mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
fd25bb50ab
Removes all 3D modification resources. SkeletonIK3D is a node and still supported. Remove deprecated Skeleton3D functionality for 4.0, so we can add it back in 4.x. Remove local_pose_override feature from Skeleton3D and BoneAttachment3D. Expose Skeleton3D::get_version() so IK scripts/extensions can cache bones. Note: This change only affects 3D. SkeletonModification2D will work as before.
244 lines
7.6 KiB
C++
244 lines
7.6 KiB
C++
/**************************************************************************/
|
|
/* 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;
|
|
|
|
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
|