_pose_override, DEFVAL(false));
- ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton::get_bone_global_pose);
- ClassDB::bind_method(D_METHOD("get_bone_global_pose_no_override", "bone_idx"), &Skeleton::get_bone_global_pose_no_override);
- ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton::get_bone_custom_pose);
- ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton::set_bone_custom_pose);
- #ifndef _3D_DISABLED
- ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation);
- ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton::physical_bones_start_simulation_on, DEFVAL(Array()));
- ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton::physical_bones_add_collision_exception);
- ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton::physical_bones_remove_collision_exception);
- #endif // _3D_DISABLED
- ADD_SIGNAL(MethodInfo("skeleton_updated"));
- BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
- }
- Skeleton::Skeleton() {
- dirty = false;
- version = 1;
- process_order_dirty = true;
- }
- Skeleton::~Skeleton() {
- //some skins may remain bound
- for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
- E->get()->skeleton_node = nullptr;
- }
- }
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