godot/editor/plugins/skeleton_3d_editor_plugin.cpp

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/**************************************************************************/
/* skeleton_3d_editor_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
2018-08-29 20:38:13 +00:00
/* 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_3d_editor_plugin.h"
Fix various warnings: [-Waddress], [-Wpointer-arith], [-Wwrite-strings], [-Wreturn-local-addr] and more Fixes the following GCC 5 warnings: ``` core/os/file_access.cpp:49:19: warning: the address of 'FileAccess::create_func' will always evaluate as 'true' [-Waddress] servers/audio_server.cpp:192:70: warning: comparison with string literal results in unspecified behaviour [-Waddress] drivers/gles2/rasterizer_storage_gles2.cpp:4095:90: warning: NULL used in arithmetic [-Wpointer-arith] modules/gdnative/register_types.cpp:237:3: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings] platform/android/export/export.cpp:207:1: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings] modules/gdscript/gdscript.h:150:67: warning: returning reference to temporary [-Wreturn-local-addr] servers/physics_2d/collision_object_2d_sw.h:119:56: warning: returning reference to temporary [-Wreturn-local-addr] servers/physics_2d/collision_object_2d_sw.h:123:56: warning: returning reference to temporary [-Wreturn-local-addr] servers/physics_2d/collision_object_2d_sw.h:127:50: warning: returning reference to temporary [-Wreturn-local-addr] servers/physics_2d/collision_object_2d_sw.h:131:52: warning: returning reference to temporary [-Wreturn-local-addr] editor/plugins/skeleton_editor_plugin.cpp:34:36: warning: extra tokens at end of #include directive modules/bullet/bullet_types_converter.cpp:31:9: warning: #pragma once in main file editor/import/editor_scene_importer_gltf.cpp:1996:51: warning: name lookup of 'i' changed modules/visual_script/visual_script_property_selector.cpp:402:45: warning: name lookup of 'E' changed scene/gui/tree.cpp:1268:25: warning: name lookup of 'i' changed scene/resources/visual_shader.cpp:808:32: warning: name lookup of 'i' changed ```
2018-09-27 11:11:41 +00:00
#include "core/io/resource_saver.h"
#include "editor/editor_node.h"
#include "editor/editor_properties.h"
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#include "editor/editor_properties_vector.h"
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
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#include "editor/editor_string_names.h"
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#include "editor/editor_undo_redo_manager.h"
#include "editor/plugins/animation_player_editor_plugin.h"
#include "node_3d_editor_plugin.h"
#include "scene/3d/collision_shape_3d.h"
#include "scene/3d/joint_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/physics_body_3d.h"
#include "scene/gui/separator.h"
#include "scene/gui/texture_rect.h"
#include "scene/resources/capsule_shape_3d.h"
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#include "scene/resources/skeleton_profile.h"
#include "scene/resources/sphere_shape_3d.h"
#include "scene/resources/surface_tool.h"
#include "scene/scene_string_names.h"
void BoneTransformEditor::create_editors() {
section = memnew(EditorInspectorSection);
section->setup("trf_properties", label, this, Color(0.0f, 0.0f, 0.0f), true);
section->unfold();
add_child(section);
enabled_checkbox = memnew(EditorPropertyCheck());
enabled_checkbox->set_label("Pose Enabled");
enabled_checkbox->set_selectable(false);
enabled_checkbox->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
section->get_vbox()->add_child(enabled_checkbox);
// Position property.
position_property = memnew(EditorPropertyVector3());
position_property->setup(-10000, 10000, 0.001f, true);
position_property->set_label("Position");
position_property->set_selectable(false);
position_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
position_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
section->get_vbox()->add_child(position_property);
// Rotation property.
rotation_property = memnew(EditorPropertyQuaternion());
rotation_property->setup(-10000, 10000, 0.001f, true);
rotation_property->set_label("Rotation");
rotation_property->set_selectable(false);
rotation_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
rotation_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
section->get_vbox()->add_child(rotation_property);
// Scale property.
scale_property = memnew(EditorPropertyVector3());
scale_property->setup(-10000, 10000, 0.001f, true);
scale_property->set_label("Scale");
scale_property->set_selectable(false);
scale_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
scale_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
section->get_vbox()->add_child(scale_property);
// Transform/Matrix section.
rest_section = memnew(EditorInspectorSection);
rest_section->setup("trf_properties_transform", "Rest", this, Color(0.0f, 0.0f, 0.0f), true);
section->get_vbox()->add_child(rest_section);
// Transform/Matrix property.
rest_matrix = memnew(EditorPropertyTransform3D());
rest_matrix->setup(-10000, 10000, 0.001f, true);
rest_matrix->set_label("Transform");
rest_matrix->set_selectable(false);
rest_section->get_vbox()->add_child(rest_matrix);
}
void BoneTransformEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_THEME_CHANGED: {
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const Color section_color = get_theme_color(SNAME("prop_subsection"), EditorStringName(Editor));
section->set_bg_color(section_color);
rest_section->set_bg_color(section_color);
} break;
}
}
void BoneTransformEditor::_value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
if (updating) {
return;
}
if (skeleton) {
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
undo_redo->add_undo_property(skeleton, p_property, skeleton->get(p_property));
undo_redo->add_do_property(skeleton, p_property, p_value);
undo_redo->commit_action();
}
}
BoneTransformEditor::BoneTransformEditor(Skeleton3D *p_skeleton) :
skeleton(p_skeleton) {
create_editors();
}
void BoneTransformEditor::set_keyable(const bool p_keyable) {
position_property->set_keying(p_keyable);
rotation_property->set_keying(p_keyable);
scale_property->set_keying(p_keyable);
}
void BoneTransformEditor::set_target(const String &p_prop) {
enabled_checkbox->set_object_and_property(skeleton, p_prop + "enabled");
enabled_checkbox->update_property();
position_property->set_object_and_property(skeleton, p_prop + "position");
position_property->update_property();
rotation_property->set_object_and_property(skeleton, p_prop + "rotation");
rotation_property->update_property();
scale_property->set_object_and_property(skeleton, p_prop + "scale");
scale_property->update_property();
rest_matrix->set_object_and_property(skeleton, p_prop + "rest");
rest_matrix->update_property();
}
void BoneTransformEditor::_property_keyed(const String &p_path, bool p_advance) {
AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
if (!te || !te->has_keying()) {
return;
}
te->_clear_selection();
PackedStringArray split = p_path.split("/");
if (split.size() == 3 && split[0] == "bones") {
int bone_idx = split[1].to_int();
if (split[2] == "position") {
te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, (Vector3)skeleton->get(p_path) / skeleton->get_motion_scale());
}
if (split[2] == "rotation") {
te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_ROTATION_3D, skeleton->get(p_path));
}
if (split[2] == "scale") {
te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_SCALE_3D, skeleton->get(p_path));
}
}
}
void BoneTransformEditor::_update_properties() {
if (!skeleton) {
return;
}
int selected = Skeleton3DEditor::get_singleton()->get_selected_bone();
List<PropertyInfo> props;
skeleton->get_property_list(&props);
for (const PropertyInfo &E : props) {
PackedStringArray split = E.name.split("/");
if (split.size() == 3 && split[0] == "bones") {
if (split[1].to_int() == selected) {
if (split[2] == "enabled") {
enabled_checkbox->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
enabled_checkbox->update_property();
enabled_checkbox->queue_redraw();
}
if (split[2] == "position") {
position_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
position_property->update_property();
position_property->queue_redraw();
}
if (split[2] == "rotation") {
rotation_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
rotation_property->update_property();
rotation_property->queue_redraw();
}
if (split[2] == "scale") {
scale_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
scale_property->update_property();
scale_property->queue_redraw();
}
if (split[2] == "rest") {
rest_matrix->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
rest_matrix->update_property();
rest_matrix->queue_redraw();
}
}
}
}
}
Skeleton3DEditor *Skeleton3DEditor::singleton = nullptr;
void Skeleton3DEditor::set_keyable(const bool p_keyable) {
keyable = p_keyable;
if (p_keyable) {
animation_hb->show();
} else {
animation_hb->hide();
}
};
void Skeleton3DEditor::set_bone_options_enabled(const bool p_bone_options_enabled) {
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skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_RESET_SELECTED_POSES, !p_bone_options_enabled);
skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_SELECTED_POSES_TO_RESTS, !p_bone_options_enabled);
};
void Skeleton3DEditor::_on_click_skeleton_option(int p_skeleton_option) {
if (!skeleton) {
return;
}
switch (p_skeleton_option) {
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case SKELETON_OPTION_RESET_ALL_POSES: {
reset_pose(true);
break;
}
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case SKELETON_OPTION_RESET_SELECTED_POSES: {
reset_pose(false);
break;
}
case SKELETON_OPTION_ALL_POSES_TO_RESTS: {
pose_to_rest(true);
break;
}
case SKELETON_OPTION_SELECTED_POSES_TO_RESTS: {
pose_to_rest(false);
break;
}
case SKELETON_OPTION_CREATE_PHYSICAL_SKELETON: {
create_physical_skeleton();
break;
}
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case SKELETON_OPTION_EXPORT_SKELETON_PROFILE: {
export_skeleton_profile();
break;
}
}
}
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void Skeleton3DEditor::reset_pose(const bool p_all_bones) {
if (!skeleton) {
return;
}
const int bone_count = skeleton->get_bone_count();
if (!bone_count) {
return;
}
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
if (p_all_bones) {
for (int i = 0; i < bone_count; i++) {
ur->add_undo_method(skeleton, "set_bone_pose_position", i, skeleton->get_bone_pose_position(i));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", i, skeleton->get_bone_pose_rotation(i));
ur->add_undo_method(skeleton, "set_bone_pose_scale", i, skeleton->get_bone_pose_scale(i));
}
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ur->add_do_method(skeleton, "reset_bone_poses");
} else {
// Todo: Do method with multiple bone selection.
if (selected_bone == -1) {
ur->commit_action();
return;
}
ur->add_undo_method(skeleton, "set_bone_pose_position", selected_bone, skeleton->get_bone_pose_position(selected_bone));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", selected_bone, skeleton->get_bone_pose_rotation(selected_bone));
ur->add_undo_method(skeleton, "set_bone_pose_scale", selected_bone, skeleton->get_bone_pose_scale(selected_bone));
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ur->add_do_method(skeleton, "reset_bone_pose", selected_bone);
}
ur->commit_action();
}
void Skeleton3DEditor::insert_keys(const bool p_all_bones) {
if (!skeleton) {
return;
}
bool pos_enabled = key_loc_button->is_pressed();
bool rot_enabled = key_rot_button->is_pressed();
bool scl_enabled = key_scale_button->is_pressed();
int bone_len = skeleton->get_bone_count();
Node *root = EditorNode::get_singleton()->get_tree()->get_root();
String path = root->get_path_to(skeleton);
AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
te->make_insert_queue();
for (int i = 0; i < bone_len; i++) {
const String name = skeleton->get_bone_name(i);
if (name.is_empty()) {
continue;
}
if (pos_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_POSITION_3D))) {
te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i) / skeleton->get_motion_scale());
}
if (rot_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_ROTATION_3D))) {
te->insert_transform_key(skeleton, name, Animation::TYPE_ROTATION_3D, skeleton->get_bone_pose_rotation(i));
}
if (scl_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_SCALE_3D))) {
te->insert_transform_key(skeleton, name, Animation::TYPE_SCALE_3D, skeleton->get_bone_pose_scale(i));
}
}
te->commit_insert_queue();
}
void Skeleton3DEditor::pose_to_rest(const bool p_all_bones) {
if (!skeleton) {
return;
}
const int bone_count = skeleton->get_bone_count();
if (!bone_count) {
return;
}
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Set Bone Rest"), UndoRedo::MERGE_ENDS);
if (p_all_bones) {
for (int i = 0; i < bone_count; i++) {
ur->add_do_method(skeleton, "set_bone_rest", i, skeleton->get_bone_pose(i));
ur->add_undo_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i));
}
} else {
// Todo: Do method with multiple bone selection.
if (selected_bone == -1) {
ur->commit_action();
return;
}
ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_pose(selected_bone));
ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone));
}
ur->commit_action();
}
void Skeleton3DEditor::create_physical_skeleton() {
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ERR_FAIL_NULL(get_tree());
Node *owner = get_tree()->get_edited_scene_root();
const int bone_count = skeleton->get_bone_count();
if (!bone_count) {
EditorNode::get_singleton()->show_warning(vformat(TTR("Cannot create a physical skeleton for a Skeleton3D node with no bones.")));
return;
}
Vector<BoneInfo> bones_infos;
bones_infos.resize(bone_count);
ur->create_action(TTR("Create physical bones"), UndoRedo::MERGE_ALL);
for (int bone_id = 0; bone_count > bone_id; ++bone_id) {
const int parent = skeleton->get_bone_parent(bone_id);
if (parent < 0) {
bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
} else {
const int parent_parent = skeleton->get_bone_parent(parent);
bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
// Create physical bone on parent.
if (!bones_infos[parent].physical_bone) {
PhysicalBone3D *physical_bone = create_physical_bone(parent, bone_id, bones_infos);
if (physical_bone && physical_bone->get_child(0)) {
CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(physical_bone->get_child(0));
if (collision_shape) {
bones_infos.write[parent].physical_bone = physical_bone;
ur->add_do_method(skeleton, "add_child", physical_bone);
ur->add_do_method(physical_bone, "set_owner", owner);
ur->add_do_method(collision_shape, "set_owner", owner);
ur->add_do_property(physical_bone, "bone_name", skeleton->get_bone_name(parent));
// Create joint between parent of parent.
if (parent_parent != -1) {
ur->add_do_method(physical_bone, "set_joint_type", PhysicalBone3D::JOINT_TYPE_PIN);
}
ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, physical_bone);
ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, collision_shape);
ur->add_do_reference(physical_bone);
ur->add_undo_method(skeleton, "remove_child", physical_bone);
}
}
}
}
}
ur->commit_action();
}
PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
const Transform3D child_rest = skeleton->get_bone_rest(bone_child_id);
const real_t half_height(child_rest.origin.length() * 0.5);
const real_t radius(half_height * 0.2);
CapsuleShape3D *bone_shape_capsule = memnew(CapsuleShape3D);
bone_shape_capsule->set_height(half_height * 2);
bone_shape_capsule->set_radius(radius);
CollisionShape3D *bone_shape = memnew(CollisionShape3D);
bone_shape->set_shape(bone_shape_capsule);
bone_shape->set_name("CollisionShape3D");
Transform3D capsule_transform;
capsule_transform.basis.rows[0] = Vector3(1, 0, 0);
capsule_transform.basis.rows[1] = Vector3(0, 0, 1);
capsule_transform.basis.rows[2] = Vector3(0, -1, 0);
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bone_shape->set_transform(capsule_transform);
/// Get an up vector not collinear with child rest origin
Vector3 up = Vector3(0, 1, 0);
if (up.cross(child_rest.origin).is_zero_approx()) {
up = Vector3(0, 0, 1);
}
Transform3D body_transform;
body_transform.basis = Basis::looking_at(child_rest.origin, up);
body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
Transform3D joint_transform;
joint_transform.origin = Vector3(0, 0, half_height);
PhysicalBone3D *physical_bone = memnew(PhysicalBone3D);
physical_bone->add_child(bone_shape);
physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id));
physical_bone->set_body_offset(body_transform);
physical_bone->set_joint_offset(joint_transform);
return physical_bone;
}
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void Skeleton3DEditor::export_skeleton_profile() {
if (!skeleton->get_bone_count()) {
EditorNode::get_singleton()->show_warning(vformat(TTR("Cannot export a SkeletonProfile for a Skeleton3D node with no bones.")));
return;
}
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file_dialog->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
file_dialog->set_title(TTR("Export Skeleton Profile As..."));
List<String> exts;
ResourceLoader::get_recognized_extensions_for_type("SkeletonProfile", &exts);
file_dialog->clear_filters();
for (const String &K : exts) {
file_dialog->add_filter("*." + K);
}
file_dialog->popup_file_dialog();
}
void Skeleton3DEditor::_file_selected(const String &p_file) {
// Export SkeletonProfile.
Ref<SkeletonProfile> sp(memnew(SkeletonProfile));
// Build SkeletonProfile.
sp->set_group_size(1);
Vector<Vector2> handle_positions;
Vector2 position_max;
Vector2 position_min;
const int bone_count = skeleton->get_bone_count();
sp->set_bone_size(bone_count);
for (int i = 0; i < bone_count; i++) {
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sp->set_bone_name(i, skeleton->get_bone_name(i));
int parent = skeleton->get_bone_parent(i);
if (parent >= 0) {
sp->set_bone_parent(i, skeleton->get_bone_name(parent));
}
sp->set_reference_pose(i, skeleton->get_bone_rest(i));
Transform3D grest = skeleton->get_bone_global_rest(i);
handle_positions.append(Vector2(grest.origin.x, grest.origin.y));
if (i == 0) {
position_max = Vector2(grest.origin.x, grest.origin.y);
position_min = Vector2(grest.origin.x, grest.origin.y);
} else {
position_max.x = MAX(grest.origin.x, position_max.x);
position_max.y = MAX(grest.origin.y, position_max.y);
position_min.x = MIN(grest.origin.x, position_min.x);
position_min.y = MIN(grest.origin.y, position_min.y);
}
}
// Layout handles provisionaly.
Vector2 bound = Vector2(position_max.x - position_min.x, position_max.y - position_min.y);
Vector2 center = Vector2((position_max.x + position_min.x) * 0.5, (position_max.y + position_min.y) * 0.5);
float nrm = MAX(bound.x, bound.y);
if (nrm > 0) {
for (int i = 0; i < bone_count; i++) {
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handle_positions.write[i] = (handle_positions[i] - center) / nrm * 0.9;
sp->set_handle_offset(i, Vector2(0.5 + handle_positions[i].x, 0.5 - handle_positions[i].y));
}
}
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Error err = ResourceSaver::save(sp, p_file);
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if (err != OK) {
EditorNode::get_singleton()->show_warning(vformat(TTR("Error saving file: %s"), p_file));
return;
}
}
Variant Skeleton3DEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
TreeItem *selected = joint_tree->get_selected();
if (!selected) {
return Variant();
}
Ref<Texture> icon = selected->get_icon(0);
VBoxContainer *vb = memnew(VBoxContainer);
HBoxContainer *hb = memnew(HBoxContainer);
TextureRect *tf = memnew(TextureRect);
tf->set_texture(icon);
tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
hb->add_child(tf);
Label *label = memnew(Label(selected->get_text(0)));
hb->add_child(label);
vb->add_child(hb);
hb->set_modulate(Color(1, 1, 1, 1));
set_drag_preview(vb);
Dictionary drag_data;
drag_data["type"] = "nodes";
drag_data["node"] = selected;
return drag_data;
}
bool Skeleton3DEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
TreeItem *target = joint_tree->get_item_at_position(p_point);
if (!target) {
return false;
}
const String path = target->get_metadata(0);
if (!path.begins_with("bones/")) {
return false;
}
TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
if (target == selected) {
return false;
}
const String path2 = target->get_metadata(0);
if (!path2.begins_with("bones/")) {
return false;
}
return true;
}
void Skeleton3DEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
if (!can_drop_data_fw(p_point, p_data, p_from)) {
return;
}
TreeItem *target = joint_tree->get_item_at_position(p_point);
TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
const BoneId target_boneidx = String(target->get_metadata(0)).get_slicec('/', 1).to_int();
const BoneId selected_boneidx = String(selected->get_metadata(0)).get_slicec('/', 1).to_int();
move_skeleton_bone(skeleton->get_path(), selected_boneidx, target_boneidx);
}
void Skeleton3DEditor::move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx) {
Node *node = get_node_or_null(p_skeleton_path);
Skeleton3D *skeleton_node = Object::cast_to<Skeleton3D>(node);
ERR_FAIL_NULL(skeleton_node);
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Set Bone Parentage"));
// If the target is a child of ourselves, we move only *us* and not our children.
if (skeleton_node->is_bone_parent_of(p_target_boneidx, p_selected_boneidx)) {
const BoneId parent_idx = skeleton_node->get_bone_parent(p_selected_boneidx);
const int bone_count = skeleton_node->get_bone_count();
for (BoneId i = 0; i < bone_count; ++i) {
if (skeleton_node->get_bone_parent(i) == p_selected_boneidx) {
ur->add_undo_method(skeleton_node, "set_bone_parent", i, skeleton_node->get_bone_parent(i));
ur->add_do_method(skeleton_node, "set_bone_parent", i, parent_idx);
skeleton_node->set_bone_parent(i, parent_idx);
}
}
}
ur->add_undo_method(skeleton_node, "set_bone_parent", p_selected_boneidx, skeleton_node->get_bone_parent(p_selected_boneidx));
ur->add_do_method(skeleton_node, "set_bone_parent", p_selected_boneidx, p_target_boneidx);
skeleton_node->set_bone_parent(p_selected_boneidx, p_target_boneidx);
update_joint_tree();
ur->commit_action();
}
void Skeleton3DEditor::_joint_tree_selection_changed() {
TreeItem *selected = joint_tree->get_selected();
if (selected) {
const String path = selected->get_metadata(0);
if (!path.begins_with("bones/")) {
return;
}
const int b_idx = path.get_slicec('/', 1).to_int();
selected_bone = b_idx;
if (pose_editor) {
const String bone_path = "bones/" + itos(b_idx) + "/";
pose_editor->set_target(bone_path);
pose_editor->set_keyable(keyable);
}
}
if (pose_editor && pose_editor->is_inside_tree()) {
pose_editor->set_visible(selected);
}
set_bone_options_enabled(selected);
_update_properties();
_update_gizmo_visible();
}
// May be not used with single select mode.
void Skeleton3DEditor::_joint_tree_rmb_select(const Vector2 &p_pos, MouseButton p_button) {
}
void Skeleton3DEditor::_update_properties() {
if (pose_editor) {
pose_editor->_update_properties();
}
Node3DEditor::get_singleton()->update_transform_gizmo();
}
void Skeleton3DEditor::update_joint_tree() {
joint_tree->clear();
if (!skeleton) {
return;
}
TreeItem *root = joint_tree->create_item();
HashMap<int, TreeItem *> items;
items.insert(-1, root);
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Ref<Texture> bone_icon = get_editor_theme_icon(SNAME("BoneAttachment3D"));
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
Vector<int> bones_to_process = skeleton->get_parentless_bones();
while (bones_to_process.size() > 0) {
int current_bone_idx = bones_to_process[0];
bones_to_process.erase(current_bone_idx);
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
const int parent_idx = skeleton->get_bone_parent(current_bone_idx);
TreeItem *parent_item = items.find(parent_idx)->value;
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
TreeItem *joint_item = joint_tree->create_item(parent_item);
items.insert(current_bone_idx, joint_item);
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
joint_item->set_text(0, skeleton->get_bone_name(current_bone_idx));
joint_item->set_icon(0, bone_icon);
joint_item->set_selectable(0, true);
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
joint_item->set_metadata(0, "bones/" + itos(current_bone_idx));
// Add the bone's children to the list of bones to be processed.
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
Vector<int> current_bone_child_bones = skeleton->get_bone_children(current_bone_idx);
int child_bone_size = current_bone_child_bones.size();
for (int i = 0; i < child_bone_size; i++) {
bones_to_process.push_back(current_bone_child_bones[i]);
}
}
}
void Skeleton3DEditor::create_editors() {
set_h_size_flags(SIZE_EXPAND_FILL);
set_focus_mode(FOCUS_ALL);
Node3DEditor *ne = Node3DEditor::get_singleton();
AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
2022-07-05 05:04:17 +00:00
// Create File dialog.
file_dialog = memnew(EditorFileDialog);
file_dialog->connect("file_selected", callable_mp(this, &Skeleton3DEditor::_file_selected));
add_child(file_dialog);
// Create Top Menu Bar.
topmenu_bar = memnew(HBoxContainer);
ne->add_control_to_menu_panel(topmenu_bar);
// Create Skeleton Option in Top Menu Bar.
skeleton_options = memnew(MenuButton);
skeleton_options->set_flat(false);
skeleton_options->set_theme_type_variation("FlatMenuButton");
topmenu_bar->add_child(skeleton_options);
skeleton_options->set_text(TTR("Skeleton3D"));
// Skeleton options.
PopupMenu *p = skeleton_options->get_popup();
2022-11-18 21:47:58 +00:00
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_all_poses", TTR("Reset All Bone Poses")), SKELETON_OPTION_RESET_ALL_POSES);
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_selected_poses", TTR("Reset Selected Poses")), SKELETON_OPTION_RESET_SELECTED_POSES);
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/all_poses_to_rests", TTR("Apply All Poses to Rests")), SKELETON_OPTION_ALL_POSES_TO_RESTS);
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/selected_poses_to_rests", TTR("Apply Selected Poses to Rests")), SKELETON_OPTION_SELECTED_POSES_TO_RESTS);
p->add_item(TTR("Create Physical Skeleton"), SKELETON_OPTION_CREATE_PHYSICAL_SKELETON);
p->add_item(TTR("Export Skeleton Profile"), SKELETON_OPTION_EXPORT_SKELETON_PROFILE);
p->connect("id_pressed", callable_mp(this, &Skeleton3DEditor::_on_click_skeleton_option));
set_bone_options_enabled(false);
Vector<Variant> button_binds;
button_binds.resize(1);
edit_mode_button = memnew(Button);
topmenu_bar->add_child(edit_mode_button);
edit_mode_button->set_theme_type_variation("FlatButton");
edit_mode_button->set_toggle_mode(true);
edit_mode_button->set_focus_mode(FOCUS_NONE);
edit_mode_button->set_tooltip_text(TTR("Edit Mode\nShow buttons on joints."));
edit_mode_button->connect("toggled", callable_mp(this, &Skeleton3DEditor::edit_mode_toggled));
edit_mode = false;
if (skeleton) {
skeleton->add_child(handles_mesh_instance);
handles_mesh_instance->set_skeleton_path(NodePath(""));
}
// Keying buttons.
animation_hb = memnew(HBoxContainer);
topmenu_bar->add_child(animation_hb);
animation_hb->add_child(memnew(VSeparator));
animation_hb->hide();
key_loc_button = memnew(Button);
key_loc_button->set_theme_type_variation("FlatButton");
key_loc_button->set_toggle_mode(true);
key_loc_button->set_pressed(false);
key_loc_button->set_focus_mode(FOCUS_NONE);
key_loc_button->set_tooltip_text(TTR("Translation mask for inserting keys."));
animation_hb->add_child(key_loc_button);
key_rot_button = memnew(Button);
key_rot_button->set_theme_type_variation("FlatButton");
key_rot_button->set_toggle_mode(true);
key_rot_button->set_pressed(true);
key_rot_button->set_focus_mode(FOCUS_NONE);
key_rot_button->set_tooltip_text(TTR("Rotation mask for inserting keys."));
animation_hb->add_child(key_rot_button);
key_scale_button = memnew(Button);
key_scale_button->set_theme_type_variation("FlatButton");
key_scale_button->set_toggle_mode(true);
key_scale_button->set_pressed(false);
key_scale_button->set_focus_mode(FOCUS_NONE);
key_scale_button->set_tooltip_text(TTR("Scale mask for inserting keys."));
animation_hb->add_child(key_scale_button);
key_insert_button = memnew(Button);
key_insert_button->set_theme_type_variation("FlatButton");
key_insert_button->set_focus_mode(FOCUS_NONE);
key_insert_button->connect("pressed", callable_mp(this, &Skeleton3DEditor::insert_keys).bind(false));
key_insert_button->set_tooltip_text(TTR("Insert key of bone poses already exist track."));
2021-08-13 21:31:57 +00:00
key_insert_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_to_existing_tracks", TTR("Insert Key (Existing Tracks)"), Key::INSERT));
animation_hb->add_child(key_insert_button);
key_insert_all_button = memnew(Button);
key_insert_all_button->set_theme_type_variation("FlatButton");
key_insert_all_button->set_focus_mode(FOCUS_NONE);
key_insert_all_button->connect("pressed", callable_mp(this, &Skeleton3DEditor::insert_keys).bind(true));
key_insert_all_button->set_tooltip_text(TTR("Insert key of all bone poses."));
key_insert_all_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_of_all_bones", TTR("Insert Key (All Bones)"), KeyModifierMask::CMD_OR_CTRL + Key::INSERT));
animation_hb->add_child(key_insert_all_button);
// Bone tree.
bones_section = memnew(EditorInspectorSection);
bones_section->setup("bones", "Bones", skeleton, Color(0.0f, 0.0, 0.0f), true);
add_child(bones_section);
bones_section->unfold();
ScrollContainer *s_con = memnew(ScrollContainer);
s_con->set_h_size_flags(SIZE_EXPAND_FILL);
s_con->set_custom_minimum_size(Size2(1, 350) * EDSCALE);
bones_section->get_vbox()->add_child(s_con);
joint_tree = memnew(Tree);
joint_tree->set_columns(1);
joint_tree->set_focus_mode(Control::FOCUS_NONE);
joint_tree->set_select_mode(Tree::SELECT_SINGLE);
joint_tree->set_hide_root(true);
joint_tree->set_v_size_flags(SIZE_EXPAND_FILL);
joint_tree->set_h_size_flags(SIZE_EXPAND_FILL);
joint_tree->set_allow_rmb_select(true);
2023-01-14 02:37:19 +00:00
SET_DRAG_FORWARDING_GCD(joint_tree, Skeleton3DEditor);
s_con->add_child(joint_tree);
pose_editor = memnew(BoneTransformEditor(skeleton));
pose_editor->set_label(TTR("Bone Transform"));
pose_editor->set_visible(false);
add_child(pose_editor);
set_keyable(te->has_keying());
}
void Skeleton3DEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
update_joint_tree();
joint_tree->connect("item_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_selection_changed));
joint_tree->connect("item_mouse_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_rmb_select));
#ifdef TOOLS_ENABLED
skeleton->connect("pose_updated", callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
skeleton->connect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties));
skeleton->connect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
skeleton->connect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
#endif
get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed), Object::CONNECT_ONE_SHOT);
} break;
case NOTIFICATION_READY: {
// Will trigger NOTIFICATION_THEME_CHANGED, but won't cause any loops if called here.
add_theme_constant_override("separation", 0);
} break;
case NOTIFICATION_THEME_CHANGED: {
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skeleton_options->set_icon(get_editor_theme_icon(SNAME("Skeleton3D")));
edit_mode_button->set_icon(get_editor_theme_icon(SNAME("ToolBoneSelect")));
key_loc_button->set_icon(get_editor_theme_icon(SNAME("KeyPosition")));
key_rot_button->set_icon(get_editor_theme_icon(SNAME("KeyRotation")));
key_scale_button->set_icon(get_editor_theme_icon(SNAME("KeyScale")));
key_insert_button->set_icon(get_editor_theme_icon(SNAME("Key")));
key_insert_all_button->set_icon(get_editor_theme_icon(SNAME("NewKey")));
bones_section->set_bg_color(get_theme_color(SNAME("prop_subsection"), EditorStringName(Editor)));
update_joint_tree();
} break;
case NOTIFICATION_PREDELETE: {
if (skeleton) {
select_bone(-1); // Requires that the joint_tree has not been deleted.
#ifdef TOOLS_ENABLED
skeleton->disconnect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
skeleton->disconnect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties));
skeleton->set_transform_gizmo_visible(true);
#endif
if (handles_mesh_instance->get_parent()) {
handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance);
}
}
edit_mode_toggled(false);
} break;
}
}
void Skeleton3DEditor::_node_removed(Node *p_node) {
if (skeleton && p_node == skeleton) {
skeleton = nullptr;
skeleton_options->hide();
}
_update_properties();
}
void Skeleton3DEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_node_removed"), &Skeleton3DEditor::_node_removed);
ClassDB::bind_method(D_METHOD("_joint_tree_selection_changed"), &Skeleton3DEditor::_joint_tree_selection_changed);
ClassDB::bind_method(D_METHOD("_joint_tree_rmb_select"), &Skeleton3DEditor::_joint_tree_rmb_select);
ClassDB::bind_method(D_METHOD("_update_properties"), &Skeleton3DEditor::_update_properties);
ClassDB::bind_method(D_METHOD("_on_click_skeleton_option"), &Skeleton3DEditor::_on_click_skeleton_option);
ClassDB::bind_method(D_METHOD("move_skeleton_bone"), &Skeleton3DEditor::move_skeleton_bone);
ClassDB::bind_method(D_METHOD("_draw_gizmo"), &Skeleton3DEditor::_draw_gizmo);
}
void Skeleton3DEditor::edit_mode_toggled(const bool pressed) {
edit_mode = pressed;
_update_gizmo_visible();
}
Skeleton3DEditor::Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, Skeleton3D *p_skeleton) :
editor_plugin(e_plugin),
skeleton(p_skeleton) {
singleton = this;
// Handle.
handle_material = Ref<ShaderMaterial>(memnew(ShaderMaterial));
handle_shader = Ref<Shader>(memnew(Shader));
handle_shader->set_code(R"(
// Skeleton 3D gizmo handle shader.
shader_type spatial;
render_mode unshaded, shadows_disabled, depth_draw_always, fog_disabled;
uniform sampler2D texture_albedo : source_color;
uniform float point_size : hint_range(0, 128) = 32;
void vertex() {
if (!OUTPUT_IS_SRGB) {
COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));
}
VERTEX = VERTEX;
POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
POSITION.z = mix(POSITION.z, 0.0, 0.999);
POINT_SIZE = point_size;
}
void fragment() {
vec4 albedo_tex = texture(texture_albedo, POINT_COORD);
vec3 col = albedo_tex.rgb + COLOR.rgb;
col = vec3(min(col.r, 1.0), min(col.g, 1.0), min(col.b, 1.0));
ALBEDO = col;
if (albedo_tex.a < 0.5) {
discard;
}
ALPHA = albedo_tex.a;
}
)");
handle_material->set_shader(handle_shader);
Ref<Texture2D> handle = EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("EditorBoneHandle"), EditorStringName(EditorIcons));
handle_material->set_shader_parameter("point_size", handle->get_width());
handle_material->set_shader_parameter("texture_albedo", handle);
handles_mesh_instance = memnew(MeshInstance3D);
handles_mesh_instance->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);
handles_mesh.instantiate();
handles_mesh_instance->set_mesh(handles_mesh);
create_editors();
}
void Skeleton3DEditor::update_bone_original() {
if (!skeleton) {
return;
}
if (skeleton->get_bone_count() == 0 || selected_bone == -1) {
return;
}
bone_original_position = skeleton->get_bone_pose_position(selected_bone);
bone_original_rotation = skeleton->get_bone_pose_rotation(selected_bone);
bone_original_scale = skeleton->get_bone_pose_scale(selected_bone);
}
void Skeleton3DEditor::_hide_handles() {
handles_mesh_instance->hide();
}
void Skeleton3DEditor::_draw_gizmo() {
if (!skeleton) {
return;
}
// If you call get_bone_global_pose() while drawing the surface, such as toggle rest mode,
// the skeleton update will be done first and
// the drawing surface will be interrupted once and an error will occur.
skeleton->force_update_all_dirty_bones();
// Handles.
if (edit_mode) {
_draw_handles();
} else {
_hide_handles();
}
}
void Skeleton3DEditor::_draw_handles() {
const int bone_count = skeleton->get_bone_count();
handles_mesh->clear_surfaces();
if (bone_count) {
handles_mesh_instance->show();
handles_mesh->surface_begin(Mesh::PRIMITIVE_POINTS);
for (int i = 0; i < bone_count; i++) {
Color c;
if (i == selected_bone) {
c = Color(1, 1, 0);
} else {
c = Color(0.1, 0.25, 0.8);
}
Vector3 point = skeleton->get_bone_global_pose(i).origin;
handles_mesh->surface_set_color(c);
handles_mesh->surface_add_vertex(point);
}
handles_mesh->surface_end();
handles_mesh->surface_set_material(0, handle_material);
} else {
handles_mesh_instance->hide();
}
}
TreeItem *Skeleton3DEditor::_find(TreeItem *p_node, const NodePath &p_path) {
if (!p_node) {
return nullptr;
}
NodePath np = p_node->get_metadata(0);
if (np == p_path) {
return p_node;
}
TreeItem *children = p_node->get_first_child();
while (children) {
TreeItem *n = _find(children, p_path);
if (n) {
return n;
}
children = children->get_next();
}
return nullptr;
}
void Skeleton3DEditor::_subgizmo_selection_change() {
if (!skeleton) {
return;
}
// Once validated by subgizmos_intersect_ray, but required if through inspector's bones tree.
if (!edit_mode) {
skeleton->clear_subgizmo_selection();
return;
}
int selected = -1;
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
if (se) {
selected = se->get_selected_bone();
}
if (selected >= 0) {
Vector<Ref<Node3DGizmo>> gizmos = skeleton->get_gizmos();
for (int i = 0; i < gizmos.size(); i++) {
Ref<EditorNode3DGizmo> gizmo = gizmos[i];
if (!gizmo.is_valid()) {
continue;
}
Ref<Skeleton3DGizmoPlugin> plugin = gizmo->get_plugin();
if (!plugin.is_valid()) {
continue;
}
skeleton->set_subgizmo_selection(gizmo, selected, skeleton->get_bone_global_pose(selected));
break;
}
} else {
skeleton->clear_subgizmo_selection();
}
}
void Skeleton3DEditor::select_bone(int p_idx) {
if (p_idx >= 0) {
TreeItem *ti = _find(joint_tree->get_root(), "bones/" + itos(p_idx));
if (ti) {
// Make visible when it's collapsed.
TreeItem *node = ti->get_parent();
while (node && node != joint_tree->get_root()) {
node->set_collapsed(false);
node = node->get_parent();
}
ti->select(0);
joint_tree->scroll_to_item(ti);
}
} else {
selected_bone = -1;
joint_tree->deselect_all();
_joint_tree_selection_changed();
}
}
Skeleton3DEditor::~Skeleton3DEditor() {
singleton = nullptr;
handles_mesh_instance->queue_free();
Node3DEditor *ne = Node3DEditor::get_singleton();
ne->remove_control_from_menu_panel(topmenu_bar);
memdelete(topmenu_bar);
}
bool EditorInspectorPluginSkeleton::can_handle(Object *p_object) {
return Object::cast_to<Skeleton3D>(p_object) != nullptr;
}
void EditorInspectorPluginSkeleton::parse_begin(Object *p_object) {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_object);
ERR_FAIL_NULL(skeleton);
skel_editor = memnew(Skeleton3DEditor(this, skeleton));
add_custom_control(skel_editor);
}
Skeleton3DEditorPlugin::Skeleton3DEditorPlugin() {
skeleton_plugin = memnew(EditorInspectorPluginSkeleton);
EditorInspector::add_inspector_plugin(skeleton_plugin);
Ref<Skeleton3DGizmoPlugin> gizmo_plugin = Ref<Skeleton3DGizmoPlugin>(memnew(Skeleton3DGizmoPlugin));
Node3DEditor::get_singleton()->add_gizmo_plugin(gizmo_plugin);
}
EditorPlugin::AfterGUIInput Skeleton3DEditorPlugin::forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) {
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
Node3DEditor *ne = Node3DEditor::get_singleton();
if (se && se->is_edit_mode()) {
const Ref<InputEventMouseButton> mb = p_event;
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if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) {
if (ne->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) {
if (!ne->is_gizmo_visible()) {
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
}
if (mb->is_pressed()) {
se->update_bone_original();
}
}
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return EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
}
return EditorPlugin::AFTER_GUI_INPUT_PASS;
}
bool Skeleton3DEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Skeleton3D");
}
void Skeleton3DEditor::_bone_enabled_changed(const int p_bone_id) {
_update_gizmo_visible();
}
void Skeleton3DEditor::_update_gizmo_visible() {
_subgizmo_selection_change();
if (edit_mode) {
if (selected_bone == -1) {
#ifdef TOOLS_ENABLED
skeleton->set_transform_gizmo_visible(false);
#endif
} else {
#ifdef TOOLS_ENABLED
if (skeleton->is_bone_enabled(selected_bone) && !skeleton->is_show_rest_only()) {
skeleton->set_transform_gizmo_visible(true);
} else {
skeleton->set_transform_gizmo_visible(false);
}
#endif
}
} else {
#ifdef TOOLS_ENABLED
skeleton->set_transform_gizmo_visible(true);
#endif
}
_draw_gizmo();
}
int Skeleton3DEditor::get_selected_bone() const {
return selected_bone;
}
Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
unselected_mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
selected_sh = Ref<Shader>(memnew(Shader));
selected_sh->set_code(R"(
// Skeleton 3D gizmo bones shader.
shader_type spatial;
render_mode unshaded, shadows_disabled;
void vertex() {
if (!OUTPUT_IS_SRGB) {
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
}
VERTEX = VERTEX;
POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
POSITION.z = mix(POSITION.z, 0, 0.998);
}
void fragment() {
ALBEDO = COLOR.rgb;
ALPHA = COLOR.a;
}
)");
selected_mat->set_shader(selected_sh);
// Register properties in editor settings.
EDITOR_DEF("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4));
EDITOR_DEF("editors/3d_gizmos/gizmo_colors/selected_bone", Color(0.8, 0.3, 0.0));
EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_axis_length", (float)0.1);
EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_shape", 1);
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d_gizmos/gizmo_settings/bone_shape", PROPERTY_HINT_ENUM, "Wire,Octahedron"));
}
bool Skeleton3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<Skeleton3D>(p_spatial) != nullptr;
}
String Skeleton3DGizmoPlugin::get_gizmo_name() const {
return "Skeleton3D";
}
int Skeleton3DGizmoPlugin::get_priority() const {
return -1;
}
int Skeleton3DGizmoPlugin::subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
ERR_FAIL_NULL_V(skeleton, -1);
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
if (!se || !se->is_edit_mode()) {
return -1;
}
if (Node3DEditor::get_singleton()->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) {
return -1;
}
// Select bone.
real_t grab_threshold = 4 * EDSCALE;
Vector3 ray_from = p_camera->get_global_transform().origin;
Transform3D gt = skeleton->get_global_transform();
int closest_idx = -1;
real_t closest_dist = 1e10;
const int bone_count = skeleton->get_bone_count();
for (int i = 0; i < bone_count; i++) {
Vector3 joint_pos_3d = gt.xform(skeleton->get_bone_global_pose(i).origin);
Vector2 joint_pos_2d = p_camera->unproject_position(joint_pos_3d);
real_t dist_3d = ray_from.distance_to(joint_pos_3d);
real_t dist_2d = p_point.distance_to(joint_pos_2d);
if (dist_2d < grab_threshold && dist_3d < closest_dist) {
closest_dist = dist_3d;
closest_idx = i;
}
}
if (closest_idx >= 0) {
se->select_bone(closest_idx);
return closest_idx;
}
se->select_bone(-1);
return -1;
}
Transform3D Skeleton3DGizmoPlugin::get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
ERR_FAIL_NULL_V(skeleton, Transform3D());
return skeleton->get_bone_global_pose(p_id);
}
void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
ERR_FAIL_NULL(skeleton);
// Prepare for global to local.
Transform3D original_to_local;
int parent_idx = skeleton->get_bone_parent(p_id);
if (parent_idx >= 0) {
original_to_local = skeleton->get_bone_global_pose(parent_idx);
}
Basis to_local = original_to_local.get_basis().inverse();
// Prepare transform.
Transform3D t;
// Basis.
t.basis = to_local * p_transform.get_basis();
// Origin.
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Vector3 orig = skeleton->get_bone_pose(p_id).origin;
Vector3 sub = p_transform.origin - skeleton->get_bone_global_pose(p_id).origin;
t.origin = orig + to_local.xform(sub);
// Apply transform.
skeleton->set_bone_pose_position(p_id, t.origin);
skeleton->set_bone_pose_rotation(p_id, t.basis.get_rotation_quaternion());
skeleton->set_bone_pose_scale(p_id, t.basis.get_scale());
}
void Skeleton3DGizmoPlugin::commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel) {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
ERR_FAIL_NULL(skeleton);
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
Node3DEditor *ne = Node3DEditor::get_singleton();
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Set Bone Transform"));
if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE) {
for (int i = 0; i < p_ids.size(); i++) {
ur->add_do_method(skeleton, "set_bone_pose_position", p_ids[i], skeleton->get_bone_pose_position(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_position", p_ids[i], se->get_bone_original_position());
}
}
if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE) {
for (int i = 0; i < p_ids.size(); i++) {
ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
}
}
if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE) {
for (int i = 0; i < p_ids.size(); i++) {
// If the axis is swapped by scaling, the rotation can be changed.
ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
ur->add_do_method(skeleton, "set_bone_pose_scale", p_ids[i], skeleton->get_bone_pose_scale(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_scale", p_ids[i], se->get_bone_original_scale());
}
}
ur->commit_action();
}
void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
p_gizmo->clear();
if (!skeleton->get_bone_count()) {
return;
}
int selected = -1;
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
if (se) {
selected = se->get_selected_bone();
}
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Color bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/skeleton");
Color selected_bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/selected_bone");
real_t bone_axis_length = EDITOR_GET("editors/3d_gizmos/gizmo_settings/bone_axis_length");
int bone_shape = EDITOR_GET("editors/3d_gizmos/gizmo_settings/bone_shape");
LocalVector<Color> axis_colors;
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axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_x_color"), EditorStringName(Editor)));
axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_y_color"), EditorStringName(Editor)));
axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_z_color"), EditorStringName(Editor)));
Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
surface_tool->begin(Mesh::PRIMITIVE_LINES);
if (p_gizmo->is_selected()) {
surface_tool->set_material(selected_mat);
} else {
unselected_mat->set_albedo(bone_color);
surface_tool->set_material(unselected_mat);
}
LocalVector<int> bones;
LocalVector<float> weights;
bones.resize(4);
weights.resize(4);
for (int i = 0; i < 4; i++) {
bones[i] = 0;
weights[i] = 0;
}
weights[0] = 1;
int current_bone_index = 0;
Vector<int> bones_to_process = skeleton->get_parentless_bones();
while (bones_to_process.size() > current_bone_index) {
int current_bone_idx = bones_to_process[current_bone_index];
current_bone_index++;
Color current_bone_color = (current_bone_idx == selected) ? selected_bone_color : bone_color;
Vector<int> child_bones_vector;
child_bones_vector = skeleton->get_bone_children(current_bone_idx);
int child_bones_size = child_bones_vector.size();
for (int i = 0; i < child_bones_size; i++) {
// Something wrong.
if (child_bones_vector[i] < 0) {
continue;
}
int child_bone_idx = child_bones_vector[i];
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Vector3 v0 = skeleton->get_bone_global_rest(current_bone_idx).origin;
Vector3 v1 = skeleton->get_bone_global_rest(child_bone_idx).origin;
Vector3 d = (v1 - v0).normalized();
real_t dist = v0.distance_to(v1);
// Find closest axis.
int closest = -1;
real_t closest_d = 0.0;
for (int j = 0; j < 3; j++) {
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real_t dp = Math::abs(skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));
if (j == 0 || dp > closest_d) {
closest = j;
}
}
// Draw bone.
switch (bone_shape) {
case 0: { // Wire shape.
surface_tool->set_color(current_bone_color);
bones[0] = current_bone_idx;
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v0);
bones[0] = child_bone_idx;
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v1);
} break;
case 1: { // Octahedron shape.
Vector3 first;
Vector3 points[6];
int point_idx = 0;
for (int j = 0; j < 3; j++) {
Vector3 axis;
if (first == Vector3()) {
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axis = d.cross(d.cross(skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
first = axis;
} else {
axis = d.cross(first).normalized();
}
surface_tool->set_color(current_bone_color);
for (int k = 0; k < 2; k++) {
if (k == 1) {
axis = -axis;
}
Vector3 point = v0 + d * dist * 0.2;
point += axis * dist * 0.1;
bones[0] = current_bone_idx;
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v0);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(point);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(point);
bones[0] = child_bone_idx;
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v1);
points[point_idx++] = point;
}
}
surface_tool->set_color(current_bone_color);
SWAP(points[1], points[2]);
bones[0] = current_bone_idx;
for (int j = 0; j < 6; j++) {
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(points[j]);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(points[(j + 1) % 6]);
}
} break;
}
// Axis as root of the bone.
for (int j = 0; j < 3; j++) {
bones[0] = current_bone_idx;
surface_tool->set_color(axis_colors[j]);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v0);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
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surface_tool->add_vertex(v0 + (skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
if (j == closest) {
continue;
}
}
// Axis at the end of the bone children.
if (i == child_bones_size - 1) {
for (int j = 0; j < 3; j++) {
bones[0] = child_bone_idx;
surface_tool->set_color(axis_colors[j]);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v1);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
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surface_tool->add_vertex(v1 + (skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
if (j == closest) {
continue;
}
}
}
// Add the bone's children to the list of bones to be processed.
bones_to_process.push_back(child_bones_vector[i]);
}
}
Ref<ArrayMesh> m = surface_tool->commit();
p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
}