godot/scene/3d/skeleton.cpp

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/*************************************************************************/
/* skeleton.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
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#include "skeleton.h"
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#include "message_queue.h"
#include "core/project_settings.h"
#include "scene/3d/physics_body.h"
#include "scene/resources/surface_tool.h"
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bool Skeleton::_set(const StringName &p_path, const Variant &p_value) {
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String path = p_path;
if (!path.begins_with("bones/"))
return false;
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int which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
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if (which == bones.size() && what == "name") {
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add_bone(p_value);
return true;
}
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ERR_FAIL_INDEX_V(which, bones.size(), false);
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if (what == "parent")
set_bone_parent(which, p_value);
else if (what == "rest")
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set_bone_rest(which, p_value);
else if (what == "enabled")
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set_bone_enabled(which, p_value);
else if (what == "pose")
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set_bone_pose(which, p_value);
else if (what == "bound_children") {
Array children = p_value;
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if (is_inside_tree()) {
bones[which].nodes_bound.clear();
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for (int i = 0; i < children.size(); i++) {
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NodePath path = children[i];
ERR_CONTINUE(path.operator String() == "");
Node *node = get_node(path);
ERR_CONTINUE(!node);
bind_child_node_to_bone(which, node);
}
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}
} else {
return false;
}
return true;
}
bool Skeleton::_get(const StringName &p_path, Variant &r_ret) const {
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String path = p_path;
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if (!path.begins_with("bones/"))
return false;
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int which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
ERR_FAIL_INDEX_V(which, bones.size(), false);
if (what == "name")
r_ret = get_bone_name(which);
else if (what == "parent")
r_ret = get_bone_parent(which);
else if (what == "rest")
r_ret = get_bone_rest(which);
else if (what == "enabled")
r_ret = is_bone_enabled(which);
else if (what == "pose")
r_ret = get_bone_pose(which);
else if (what == "bound_children") {
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Array children;
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for (const List<uint32_t>::Element *E = bones[which].nodes_bound.front(); E; E = E->next()) {
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Object *obj = ObjectDB::get_instance(E->get());
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ERR_CONTINUE(!obj);
Node *node = Object::cast_to<Node>(obj);
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ERR_CONTINUE(!node);
NodePath path = get_path_to(node);
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children.push_back(path);
}
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r_ret = children;
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} else
return false;
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return true;
}
void Skeleton::_get_property_list(List<PropertyInfo> *p_list) const {
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for (int i = 0; i < bones.size(); i++) {
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String prep = "bones/" + itos(i) + "/";
p_list->push_back(PropertyInfo(Variant::STRING, prep + "name"));
p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(i - 1) + ",1"));
p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "rest"));
p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled"));
p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
p_list->push_back(PropertyInfo(Variant::ARRAY, prep + "bound_children"));
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}
}
void Skeleton::_notification(int p_what) {
switch (p_what) {
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case NOTIFICATION_ENTER_WORLD: {
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if (dirty) {
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dirty = false;
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_make_dirty(); // property make it dirty
}
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} break;
case NOTIFICATION_EXIT_WORLD: {
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} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (dirty)
break; //will be eventually updated
//if moved, just update transforms
VisualServer *vs = VisualServer::get_singleton();
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const Bone *bonesptr = bones.ptr();
int len = bones.size();
Transform global_transform = get_global_transform();
Transform global_transform_inverse = global_transform.affine_inverse();
for (int i = 0; i < len; i++) {
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const Bone &b = bonesptr[i];
vs->skeleton_bone_set_transform(skeleton, i, global_transform * (b.transform_final * global_transform_inverse));
}
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} break;
case NOTIFICATION_UPDATE_SKELETON: {
VisualServer *vs = VisualServer::get_singleton();
Bone *bonesptr = &bones[0];
int len = bones.size();
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vs->skeleton_allocate(skeleton, len); // if same size, nothin really happens
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// pose changed, rebuild cache of inverses
if (rest_global_inverse_dirty) {
// calculate global rests and invert them
for (int i = 0; i < len; i++) {
Bone &b = bonesptr[i];
if (b.parent >= 0)
b.rest_global_inverse = bonesptr[b.parent].rest_global_inverse * b.rest;
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else
b.rest_global_inverse = b.rest;
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}
for (int i = 0; i < len; i++) {
Bone &b = bonesptr[i];
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b.rest_global_inverse.affine_invert();
}
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rest_global_inverse_dirty = false;
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}
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Transform global_transform = get_global_transform();
Transform global_transform_inverse = global_transform.affine_inverse();
for (int i = 0; i < len; i++) {
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Bone &b = bonesptr[i];
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if (b.disable_rest) {
if (b.enabled) {
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Transform pose = b.pose;
if (b.custom_pose_enable) {
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pose = b.custom_pose * pose;
}
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * pose;
} else {
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b.pose_global = pose;
}
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} else {
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global;
} else {
b.pose_global = Transform();
}
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}
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} else {
if (b.enabled) {
Transform pose = b.pose;
if (b.custom_pose_enable) {
pose = b.custom_pose * pose;
}
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
} else {
b.pose_global = b.rest * pose;
}
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} else {
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * b.rest;
} else {
b.pose_global = b.rest;
}
}
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}
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b.transform_final = b.pose_global * b.rest_global_inverse;
vs->skeleton_bone_set_transform(skeleton, i, global_transform * (b.transform_final * global_transform_inverse));
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for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
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Object *obj = ObjectDB::get_instance(E->get());
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ERR_CONTINUE(!obj);
Spatial *sp = Object::cast_to<Spatial>(obj);
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ERR_CONTINUE(!sp);
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sp->set_transform(b.pose_global);
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}
}
dirty = false;
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} break;
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}
}
Transform Skeleton::get_bone_transform(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
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if (dirty)
const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
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return bones[p_bone].pose_global * bones[p_bone].rest_global_inverse;
}
void Skeleton::set_bone_global_pose(int p_bone, const Transform &p_pose) {
ERR_FAIL_INDEX(p_bone, bones.size());
if (bones[p_bone].parent == -1) {
set_bone_pose(p_bone, bones[p_bone].rest_global_inverse * p_pose); //fast
} else {
set_bone_pose(p_bone, bones[p_bone].rest.affine_inverse() * (get_bone_global_pose(bones[p_bone].parent).affine_inverse() * p_pose)); //slow
}
}
Transform Skeleton::get_bone_global_pose(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
if (dirty)
const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
return bones[p_bone].pose_global;
}
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RID Skeleton::get_skeleton() const {
return skeleton;
}
// skeleton creation api
void Skeleton::add_bone(const String &p_name) {
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ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
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for (int i = 0; i < bones.size(); i++) {
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ERR_FAIL_COND(bones[i].name == "p_name");
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}
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Bone b;
b.name = p_name;
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bones.push_back(b);
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rest_global_inverse_dirty = true;
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_make_dirty();
update_gizmo();
}
int Skeleton::find_bone(String p_name) const {
for (int i = 0; i < bones.size(); i++) {
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if (bones[i].name == p_name)
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return i;
}
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return -1;
}
String Skeleton::get_bone_name(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), "");
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return bones[p_bone].name;
}
int Skeleton::get_bone_count() const {
return bones.size();
}
void Skeleton::set_bone_parent(int p_bone, int p_parent) {
ERR_FAIL_INDEX(p_bone, bones.size());
ERR_FAIL_COND(p_parent != -1 && (p_parent < 0 || p_parent >= p_bone));
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bones[p_bone].parent = p_parent;
rest_global_inverse_dirty = true;
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_make_dirty();
}
void Skeleton::unparent_bone_and_rest(int p_bone) {
ERR_FAIL_INDEX(p_bone, bones.size());
int parent = bones[p_bone].parent;
while (parent >= 0) {
bones[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
parent = bones[parent].parent;
}
bones[p_bone].parent = -1;
bones[p_bone].rest_global_inverse = bones[p_bone].rest.affine_inverse(); //same thing
_make_dirty();
}
void Skeleton::set_bone_ignore_animation(int p_bone, bool p_ignore) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones[p_bone].ignore_animation = p_ignore;
}
bool Skeleton::is_bone_ignore_animation(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
return bones[p_bone].ignore_animation;
}
void Skeleton::set_bone_disable_rest(int p_bone, bool p_disable) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones[p_bone].disable_rest = p_disable;
}
bool Skeleton::is_bone_rest_disabled(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
return bones[p_bone].disable_rest;
}
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int Skeleton::get_bone_parent(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), -1);
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return bones[p_bone].parent;
}
void Skeleton::set_bone_rest(int p_bone, const Transform &p_rest) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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bones[p_bone].rest = p_rest;
rest_global_inverse_dirty = true;
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_make_dirty();
}
Transform Skeleton::get_bone_rest(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
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return bones[p_bone].rest;
}
void Skeleton::set_bone_enabled(int p_bone, bool p_enabled) {
ERR_FAIL_INDEX(p_bone, bones.size());
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bones[p_bone].enabled = p_enabled;
rest_global_inverse_dirty = true;
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_make_dirty();
}
bool Skeleton::is_bone_enabled(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
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return bones[p_bone].enabled;
}
void Skeleton::bind_child_node_to_bone(int p_bone, Node *p_node) {
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ERR_FAIL_NULL(p_node);
ERR_FAIL_INDEX(p_bone, bones.size());
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uint32_t id = p_node->get_instance_id();
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for (List<uint32_t>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
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if (E->get() == id)
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return; // already here
}
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bones[p_bone].nodes_bound.push_back(id);
}
void Skeleton::unbind_child_node_from_bone(int p_bone, Node *p_node) {
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ERR_FAIL_NULL(p_node);
ERR_FAIL_INDEX(p_bone, bones.size());
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uint32_t id = p_node->get_instance_id();
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bones[p_bone].nodes_bound.erase(id);
}
void Skeleton::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const {
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ERR_FAIL_INDEX(p_bone, bones.size());
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for (const List<uint32_t>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
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Object *obj = ObjectDB::get_instance(E->get());
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ERR_CONTINUE(!obj);
p_bound->push_back(Object::cast_to<Node>(obj));
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}
}
void Skeleton::clear_bones() {
bones.clear();
rest_global_inverse_dirty = true;
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_make_dirty();
}
// posing api
void Skeleton::set_bone_pose(int p_bone, const Transform &p_pose) {
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ERR_FAIL_INDEX(p_bone, bones.size());
ERR_FAIL_COND(!is_inside_tree());
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bones[p_bone].pose = p_pose;
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_make_dirty();
}
Transform Skeleton::get_bone_pose(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
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return bones[p_bone].pose;
}
void Skeleton::set_bone_custom_pose(int p_bone, const Transform &p_custom_pose) {
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ERR_FAIL_INDEX(p_bone, bones.size());
//ERR_FAIL_COND( !is_inside_scene() );
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bones[p_bone].custom_pose_enable = (p_custom_pose != Transform());
bones[p_bone].custom_pose = p_custom_pose;
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_make_dirty();
}
Transform Skeleton::get_bone_custom_pose(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
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return bones[p_bone].custom_pose;
}
void Skeleton::_make_dirty() {
if (dirty)
return;
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if (!is_inside_tree()) {
dirty = true;
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return;
}
MessageQueue::get_singleton()->push_notification(this, NOTIFICATION_UPDATE_SKELETON);
dirty = true;
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}
void Skeleton::localize_rests() {
for (int i = bones.size() - 1; i >= 0; i--) {
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if (bones[i].parent >= 0)
set_bone_rest(i, bones[bones[i].parent].rest.affine_inverse() * bones[i].rest);
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}
}
void _notify_physical_bones_simulation(bool start, Node *p_node) {
for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
_notify_physical_bones_simulation(start, p_node->get_child(i));
}
PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node);
if (pb) {
pb->set_simulate_physics(start);
}
}
void Skeleton::bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone) {
ERR_FAIL_INDEX(p_bone, bones.size());
ERR_FAIL_COND(bones[p_bone].physical_bone);
ERR_FAIL_COND(!p_physical_bone);
bones[p_bone].physical_bone = p_physical_bone;
_rebuild_physical_bones_cache();
}
void Skeleton::unbind_physical_bone_from_bone(int p_bone) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones[p_bone].physical_bone = NULL;
_rebuild_physical_bones_cache();
}
PhysicalBone *Skeleton::get_physical_bone(int p_bone) {
ERR_FAIL_INDEX_V(p_bone, bones.size(), NULL);
return bones[p_bone].physical_bone;
}
PhysicalBone *Skeleton::get_physical_bone_parent(int p_bone) {
ERR_FAIL_INDEX_V(p_bone, bones.size(), NULL);
if (bones[p_bone].cache_parent_physical_bone) {
return bones[p_bone].cache_parent_physical_bone;
}
return _get_physical_bone_parent(p_bone);
}
PhysicalBone *Skeleton::_get_physical_bone_parent(int p_bone) {
ERR_FAIL_INDEX_V(p_bone, bones.size(), NULL);
const int parent_bone = bones[p_bone].parent;
if (0 > parent_bone) {
return NULL;
}
PhysicalBone *pb = bones[parent_bone].physical_bone;
if (pb) {
return pb;
} else {
return get_physical_bone_parent(parent_bone);
}
}
void Skeleton::_rebuild_physical_bones_cache() {
const int b_size = bones.size();
for (int i = 0; i < b_size; ++i) {
bones[i].cache_parent_physical_bone = _get_physical_bone_parent(i);
if (bones[i].physical_bone)
bones[i].physical_bone->_on_bone_parent_changed();
}
}
void Skeleton::physical_bones_simulation(bool start) {
_notify_physical_bones_simulation(start, this);
}
void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RID p_exception) {
for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
_physical_bones_add_remove_collision_exception(p_add, p_node->get_child(i), p_exception);
}
CollisionObject *co = Object::cast_to<CollisionObject>(p_node);
if (co) {
if (p_add) {
PhysicsServer::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception);
} else {
PhysicsServer::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception);
}
}
}
void Skeleton::physical_bones_add_collision_exception(RID p_exception) {
_physical_bones_add_remove_collision_exception(true, this, p_exception);
}
void Skeleton::physical_bones_remove_collision_exception(RID p_exception) {
_physical_bones_add_remove_collision_exception(false, this, p_exception);
}
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void Skeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton::add_bone);
ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton::find_bone);
ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton::get_bone_name);
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ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton::get_bone_parent);
ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton::set_bone_parent);
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ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton::get_bone_count);
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ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton::unparent_bone_and_rest);
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ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton::get_bone_rest);
ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton::set_bone_rest);
ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton::set_bone_disable_rest);
ClassDB::bind_method(D_METHOD("is_bone_rest_disabled", "bone_idx"), &Skeleton::is_bone_rest_disabled);
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ClassDB::bind_method(D_METHOD("bind_child_node_to_bone", "bone_idx", "node"), &Skeleton::bind_child_node_to_bone);
ClassDB::bind_method(D_METHOD("unbind_child_node_from_bone", "bone_idx", "node"), &Skeleton::unbind_child_node_from_bone);
ClassDB::bind_method(D_METHOD("get_bound_child_nodes_to_bone", "bone_idx"), &Skeleton::_get_bound_child_nodes_to_bone);
ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton::clear_bones);
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ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton::get_bone_pose);
ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton::set_bone_pose);
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ClassDB::bind_method(D_METHOD("set_bone_global_pose", "bone_idx", "pose"), &Skeleton::set_bone_global_pose);
ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton::get_bone_global_pose);
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ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton::get_bone_custom_pose);
ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton::set_bone_custom_pose);
ClassDB::bind_method(D_METHOD("get_bone_transform", "bone_idx"), &Skeleton::get_bone_transform);
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ClassDB::bind_method(D_METHOD("physical_bones_simulation", "start"), &Skeleton::physical_bones_simulation);
ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton::physical_bones_add_collision_exception);
ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton::physical_bones_remove_collision_exception);
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
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}
Skeleton::Skeleton() {
rest_global_inverse_dirty = true;
dirty = false;
skeleton = VisualServer::get_singleton()->skeleton_create();
set_notify_transform(true);
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}
Skeleton::~Skeleton() {
VisualServer::get_singleton()->free(skeleton);
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}