skeleton_3d.cpp 46 KB

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  1. /**************************************************************************/
  2. /* skeleton_3d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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_3d.h"
  31. #include "skeleton_3d.compat.inc"
  32. #include "scene/3d/skeleton_modifier_3d.h"
  33. #ifndef DISABLE_DEPRECATED
  34. #include "scene/3d/physical_bone_simulator_3d.h"
  35. #endif // _DISABLE_DEPRECATED
  36. void SkinReference::_skin_changed() {
  37. if (skeleton_node) {
  38. skeleton_node->_make_dirty();
  39. }
  40. skeleton_version = 0;
  41. }
  42. void SkinReference::_bind_methods() {
  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. Ref<Skin> SkinReference::get_skin() const {
  50. return skin;
  51. }
  52. SkinReference::~SkinReference() {
  53. ERR_FAIL_NULL(RenderingServer::get_singleton());
  54. if (skeleton_node) {
  55. skeleton_node->skin_bindings.erase(this);
  56. }
  57. RS::get_singleton()->free(skeleton);
  58. }
  59. ///////////////////////////////////////
  60. bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
  61. #ifndef DISABLE_DEPRECATED
  62. if (p_path == SNAME("animate_physical_bones")) {
  63. set_animate_physical_bones(p_value);
  64. return true;
  65. }
  66. #endif
  67. String path = p_path;
  68. if (!path.begins_with("bones/")) {
  69. return false;
  70. }
  71. uint32_t which = path.get_slicec('/', 1).to_int();
  72. String what = path.get_slicec('/', 2);
  73. if (which == bones.size() && what == "name") {
  74. add_bone(p_value);
  75. return true;
  76. }
  77. ERR_FAIL_UNSIGNED_INDEX_V(which, bones.size(), false);
  78. if (what == "parent") {
  79. set_bone_parent(which, p_value);
  80. } else if (what == "rest") {
  81. set_bone_rest(which, p_value);
  82. } else if (what == "enabled") {
  83. set_bone_enabled(which, p_value);
  84. } else if (what == "position") {
  85. set_bone_pose_position(which, p_value);
  86. } else if (what == "rotation") {
  87. set_bone_pose_rotation(which, p_value);
  88. } else if (what == "scale") {
  89. set_bone_pose_scale(which, p_value);
  90. } else if (what == "bone_meta") {
  91. set_bone_meta(which, path.get_slicec('/', 3), p_value);
  92. #ifndef DISABLE_DEPRECATED
  93. } else if (what == "pose" || what == "bound_children") {
  94. // Kept for compatibility from 3.x to 4.x.
  95. WARN_DEPRECATED_MSG("Skeleton uses old pose format, which is deprecated (and loads slower). Consider re-importing or re-saving the scene." +
  96. (is_inside_tree() ? vformat(" Path: \"%s\"", get_path()) : String()));
  97. if (what == "pose") {
  98. // Old Skeleton poses were relative to rest, new ones are absolute, so we need to recompute the pose.
  99. // Skeleton3D nodes were always written with rest before pose, so this *SHOULD* work...
  100. Transform3D rest = get_bone_rest(which);
  101. Transform3D pose = rest * (Transform3D)p_value;
  102. set_bone_pose_position(which, pose.origin);
  103. set_bone_pose_rotation(which, pose.basis.get_rotation_quaternion());
  104. set_bone_pose_scale(which, pose.basis.get_scale());
  105. } else { // bound_children
  106. // This handles the case where the pose was set to the rest position; the pose property would == Transform() and would not be saved to the scene by default.
  107. // However, the bound_children property was always saved regardless of value, and it was always saved after both pose and rest.
  108. // We don't do anything else with bound_children, as it's not present on Skeleton3D.
  109. Vector3 pos = get_bone_pose_position(which);
  110. Quaternion rot = get_bone_pose_rotation(which);
  111. Vector3 scale = get_bone_pose_scale(which);
  112. Transform3D rest = get_bone_rest(which);
  113. if (rest != Transform3D() && pos == Vector3() && rot == Quaternion() && scale == Vector3(1, 1, 1)) {
  114. set_bone_pose_position(which, rest.origin);
  115. set_bone_pose_rotation(which, rest.basis.get_rotation_quaternion());
  116. set_bone_pose_scale(which, rest.basis.get_scale());
  117. }
  118. }
  119. #endif
  120. } else {
  121. return false;
  122. }
  123. return true;
  124. }
  125. bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
  126. #ifndef DISABLE_DEPRECATED
  127. if (p_path == SNAME("animate_physical_bones")) {
  128. r_ret = get_animate_physical_bones();
  129. return true;
  130. }
  131. #endif
  132. String path = p_path;
  133. if (!path.begins_with("bones/")) {
  134. return false;
  135. }
  136. uint32_t which = path.get_slicec('/', 1).to_int();
  137. String what = path.get_slicec('/', 2);
  138. ERR_FAIL_UNSIGNED_INDEX_V(which, bones.size(), false);
  139. if (what == "name") {
  140. r_ret = get_bone_name(which);
  141. } else if (what == "parent") {
  142. r_ret = get_bone_parent(which);
  143. } else if (what == "rest") {
  144. r_ret = get_bone_rest(which);
  145. } else if (what == "enabled") {
  146. r_ret = is_bone_enabled(which);
  147. } else if (what == "position") {
  148. r_ret = get_bone_pose_position(which);
  149. } else if (what == "rotation") {
  150. r_ret = get_bone_pose_rotation(which);
  151. } else if (what == "scale") {
  152. r_ret = get_bone_pose_scale(which);
  153. } else if (what == "bone_meta") {
  154. r_ret = get_bone_meta(which, path.get_slicec('/', 3));
  155. } else {
  156. return false;
  157. }
  158. return true;
  159. }
  160. void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
  161. for (uint32_t i = 0; i < bones.size(); i++) {
  162. const String prep = vformat("%s/%d/", "bones", i);
  163. p_list->push_back(PropertyInfo(Variant::STRING, prep + "name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  164. p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1", PROPERTY_USAGE_NO_EDITOR));
  165. p_list->push_back(PropertyInfo(Variant::TRANSFORM3D, prep + "rest", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  166. p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  167. p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + "position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  168. p_list->push_back(PropertyInfo(Variant::QUATERNION, prep + "rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  169. p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + "scale", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  170. for (const KeyValue<StringName, Variant> &K : bones[i].metadata) {
  171. PropertyInfo pi = PropertyInfo(bones[i].metadata[K.key].get_type(), prep + "bone_meta/" + K.key, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR);
  172. p_list->push_back(pi);
  173. }
  174. }
  175. for (PropertyInfo &E : *p_list) {
  176. _validate_property(E);
  177. }
  178. }
  179. void Skeleton3D::_validate_property(PropertyInfo &p_property) const {
  180. PackedStringArray split = p_property.name.split("/");
  181. if (split.size() == 3 && split[0] == "bones") {
  182. if (split[2] == "rest") {
  183. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  184. }
  185. if (is_show_rest_only()) {
  186. if (split[2] == "enabled") {
  187. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  188. }
  189. if (split[2] == "position") {
  190. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  191. }
  192. if (split[2] == "rotation") {
  193. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  194. }
  195. if (split[2] == "scale") {
  196. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  197. }
  198. } else if (!is_bone_enabled(split[1].to_int())) {
  199. if (split[2] == "position") {
  200. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  201. }
  202. if (split[2] == "rotation") {
  203. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  204. }
  205. if (split[2] == "scale") {
  206. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  207. }
  208. }
  209. }
  210. }
  211. void Skeleton3D::_update_process_order() const {
  212. if (!process_order_dirty) {
  213. return;
  214. }
  215. Bone *bonesptr = bones.ptr();
  216. int len = bones.size();
  217. parentless_bones.clear();
  218. for (int i = 0; i < len; i++) {
  219. bonesptr[i].child_bones.clear();
  220. }
  221. for (int i = 0; i < len; i++) {
  222. if (bonesptr[i].parent >= len) {
  223. // Validate this just in case.
  224. ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
  225. bonesptr[i].parent = -1;
  226. }
  227. if (bonesptr[i].parent != -1) {
  228. int parent_bone_idx = bonesptr[i].parent;
  229. // Check to see if this node is already added to the parent.
  230. if (!bonesptr[parent_bone_idx].child_bones.has(i)) {
  231. // Add the child node.
  232. bonesptr[parent_bone_idx].child_bones.push_back(i);
  233. } else {
  234. ERR_PRINT("Skeleton3D parenthood graph is cyclic");
  235. }
  236. } else {
  237. parentless_bones.push_back(i);
  238. }
  239. }
  240. concatenated_bone_names = StringName();
  241. _update_bones_nested_set();
  242. process_order_dirty = false;
  243. const_cast<Skeleton3D *>(this)->emit_signal("bone_list_changed");
  244. }
  245. void Skeleton3D::_update_bone_names() const {
  246. String names;
  247. for (uint32_t i = 0; i < bones.size(); i++) {
  248. if (i > 0) {
  249. names += ",";
  250. }
  251. names += bones[i].name;
  252. }
  253. concatenated_bone_names = StringName(names);
  254. }
  255. StringName Skeleton3D::get_concatenated_bone_names() const {
  256. if (concatenated_bone_names == StringName()) {
  257. _update_bone_names();
  258. }
  259. return concatenated_bone_names;
  260. }
  261. #ifndef DISABLE_DEPRECATED
  262. void Skeleton3D::setup_simulator() {
  263. if (simulator && simulator->get_parent() == this) {
  264. remove_child(simulator);
  265. simulator->queue_free();
  266. }
  267. PhysicalBoneSimulator3D *sim = memnew(PhysicalBoneSimulator3D);
  268. simulator = sim;
  269. sim->is_compat = true;
  270. sim->set_active(false); // Don't run unneeded process.
  271. add_child(simulator, false, INTERNAL_MODE_BACK);
  272. set_animate_physical_bones(animate_physical_bones);
  273. }
  274. #endif // _DISABLE_DEPRECATED
  275. void Skeleton3D::_notification(int p_what) {
  276. switch (p_what) {
  277. case NOTIFICATION_ENTER_TREE: {
  278. _process_changed();
  279. _make_dirty();
  280. _make_modifiers_dirty();
  281. force_update_all_dirty_bones();
  282. #ifndef DISABLE_DEPRECATED
  283. setup_simulator();
  284. #endif // _DISABLE_DEPRECATED
  285. update_flags = UPDATE_FLAG_POSE;
  286. _notification(NOTIFICATION_UPDATE_SKELETON);
  287. } break;
  288. #ifdef TOOLS_ENABLED
  289. case NOTIFICATION_EDITOR_PRE_SAVE: {
  290. saving = true;
  291. } break;
  292. case NOTIFICATION_EDITOR_POST_SAVE: {
  293. saving = false;
  294. } break;
  295. #endif // TOOLS_ENABLED
  296. case NOTIFICATION_UPDATE_SKELETON: {
  297. // Update bone transforms to apply unprocessed poses.
  298. force_update_all_dirty_bones();
  299. updating = true;
  300. Bone *bonesptr = bones.ptr();
  301. int len = bones.size();
  302. thread_local LocalVector<bool> bone_global_pose_dirty_backup;
  303. // Process modifiers.
  304. thread_local LocalVector<BonePoseBackup> bones_backup;
  305. _find_modifiers();
  306. if (!modifiers.is_empty()) {
  307. bones_backup.resize(bones.size());
  308. // Store unmodified bone poses.
  309. for (uint32_t i = 0; i < bones.size(); i++) {
  310. bones_backup[i].save(bonesptr[i]);
  311. }
  312. // Store dirty flags for global bone poses.
  313. bone_global_pose_dirty_backup = bone_global_pose_dirty;
  314. _process_modifiers();
  315. }
  316. // Abort if pose is not changed.
  317. if (!(update_flags & UPDATE_FLAG_POSE)) {
  318. updating = false;
  319. update_flags = UPDATE_FLAG_NONE;
  320. return;
  321. }
  322. emit_signal(SceneStringName(skeleton_updated));
  323. // Update skins.
  324. RenderingServer *rs = RenderingServer::get_singleton();
  325. for (SkinReference *E : skin_bindings) {
  326. const Skin *skin = E->skin.operator->();
  327. RID skeleton = E->skeleton;
  328. uint32_t bind_count = skin->get_bind_count();
  329. if (E->bind_count != bind_count) {
  330. RS::get_singleton()->skeleton_allocate_data(skeleton, bind_count);
  331. E->bind_count = bind_count;
  332. E->skin_bone_indices.resize(bind_count);
  333. E->skin_bone_indices_ptrs = E->skin_bone_indices.ptrw();
  334. }
  335. if (E->skeleton_version != version) {
  336. for (uint32_t i = 0; i < bind_count; i++) {
  337. StringName bind_name = skin->get_bind_name(i);
  338. if (bind_name != StringName()) {
  339. // Bind name used, use this.
  340. bool found = false;
  341. for (int j = 0; j < len; j++) {
  342. if (bonesptr[j].name == bind_name) {
  343. E->skin_bone_indices_ptrs[i] = j;
  344. found = true;
  345. break;
  346. }
  347. }
  348. if (!found) {
  349. ERR_PRINT("Skin bind #" + itos(i) + " contains named bind '" + String(bind_name) + "' but Skeleton3D has no bone by that name.");
  350. E->skin_bone_indices_ptrs[i] = 0;
  351. }
  352. } else if (skin->get_bind_bone(i) >= 0) {
  353. int bind_index = skin->get_bind_bone(i);
  354. if (bind_index >= len) {
  355. ERR_PRINT("Skin bind #" + itos(i) + " contains bone index bind: " + itos(bind_index) + " , which is greater than the skeleton bone count: " + itos(len) + ".");
  356. E->skin_bone_indices_ptrs[i] = 0;
  357. } else {
  358. E->skin_bone_indices_ptrs[i] = bind_index;
  359. }
  360. } else {
  361. ERR_PRINT("Skin bind #" + itos(i) + " does not contain a name nor a bone index.");
  362. E->skin_bone_indices_ptrs[i] = 0;
  363. }
  364. }
  365. E->skeleton_version = version;
  366. }
  367. for (uint32_t i = 0; i < bind_count; i++) {
  368. uint32_t bone_index = E->skin_bone_indices_ptrs[i];
  369. ERR_CONTINUE(bone_index >= (uint32_t)len);
  370. rs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].global_pose * skin->get_bind_pose(i));
  371. }
  372. }
  373. if (!modifiers.is_empty()) {
  374. // Restore unmodified bone poses.
  375. for (uint32_t i = 0; i < bones.size(); i++) {
  376. bones_backup[i].restore(bones[i]);
  377. }
  378. // Restore dirty flags for global bone poses.
  379. bone_global_pose_dirty = bone_global_pose_dirty_backup;
  380. }
  381. updating = false;
  382. update_flags = UPDATE_FLAG_NONE;
  383. } break;
  384. case NOTIFICATION_INTERNAL_PROCESS:
  385. case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
  386. _find_modifiers();
  387. if (!modifiers.is_empty()) {
  388. _update_deferred(UPDATE_FLAG_MODIFIER);
  389. }
  390. } break;
  391. }
  392. }
  393. void Skeleton3D::set_modifier_callback_mode_process(Skeleton3D::ModifierCallbackModeProcess p_mode) {
  394. if (modifier_callback_mode_process == p_mode) {
  395. return;
  396. }
  397. modifier_callback_mode_process = p_mode;
  398. _process_changed();
  399. }
  400. Skeleton3D::ModifierCallbackModeProcess Skeleton3D::get_modifier_callback_mode_process() const {
  401. return modifier_callback_mode_process;
  402. }
  403. void Skeleton3D::_process_changed() {
  404. if (modifier_callback_mode_process == MODIFIER_CALLBACK_MODE_PROCESS_IDLE) {
  405. set_process_internal(true);
  406. set_physics_process_internal(false);
  407. } else if (modifier_callback_mode_process == MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS) {
  408. set_process_internal(false);
  409. set_physics_process_internal(true);
  410. }
  411. }
  412. void Skeleton3D::_make_modifiers_dirty() {
  413. modifiers_dirty = true;
  414. _update_deferred(UPDATE_FLAG_MODIFIER);
  415. }
  416. void Skeleton3D::_update_bones_nested_set() const {
  417. nested_set_offset_to_bone_index.resize(bones.size());
  418. bone_global_pose_dirty.resize(bones.size());
  419. _make_bone_global_poses_dirty();
  420. int offset = 0;
  421. for (int bone : parentless_bones) {
  422. offset += _update_bone_nested_set(bone, offset);
  423. }
  424. }
  425. int Skeleton3D::_update_bone_nested_set(int p_bone, int p_offset) const {
  426. Bone &bone = bones[p_bone];
  427. int offset = p_offset + 1;
  428. int span = 1;
  429. for (int child_bone : bone.child_bones) {
  430. int subspan = _update_bone_nested_set(child_bone, offset);
  431. offset += subspan;
  432. span += subspan;
  433. }
  434. nested_set_offset_to_bone_index[p_offset] = p_bone;
  435. bone.nested_set_offset = p_offset;
  436. bone.nested_set_span = span;
  437. return span;
  438. }
  439. void Skeleton3D::_make_bone_global_poses_dirty() const {
  440. for (uint32_t i = 0; i < bone_global_pose_dirty.size(); i++) {
  441. bone_global_pose_dirty[i] = true;
  442. }
  443. }
  444. void Skeleton3D::_make_bone_global_pose_subtree_dirty(int p_bone) const {
  445. if (process_order_dirty) {
  446. return;
  447. }
  448. const Bone &bone = bones[p_bone];
  449. int span_offset = bone.nested_set_offset;
  450. // No need to make subtree dirty when bone is already dirty.
  451. if (bone_global_pose_dirty[span_offset]) {
  452. return;
  453. }
  454. // Make global poses of subtree dirty.
  455. int span_end = span_offset + bone.nested_set_span;
  456. for (int i = span_offset; i < span_end; i++) {
  457. bone_global_pose_dirty[i] = true;
  458. }
  459. }
  460. void Skeleton3D::_update_bone_global_pose(int p_bone) const {
  461. const int bone_size = bones.size();
  462. ERR_FAIL_INDEX(p_bone, bone_size);
  463. _update_process_order();
  464. // Global pose is already calculated.
  465. int nested_set_offset = bones[p_bone].nested_set_offset;
  466. if (!bone_global_pose_dirty[nested_set_offset]) {
  467. return;
  468. }
  469. thread_local LocalVector<int> bone_list;
  470. bone_list.clear();
  471. Transform3D global_pose;
  472. // Create list of parent bones for which the global pose needs to be recalculated.
  473. for (int bone = p_bone; bone >= 0; bone = bones[bone].parent) {
  474. int offset = bones[bone].nested_set_offset;
  475. // Stop searching when global pose is not dirty.
  476. if (!bone_global_pose_dirty[offset]) {
  477. global_pose = bones[bone].global_pose;
  478. break;
  479. }
  480. bone_list.push_back(bone);
  481. }
  482. // Calculate global poses for all parent bones and the current bone.
  483. for (int i = bone_list.size() - 1; i >= 0; i--) {
  484. int bone_idx = bone_list[i];
  485. Bone &bone = bones[bone_idx];
  486. bool bone_enabled = bone.enabled && !show_rest_only;
  487. Transform3D bone_pose = bone_enabled ? get_bone_pose(bone_idx) : get_bone_rest(bone_idx);
  488. global_pose *= bone_pose;
  489. #ifndef DISABLE_DEPRECATED
  490. if (bone.global_pose_override_amount >= CMP_EPSILON) {
  491. global_pose = global_pose.interpolate_with(bone.global_pose_override, bone.global_pose_override_amount);
  492. }
  493. #endif // _DISABLE_DEPRECATED
  494. bone.global_pose = global_pose;
  495. bone_global_pose_dirty[bone.nested_set_offset] = false;
  496. }
  497. }
  498. Transform3D Skeleton3D::get_bone_global_pose(int p_bone) const {
  499. const int bone_size = bones.size();
  500. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  501. _update_bone_global_pose(p_bone);
  502. return bones[p_bone].global_pose;
  503. }
  504. void Skeleton3D::set_bone_global_pose(int p_bone, const Transform3D &p_pose) {
  505. const int bone_size = bones.size();
  506. ERR_FAIL_INDEX(p_bone, bone_size);
  507. Transform3D pt;
  508. if (bones[p_bone].parent >= 0) {
  509. pt = get_bone_global_pose(bones[p_bone].parent);
  510. }
  511. Transform3D t = pt.affine_inverse() * p_pose;
  512. set_bone_pose(p_bone, t);
  513. }
  514. void Skeleton3D::set_motion_scale(float p_motion_scale) {
  515. if (p_motion_scale <= 0) {
  516. motion_scale = 1;
  517. ERR_FAIL_MSG("Motion scale must be larger than 0.");
  518. }
  519. motion_scale = p_motion_scale;
  520. }
  521. float Skeleton3D::get_motion_scale() const {
  522. ERR_FAIL_COND_V(motion_scale <= 0, 1);
  523. return motion_scale;
  524. }
  525. // Skeleton creation api
  526. uint64_t Skeleton3D::get_version() const {
  527. return version;
  528. }
  529. int Skeleton3D::add_bone(const String &p_name) {
  530. ERR_FAIL_COND_V_MSG(p_name.is_empty() || p_name.contains_char(':') || p_name.contains_char('/'), -1, vformat("Bone name cannot be empty or contain ':' or '/'.", p_name));
  531. ERR_FAIL_COND_V_MSG(name_to_bone_index.has(p_name), -1, vformat("Skeleton3D \"%s\" already has a bone with name \"%s\".", to_string(), p_name));
  532. Bone b;
  533. b.name = p_name;
  534. bones.push_back(b);
  535. int new_idx = bones.size() - 1;
  536. name_to_bone_index.insert(p_name, new_idx);
  537. process_order_dirty = true;
  538. version++;
  539. rest_dirty = true;
  540. _make_dirty();
  541. update_gizmos();
  542. return new_idx;
  543. }
  544. int Skeleton3D::find_bone(const String &p_name) const {
  545. const int *bone_index_ptr = name_to_bone_index.getptr(p_name);
  546. return bone_index_ptr != nullptr ? *bone_index_ptr : -1;
  547. }
  548. String Skeleton3D::get_bone_name(int p_bone) const {
  549. const int bone_size = bones.size();
  550. ERR_FAIL_INDEX_V(p_bone, bone_size, "");
  551. return bones[p_bone].name;
  552. }
  553. void Skeleton3D::set_bone_name(int p_bone, const String &p_name) {
  554. const int bone_size = bones.size();
  555. ERR_FAIL_INDEX(p_bone, bone_size);
  556. const int *bone_index_ptr = name_to_bone_index.getptr(p_name);
  557. if (bone_index_ptr != nullptr) {
  558. ERR_FAIL_COND_MSG(*bone_index_ptr != p_bone, "Skeleton3D: '" + get_name() + "', bone name: '" + p_name + "' already exists.");
  559. return; // No need to rename, the bone already has the given name.
  560. }
  561. name_to_bone_index.erase(bones[p_bone].name);
  562. bones[p_bone].name = p_name;
  563. name_to_bone_index.insert(p_name, p_bone);
  564. version++;
  565. }
  566. Variant Skeleton3D::get_bone_meta(int p_bone, const StringName &p_key) const {
  567. const int bone_size = bones.size();
  568. ERR_FAIL_INDEX_V(p_bone, bone_size, Variant());
  569. if (!bones[p_bone].metadata.has(p_key)) {
  570. return Variant();
  571. }
  572. return bones[p_bone].metadata[p_key];
  573. }
  574. TypedArray<StringName> Skeleton3D::_get_bone_meta_list_bind(int p_bone) const {
  575. const int bone_size = bones.size();
  576. ERR_FAIL_INDEX_V(p_bone, bone_size, TypedArray<StringName>());
  577. TypedArray<StringName> _metaret;
  578. for (const KeyValue<StringName, Variant> &K : bones[p_bone].metadata) {
  579. _metaret.push_back(K.key);
  580. }
  581. return _metaret;
  582. }
  583. void Skeleton3D::get_bone_meta_list(int p_bone, List<StringName> *p_list) const {
  584. const int bone_size = bones.size();
  585. ERR_FAIL_INDEX(p_bone, bone_size);
  586. for (const KeyValue<StringName, Variant> &K : bones[p_bone].metadata) {
  587. p_list->push_back(K.key);
  588. }
  589. }
  590. bool Skeleton3D::has_bone_meta(int p_bone, const StringName &p_key) const {
  591. const int bone_size = bones.size();
  592. ERR_FAIL_INDEX_V(p_bone, bone_size, false);
  593. return bones[p_bone].metadata.has(p_key);
  594. }
  595. void Skeleton3D::set_bone_meta(int p_bone, const StringName &p_key, const Variant &p_value) {
  596. const int bone_size = bones.size();
  597. ERR_FAIL_INDEX(p_bone, bone_size);
  598. if (p_value.get_type() == Variant::NIL) {
  599. if (bones[p_bone].metadata.has(p_key)) {
  600. bones[p_bone].metadata.erase(p_key);
  601. }
  602. return;
  603. }
  604. bones[p_bone].metadata.insert(p_key, p_value, false);
  605. }
  606. bool Skeleton3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
  607. int parent_of_bone = get_bone_parent(p_bone);
  608. if (-1 == parent_of_bone) {
  609. return false;
  610. }
  611. if (parent_of_bone == p_parent_bone_id) {
  612. return true;
  613. }
  614. return is_bone_parent_of(parent_of_bone, p_parent_bone_id);
  615. }
  616. int Skeleton3D::get_bone_count() const {
  617. return bones.size();
  618. }
  619. void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
  620. const int bone_size = bones.size();
  621. ERR_FAIL_INDEX(p_bone, bone_size);
  622. ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
  623. ERR_FAIL_COND(p_bone == p_parent);
  624. bones[p_bone].parent = p_parent;
  625. process_order_dirty = true;
  626. rest_dirty = true;
  627. _make_dirty();
  628. }
  629. void Skeleton3D::unparent_bone_and_rest(int p_bone) {
  630. const int bone_size = bones.size();
  631. ERR_FAIL_INDEX(p_bone, bone_size);
  632. _update_process_order();
  633. int parent = bones[p_bone].parent;
  634. while (parent >= 0) {
  635. bones[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
  636. parent = bones[parent].parent;
  637. }
  638. bones[p_bone].parent = -1;
  639. process_order_dirty = true;
  640. rest_dirty = true;
  641. _make_dirty();
  642. }
  643. int Skeleton3D::get_bone_parent(int p_bone) const {
  644. const int bone_size = bones.size();
  645. ERR_FAIL_INDEX_V(p_bone, bone_size, -1);
  646. if (process_order_dirty) {
  647. _update_process_order();
  648. }
  649. return bones[p_bone].parent;
  650. }
  651. Vector<int> Skeleton3D::get_bone_children(int p_bone) const {
  652. const int bone_size = bones.size();
  653. ERR_FAIL_INDEX_V(p_bone, bone_size, Vector<int>());
  654. if (process_order_dirty) {
  655. _update_process_order();
  656. }
  657. return bones[p_bone].child_bones;
  658. }
  659. Vector<int> Skeleton3D::get_parentless_bones() const {
  660. if (process_order_dirty) {
  661. _update_process_order();
  662. }
  663. return parentless_bones;
  664. }
  665. void Skeleton3D::set_bone_rest(int p_bone, const Transform3D &p_rest) {
  666. const int bone_size = bones.size();
  667. ERR_FAIL_INDEX(p_bone, bone_size);
  668. bones[p_bone].rest = p_rest;
  669. rest_dirty = true;
  670. _make_dirty();
  671. _make_bone_global_pose_subtree_dirty(p_bone);
  672. }
  673. Transform3D Skeleton3D::get_bone_rest(int p_bone) const {
  674. const int bone_size = bones.size();
  675. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  676. return bones[p_bone].rest;
  677. }
  678. Transform3D Skeleton3D::get_bone_global_rest(int p_bone) const {
  679. const int bone_size = bones.size();
  680. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  681. if (rest_dirty) {
  682. _force_update_all_bone_transforms();
  683. }
  684. return bones[p_bone].global_rest;
  685. }
  686. void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
  687. const int bone_size = bones.size();
  688. ERR_FAIL_INDEX(p_bone, bone_size);
  689. bones[p_bone].enabled = p_enabled;
  690. emit_signal(SceneStringName(bone_enabled_changed), p_bone);
  691. _make_dirty();
  692. _make_bone_global_pose_subtree_dirty(p_bone);
  693. }
  694. bool Skeleton3D::is_bone_enabled(int p_bone) const {
  695. const int bone_size = bones.size();
  696. ERR_FAIL_INDEX_V(p_bone, bone_size, false);
  697. return bones[p_bone].enabled;
  698. }
  699. void Skeleton3D::set_show_rest_only(bool p_enabled) {
  700. show_rest_only = p_enabled;
  701. emit_signal(SceneStringName(show_rest_only_changed));
  702. _make_dirty();
  703. _make_bone_global_poses_dirty();
  704. }
  705. bool Skeleton3D::is_show_rest_only() const {
  706. return show_rest_only;
  707. }
  708. void Skeleton3D::clear_bones() {
  709. bones.clear();
  710. name_to_bone_index.clear();
  711. process_order_dirty = true;
  712. version++;
  713. _make_dirty();
  714. }
  715. // Posing api
  716. void Skeleton3D::set_bone_pose(int p_bone, const Transform3D &p_pose) {
  717. const int bone_size = bones.size();
  718. ERR_FAIL_INDEX(p_bone, bone_size);
  719. bones[p_bone].pose_position = p_pose.origin;
  720. bones[p_bone].pose_rotation = p_pose.basis.get_rotation_quaternion();
  721. bones[p_bone].pose_scale = p_pose.basis.get_scale();
  722. bones[p_bone].pose_cache_dirty = true;
  723. if (is_inside_tree()) {
  724. _make_dirty();
  725. _make_bone_global_pose_subtree_dirty(p_bone);
  726. }
  727. }
  728. void Skeleton3D::set_bone_pose_position(int p_bone, const Vector3 &p_position) {
  729. const int bone_size = bones.size();
  730. ERR_FAIL_INDEX(p_bone, bone_size);
  731. bones[p_bone].pose_position = p_position;
  732. bones[p_bone].pose_cache_dirty = true;
  733. if (is_inside_tree()) {
  734. _make_dirty();
  735. _make_bone_global_pose_subtree_dirty(p_bone);
  736. }
  737. }
  738. void Skeleton3D::set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation) {
  739. const int bone_size = bones.size();
  740. ERR_FAIL_INDEX(p_bone, bone_size);
  741. bones[p_bone].pose_rotation = p_rotation;
  742. bones[p_bone].pose_cache_dirty = true;
  743. if (is_inside_tree()) {
  744. _make_dirty();
  745. _make_bone_global_pose_subtree_dirty(p_bone);
  746. }
  747. }
  748. void Skeleton3D::set_bone_pose_scale(int p_bone, const Vector3 &p_scale) {
  749. const int bone_size = bones.size();
  750. ERR_FAIL_INDEX(p_bone, bone_size);
  751. bones[p_bone].pose_scale = p_scale;
  752. bones[p_bone].pose_cache_dirty = true;
  753. if (is_inside_tree()) {
  754. _make_dirty();
  755. _make_bone_global_pose_subtree_dirty(p_bone);
  756. }
  757. }
  758. Vector3 Skeleton3D::get_bone_pose_position(int p_bone) const {
  759. const int bone_size = bones.size();
  760. ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3());
  761. return bones[p_bone].pose_position;
  762. }
  763. Quaternion Skeleton3D::get_bone_pose_rotation(int p_bone) const {
  764. const int bone_size = bones.size();
  765. ERR_FAIL_INDEX_V(p_bone, bone_size, Quaternion());
  766. return bones[p_bone].pose_rotation;
  767. }
  768. Vector3 Skeleton3D::get_bone_pose_scale(int p_bone) const {
  769. const int bone_size = bones.size();
  770. ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3());
  771. return bones[p_bone].pose_scale;
  772. }
  773. void Skeleton3D::reset_bone_pose(int p_bone) {
  774. const int bone_size = bones.size();
  775. ERR_FAIL_INDEX(p_bone, bone_size);
  776. set_bone_pose_position(p_bone, bones[p_bone].rest.origin);
  777. set_bone_pose_rotation(p_bone, bones[p_bone].rest.basis.get_rotation_quaternion());
  778. set_bone_pose_scale(p_bone, bones[p_bone].rest.basis.get_scale());
  779. }
  780. void Skeleton3D::reset_bone_poses() {
  781. for (uint32_t i = 0; i < bones.size(); i++) {
  782. reset_bone_pose(i);
  783. }
  784. }
  785. Transform3D Skeleton3D::get_bone_pose(int p_bone) const {
  786. const int bone_size = bones.size();
  787. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  788. bones[p_bone].update_pose_cache();
  789. return bones[p_bone].pose_cache;
  790. }
  791. void Skeleton3D::_make_dirty() {
  792. if (dirty) {
  793. return;
  794. }
  795. dirty = true;
  796. _update_deferred();
  797. }
  798. void Skeleton3D::_update_deferred(UpdateFlag p_update_flag) {
  799. if (is_inside_tree()) {
  800. #ifdef TOOLS_ENABLED
  801. if (saving) {
  802. update_flags |= p_update_flag;
  803. _notification(NOTIFICATION_UPDATE_SKELETON);
  804. return;
  805. }
  806. #endif //TOOLS_ENABLED
  807. if (update_flags == UPDATE_FLAG_NONE && !updating) {
  808. notify_deferred_thread_group(NOTIFICATION_UPDATE_SKELETON); // It must never be called more than once in a single frame.
  809. }
  810. update_flags |= p_update_flag;
  811. }
  812. }
  813. void Skeleton3D::localize_rests() {
  814. Vector<int> bones_to_process = get_parentless_bones();
  815. while (bones_to_process.size() > 0) {
  816. int current_bone_idx = bones_to_process[0];
  817. bones_to_process.erase(current_bone_idx);
  818. if (bones[current_bone_idx].parent >= 0) {
  819. set_bone_rest(current_bone_idx, bones[bones[current_bone_idx].parent].rest.affine_inverse() * bones[current_bone_idx].rest);
  820. }
  821. // Add the bone's children to the list of bones to be processed.
  822. int child_bone_size = bones[current_bone_idx].child_bones.size();
  823. for (int i = 0; i < child_bone_size; i++) {
  824. bones_to_process.push_back(bones[current_bone_idx].child_bones[i]);
  825. }
  826. }
  827. }
  828. void Skeleton3D::_skin_changed() {
  829. _make_dirty();
  830. }
  831. Ref<Skin> Skeleton3D::create_skin_from_rest_transforms() {
  832. Ref<Skin> skin;
  833. skin.instantiate();
  834. skin->set_bind_count(bones.size());
  835. // Pose changed, rebuild cache of inverses.
  836. const Bone *bonesptr = bones.ptr();
  837. uint32_t len = bones.size();
  838. // Calculate global rests and invert them.
  839. LocalVector<int> bones_to_process;
  840. bones_to_process = get_parentless_bones();
  841. while (bones_to_process.size() > 0) {
  842. int current_bone_idx = bones_to_process[0];
  843. const Bone &b = bonesptr[current_bone_idx];
  844. bones_to_process.erase(current_bone_idx);
  845. LocalVector<int> child_bones_vector;
  846. child_bones_vector = get_bone_children(current_bone_idx);
  847. int child_bones_size = child_bones_vector.size();
  848. if (b.parent < 0) {
  849. skin->set_bind_pose(current_bone_idx, b.rest);
  850. }
  851. for (int i = 0; i < child_bones_size; i++) {
  852. int child_bone_idx = child_bones_vector[i];
  853. const Bone &cb = bonesptr[child_bone_idx];
  854. skin->set_bind_pose(child_bone_idx, skin->get_bind_pose(current_bone_idx) * cb.rest);
  855. // Add the bone's children to the list of bones to be processed.
  856. bones_to_process.push_back(child_bones_vector[i]);
  857. }
  858. }
  859. for (uint32_t i = 0; i < len; i++) {
  860. // The inverse is what is actually required.
  861. skin->set_bind_bone(i, i);
  862. skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse());
  863. }
  864. return skin;
  865. }
  866. Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
  867. ERR_FAIL_COND_V(p_skin.is_null(), Ref<SkinReference>());
  868. for (const SkinReference *E : skin_bindings) {
  869. if (E->skin == p_skin) {
  870. return Ref<SkinReference>(E);
  871. }
  872. }
  873. Ref<SkinReference> skin_ref;
  874. skin_ref.instantiate();
  875. skin_ref->skeleton_node = this;
  876. skin_ref->bind_count = 0;
  877. skin_ref->skeleton = RenderingServer::get_singleton()->skeleton_create();
  878. skin_ref->skeleton_node = this;
  879. skin_ref->skin = p_skin;
  880. skin_bindings.insert(skin_ref.operator->());
  881. skin_ref->skin->connect_changed(callable_mp(skin_ref.operator->(), &SkinReference::_skin_changed));
  882. _make_dirty(); // Skin needs to be updated, so update skeleton.
  883. return skin_ref;
  884. }
  885. void Skeleton3D::force_update_deferred() {
  886. _make_dirty();
  887. }
  888. void Skeleton3D::force_update_all_dirty_bones() {
  889. _force_update_all_dirty_bones();
  890. }
  891. void Skeleton3D::_force_update_all_dirty_bones() const {
  892. if (!dirty) {
  893. return;
  894. }
  895. _force_update_all_bone_transforms();
  896. }
  897. void Skeleton3D::force_update_all_bone_transforms() {
  898. _force_update_all_bone_transforms();
  899. }
  900. void Skeleton3D::_force_update_all_bone_transforms() const {
  901. _update_process_order();
  902. for (int i = 0; i < parentless_bones.size(); i++) {
  903. _force_update_bone_children_transforms(parentless_bones[i]);
  904. }
  905. if (rest_dirty) {
  906. rest_dirty = false;
  907. const_cast<Skeleton3D *>(this)->emit_signal(SNAME("rest_updated"));
  908. } else {
  909. rest_dirty = false;
  910. }
  911. dirty = false;
  912. if (updating) {
  913. return;
  914. }
  915. const_cast<Skeleton3D *>(this)->emit_signal(SceneStringName(pose_updated));
  916. }
  917. void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
  918. _force_update_bone_children_transforms(p_bone_idx);
  919. }
  920. void Skeleton3D::_force_update_bone_children_transforms(int p_bone_idx) const {
  921. const int bone_size = bones.size();
  922. ERR_FAIL_INDEX(p_bone_idx, bone_size);
  923. Bone *bonesptr = bones.ptr();
  924. // Loop through nested set.
  925. for (int offset = 0; offset < bone_size; offset++) {
  926. if (!bone_global_pose_dirty[offset]) {
  927. continue;
  928. }
  929. int current_bone_idx = nested_set_offset_to_bone_index[offset];
  930. Bone &b = bonesptr[current_bone_idx];
  931. bool bone_enabled = b.enabled && !show_rest_only;
  932. if (bone_enabled) {
  933. b.update_pose_cache();
  934. Transform3D pose = b.pose_cache;
  935. if (b.parent >= 0) {
  936. b.global_pose = bonesptr[b.parent].global_pose * pose;
  937. } else {
  938. b.global_pose = pose;
  939. }
  940. } else {
  941. if (b.parent >= 0) {
  942. b.global_pose = bonesptr[b.parent].global_pose * b.rest;
  943. } else {
  944. b.global_pose = b.rest;
  945. }
  946. }
  947. if (rest_dirty) {
  948. b.global_rest = b.parent >= 0 ? bonesptr[b.parent].global_rest * b.rest : b.rest;
  949. }
  950. #ifndef DISABLE_DEPRECATED
  951. if (bone_enabled) {
  952. Transform3D pose = b.pose_cache;
  953. if (b.parent >= 0) {
  954. b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * pose;
  955. } else {
  956. b.pose_global_no_override = pose;
  957. }
  958. } else {
  959. if (b.parent >= 0) {
  960. b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * b.rest;
  961. } else {
  962. b.pose_global_no_override = b.rest;
  963. }
  964. }
  965. if (b.global_pose_override_amount >= CMP_EPSILON) {
  966. b.global_pose = b.global_pose.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
  967. }
  968. if (b.global_pose_override_reset) {
  969. b.global_pose_override_amount = 0.0;
  970. }
  971. #endif // _DISABLE_DEPRECATED
  972. bone_global_pose_dirty[offset] = false;
  973. }
  974. }
  975. void Skeleton3D::_find_modifiers() {
  976. if (!modifiers_dirty) {
  977. return;
  978. }
  979. modifiers.clear();
  980. for (int i = 0; i < get_child_count(); i++) {
  981. SkeletonModifier3D *c = Object::cast_to<SkeletonModifier3D>(get_child(i));
  982. if (c) {
  983. modifiers.push_back(c->get_instance_id());
  984. }
  985. }
  986. modifiers_dirty = false;
  987. }
  988. void Skeleton3D::_process_modifiers() {
  989. for (const ObjectID &oid : modifiers) {
  990. Object *t_obj = ObjectDB::get_instance(oid);
  991. if (!t_obj) {
  992. continue;
  993. }
  994. SkeletonModifier3D *mod = cast_to<SkeletonModifier3D>(t_obj);
  995. if (!mod) {
  996. continue;
  997. }
  998. #ifdef TOOLS_ENABLED
  999. if (saving && !mod->is_processed_on_saving()) {
  1000. continue;
  1001. }
  1002. #endif //TOOLS_ENABLED
  1003. real_t influence = mod->get_influence();
  1004. if (influence < 1.0) {
  1005. LocalVector<Transform3D> old_poses;
  1006. for (int i = 0; i < get_bone_count(); i++) {
  1007. old_poses.push_back(get_bone_pose(i));
  1008. }
  1009. mod->process_modification();
  1010. LocalVector<Transform3D> new_poses;
  1011. for (int i = 0; i < get_bone_count(); i++) {
  1012. new_poses.push_back(get_bone_pose(i));
  1013. }
  1014. for (int i = 0; i < get_bone_count(); i++) {
  1015. if (old_poses[i] == new_poses[i]) {
  1016. continue; // Avoid unneeded calculation.
  1017. }
  1018. set_bone_pose(i, old_poses[i].interpolate_with(new_poses[i], influence));
  1019. }
  1020. } else {
  1021. mod->process_modification();
  1022. }
  1023. force_update_all_dirty_bones();
  1024. }
  1025. }
  1026. void Skeleton3D::add_child_notify(Node *p_child) {
  1027. if (Object::cast_to<SkeletonModifier3D>(p_child)) {
  1028. _make_modifiers_dirty();
  1029. }
  1030. }
  1031. void Skeleton3D::move_child_notify(Node *p_child) {
  1032. if (Object::cast_to<SkeletonModifier3D>(p_child)) {
  1033. _make_modifiers_dirty();
  1034. }
  1035. }
  1036. void Skeleton3D::remove_child_notify(Node *p_child) {
  1037. if (Object::cast_to<SkeletonModifier3D>(p_child)) {
  1038. _make_modifiers_dirty();
  1039. }
  1040. }
  1041. void Skeleton3D::_bind_methods() {
  1042. ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton3D::add_bone);
  1043. ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton3D::find_bone);
  1044. ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton3D::get_bone_name);
  1045. ClassDB::bind_method(D_METHOD("set_bone_name", "bone_idx", "name"), &Skeleton3D::set_bone_name);
  1046. ClassDB::bind_method(D_METHOD("get_bone_meta", "bone_idx", "key"), &Skeleton3D::get_bone_meta);
  1047. ClassDB::bind_method(D_METHOD("get_bone_meta_list", "bone_idx"), &Skeleton3D::_get_bone_meta_list_bind);
  1048. ClassDB::bind_method(D_METHOD("has_bone_meta", "bone_idx", "key"), &Skeleton3D::has_bone_meta);
  1049. ClassDB::bind_method(D_METHOD("set_bone_meta", "bone_idx", "key", "value"), &Skeleton3D::set_bone_meta);
  1050. ClassDB::bind_method(D_METHOD("get_concatenated_bone_names"), &Skeleton3D::get_concatenated_bone_names);
  1051. ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton3D::get_bone_parent);
  1052. ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton3D::set_bone_parent);
  1053. ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton3D::get_bone_count);
  1054. ClassDB::bind_method(D_METHOD("get_version"), &Skeleton3D::get_version);
  1055. ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton3D::unparent_bone_and_rest);
  1056. ClassDB::bind_method(D_METHOD("get_bone_children", "bone_idx"), &Skeleton3D::get_bone_children);
  1057. ClassDB::bind_method(D_METHOD("get_parentless_bones"), &Skeleton3D::get_parentless_bones);
  1058. ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton3D::get_bone_rest);
  1059. ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton3D::set_bone_rest);
  1060. ClassDB::bind_method(D_METHOD("get_bone_global_rest", "bone_idx"), &Skeleton3D::get_bone_global_rest);
  1061. ClassDB::bind_method(D_METHOD("create_skin_from_rest_transforms"), &Skeleton3D::create_skin_from_rest_transforms);
  1062. ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton3D::register_skin);
  1063. ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton3D::localize_rests);
  1064. ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton3D::clear_bones);
  1065. ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton3D::get_bone_pose);
  1066. ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton3D::set_bone_pose);
  1067. ClassDB::bind_method(D_METHOD("set_bone_pose_position", "bone_idx", "position"), &Skeleton3D::set_bone_pose_position);
  1068. ClassDB::bind_method(D_METHOD("set_bone_pose_rotation", "bone_idx", "rotation"), &Skeleton3D::set_bone_pose_rotation);
  1069. ClassDB::bind_method(D_METHOD("set_bone_pose_scale", "bone_idx", "scale"), &Skeleton3D::set_bone_pose_scale);
  1070. ClassDB::bind_method(D_METHOD("get_bone_pose_position", "bone_idx"), &Skeleton3D::get_bone_pose_position);
  1071. ClassDB::bind_method(D_METHOD("get_bone_pose_rotation", "bone_idx"), &Skeleton3D::get_bone_pose_rotation);
  1072. ClassDB::bind_method(D_METHOD("get_bone_pose_scale", "bone_idx"), &Skeleton3D::get_bone_pose_scale);
  1073. ClassDB::bind_method(D_METHOD("reset_bone_pose", "bone_idx"), &Skeleton3D::reset_bone_pose);
  1074. ClassDB::bind_method(D_METHOD("reset_bone_poses"), &Skeleton3D::reset_bone_poses);
  1075. ClassDB::bind_method(D_METHOD("is_bone_enabled", "bone_idx"), &Skeleton3D::is_bone_enabled);
  1076. ClassDB::bind_method(D_METHOD("set_bone_enabled", "bone_idx", "enabled"), &Skeleton3D::set_bone_enabled, DEFVAL(true));
  1077. ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton3D::get_bone_global_pose);
  1078. ClassDB::bind_method(D_METHOD("set_bone_global_pose", "bone_idx", "pose"), &Skeleton3D::set_bone_global_pose);
  1079. ClassDB::bind_method(D_METHOD("force_update_all_bone_transforms"), &Skeleton3D::force_update_all_bone_transforms);
  1080. ClassDB::bind_method(D_METHOD("force_update_bone_child_transform", "bone_idx"), &Skeleton3D::force_update_bone_children_transforms);
  1081. ClassDB::bind_method(D_METHOD("set_motion_scale", "motion_scale"), &Skeleton3D::set_motion_scale);
  1082. ClassDB::bind_method(D_METHOD("get_motion_scale"), &Skeleton3D::get_motion_scale);
  1083. ClassDB::bind_method(D_METHOD("set_show_rest_only", "enabled"), &Skeleton3D::set_show_rest_only);
  1084. ClassDB::bind_method(D_METHOD("is_show_rest_only"), &Skeleton3D::is_show_rest_only);
  1085. ClassDB::bind_method(D_METHOD("set_modifier_callback_mode_process", "mode"), &Skeleton3D::set_modifier_callback_mode_process);
  1086. ClassDB::bind_method(D_METHOD("get_modifier_callback_mode_process"), &Skeleton3D::get_modifier_callback_mode_process);
  1087. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "motion_scale", PROPERTY_HINT_RANGE, "0.001,10,0.001,or_greater"), "set_motion_scale", "get_motion_scale");
  1088. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "show_rest_only"), "set_show_rest_only", "is_show_rest_only");
  1089. ADD_GROUP("Modifier", "modifier_");
  1090. ADD_PROPERTY(PropertyInfo(Variant::INT, "modifier_callback_mode_process", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_modifier_callback_mode_process", "get_modifier_callback_mode_process");
  1091. ADD_SIGNAL(MethodInfo("rest_updated"));
  1092. ADD_SIGNAL(MethodInfo("pose_updated"));
  1093. ADD_SIGNAL(MethodInfo("skeleton_updated"));
  1094. ADD_SIGNAL(MethodInfo("bone_enabled_changed", PropertyInfo(Variant::INT, "bone_idx")));
  1095. ADD_SIGNAL(MethodInfo("bone_list_changed"));
  1096. ADD_SIGNAL(MethodInfo("show_rest_only_changed"));
  1097. BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
  1098. BIND_ENUM_CONSTANT(MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS);
  1099. BIND_ENUM_CONSTANT(MODIFIER_CALLBACK_MODE_PROCESS_IDLE);
  1100. #ifndef DISABLE_DEPRECATED
  1101. ClassDB::bind_method(D_METHOD("clear_bones_global_pose_override"), &Skeleton3D::clear_bones_global_pose_override);
  1102. ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_global_pose_override, DEFVAL(false));
  1103. ClassDB::bind_method(D_METHOD("get_bone_global_pose_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_override);
  1104. ClassDB::bind_method(D_METHOD("get_bone_global_pose_no_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_no_override);
  1105. ClassDB::bind_method(D_METHOD("set_animate_physical_bones", "enabled"), &Skeleton3D::set_animate_physical_bones);
  1106. ClassDB::bind_method(D_METHOD("get_animate_physical_bones"), &Skeleton3D::get_animate_physical_bones);
  1107. ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton3D::physical_bones_stop_simulation);
  1108. ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton3D::physical_bones_start_simulation_on, DEFVAL(Array()));
  1109. ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton3D::physical_bones_add_collision_exception);
  1110. ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception);
  1111. ADD_GROUP("Deprecated", "");
  1112. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones");
  1113. #endif // _DISABLE_DEPRECATED
  1114. }
  1115. #ifndef DISABLE_DEPRECATED
  1116. void Skeleton3D::clear_bones_global_pose_override() {
  1117. for (uint32_t i = 0; i < bones.size(); i += 1) {
  1118. bones[i].global_pose_override_amount = 0;
  1119. bones[i].global_pose_override_reset = true;
  1120. }
  1121. _make_dirty();
  1122. _make_bone_global_poses_dirty();
  1123. }
  1124. void Skeleton3D::set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) {
  1125. const int bone_size = bones.size();
  1126. ERR_FAIL_INDEX(p_bone, bone_size);
  1127. bones[p_bone].global_pose_override_amount = p_amount;
  1128. bones[p_bone].global_pose_override = p_pose;
  1129. bones[p_bone].global_pose_override_reset = !p_persistent;
  1130. _make_dirty();
  1131. _make_bone_global_pose_subtree_dirty(p_bone);
  1132. }
  1133. Transform3D Skeleton3D::get_bone_global_pose_override(int p_bone) const {
  1134. const int bone_size = bones.size();
  1135. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  1136. return bones[p_bone].global_pose_override;
  1137. }
  1138. Transform3D Skeleton3D::get_bone_global_pose_no_override(int p_bone) const {
  1139. const int bone_size = bones.size();
  1140. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  1141. _force_update_all_dirty_bones();
  1142. return bones[p_bone].pose_global_no_override;
  1143. }
  1144. Node *Skeleton3D::get_simulator() {
  1145. return simulator;
  1146. }
  1147. void Skeleton3D::set_animate_physical_bones(bool p_enabled) {
  1148. animate_physical_bones = p_enabled;
  1149. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1150. if (!sim) {
  1151. return;
  1152. }
  1153. sim->set_active(animate_physical_bones || sim->is_simulating_physics());
  1154. }
  1155. bool Skeleton3D::get_animate_physical_bones() const {
  1156. return animate_physical_bones;
  1157. }
  1158. void Skeleton3D::physical_bones_stop_simulation() {
  1159. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1160. if (!sim) {
  1161. return;
  1162. }
  1163. sim->physical_bones_stop_simulation();
  1164. sim->set_active(animate_physical_bones || sim->is_simulating_physics());
  1165. }
  1166. void Skeleton3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) {
  1167. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1168. if (!sim) {
  1169. return;
  1170. }
  1171. sim->set_active(true);
  1172. sim->physical_bones_start_simulation_on(p_bones);
  1173. }
  1174. void Skeleton3D::physical_bones_add_collision_exception(RID p_exception) {
  1175. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1176. if (!sim) {
  1177. return;
  1178. }
  1179. sim->physical_bones_add_collision_exception(p_exception);
  1180. }
  1181. void Skeleton3D::physical_bones_remove_collision_exception(RID p_exception) {
  1182. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1183. if (!sim) {
  1184. return;
  1185. }
  1186. sim->physical_bones_remove_collision_exception(p_exception);
  1187. }
  1188. #endif // _DISABLE_DEPRECATED
  1189. Skeleton3D::Skeleton3D() {
  1190. }
  1191. Skeleton3D::~Skeleton3D() {
  1192. // Some skins may remain bound.
  1193. for (SkinReference *E : skin_bindings) {
  1194. E->skeleton_node = nullptr;
  1195. }
  1196. }