add support for visualizing bones in Advanced Import Settings
When an imported model Skeleton3D type node is selected, the bones are drawn using lines or octahedrons to provide a clearer reference to their position. Refactored Skeleton3DGizmoPlugin::redraw now uses a static function to generate bone meshes
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@ -37,6 +37,7 @@
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#include "editor/editor_settings.h"
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#include "editor/editor_string_names.h"
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#include "editor/gui/editor_file_dialog.h"
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#include "editor/plugins/skeleton_3d_editor_plugin.h"
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#include "editor/themes/editor_scale.h"
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#include "scene/3d/importer_mesh_instance_3d.h"
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#include "scene/animation/animation_player.h"
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@ -419,7 +420,9 @@ void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_ite
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animation_player->connect(SceneStringName(animation_finished), callable_mp(this, &SceneImportSettingsDialog::_animation_finished));
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} else if (Object::cast_to<Skeleton3D>(p_node)) {
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category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE;
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skeletons.push_back(Object::cast_to<Skeleton3D>(p_node));
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_node);
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skeleton->connect(SNAME("tree_entered"), callable_mp(this, &SceneImportSettingsDialog::_skeleton_tree_entered).bind(skeleton));
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skeletons.push_back(skeleton);
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} else {
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category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_NODE;
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}
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@ -480,6 +483,11 @@ void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_ite
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contents_aabb.merge_with(aabb);
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}
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}
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_node);
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if (skeleton) {
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bones_mesh_preview->set_mesh(Skeleton3DGizmoPlugin::get_bones_mesh(skeleton, -1, true));
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}
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}
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void SceneImportSettingsDialog::_update_scene() {
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@ -800,6 +808,7 @@ void SceneImportSettingsDialog::_select(Tree *p_from, const String &p_type, cons
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mesh_preview->hide();
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_reset_animation();
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bones_mesh_preview->hide();
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if (Object::cast_to<Node3D>(scene)) {
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Object::cast_to<Node3D>(scene)->show();
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}
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@ -834,6 +843,7 @@ void SceneImportSettingsDialog::_select(Tree *p_from, const String &p_type, cons
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scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE;
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} else if (Object::cast_to<Skeleton3D>(nd.node)) {
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scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE;
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bones_mesh_preview->show();
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} else {
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scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_NODE;
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scene_import_settings_data->hide_options = editing_animation;
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@ -1055,6 +1065,10 @@ void SceneImportSettingsDialog::_animation_slider_value_changed(double p_value)
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animation_player->seek(p_value * animation_map[selected_id].animation->get_length(), true);
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}
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void SceneImportSettingsDialog::_skeleton_tree_entered(Skeleton3D *skeleton) {
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bones_mesh_preview->set_skeleton_path(skeleton->get_path());
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}
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void SceneImportSettingsDialog::_animation_finished(const StringName &p_name) {
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Animation::LoopMode loop_mode = animation_loop_mode;
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@ -1800,6 +1814,13 @@ SceneImportSettingsDialog::SceneImportSettingsDialog() {
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collider_mat->set_albedo(Color(0.5, 0.5, 1.0));
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}
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{
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bones_mesh_preview = memnew(MeshInstance3D);
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bones_mesh_preview->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);
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bones_mesh_preview->set_skeleton_path(NodePath());
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base_viewport->add_child(bones_mesh_preview);
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}
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inspector = memnew(EditorInspector);
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inspector->set_custom_minimum_size(Size2(300 * EDSCALE, 0));
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inspector->connect(SNAME("property_edited"), callable_mp(this, &SceneImportSettingsDialog::_inspector_property_edited));
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@ -113,6 +113,7 @@ class SceneImportSettingsDialog : public ConfirmationDialog {
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bool animation_pingpong = false;
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bool previous_import_as_skeleton = false;
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bool previous_rest_as_reset = false;
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MeshInstance3D *bones_mesh_preview = nullptr;
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Ref<StandardMaterial3D> collider_mat;
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@ -190,6 +191,7 @@ class SceneImportSettingsDialog : public ConfirmationDialog {
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void _material_tree_selected();
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void _mesh_tree_selected();
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void _scene_tree_selected();
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void _skeleton_tree_entered(Skeleton3D *skeleton);
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void _cleanup();
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void _on_light_1_switch_pressed();
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void _on_light_2_switch_pressed();
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@ -1180,16 +1180,18 @@ int Skeleton3DEditor::get_selected_bone() const {
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return selected_bone;
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}
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Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
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unselected_mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
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unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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Skeleton3DGizmoPlugin::SelectionMaterials Skeleton3DGizmoPlugin::selection_materials;
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selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
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selected_sh = Ref<Shader>(memnew(Shader));
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Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
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selection_materials.unselected_mat.instantiate();
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selection_materials.unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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selection_materials.unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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selection_materials.selected_mat.instantiate();
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Ref<Shader> selected_sh = Ref<Shader>(memnew(Shader));
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selected_sh->set_code(R"(
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// Skeleton 3D gizmo bones shader.
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@ -1208,7 +1210,7 @@ void fragment() {
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ALPHA = COLOR.a;
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}
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)");
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selected_mat->set_shader(selected_sh);
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selection_materials.selected_mat->set_shader(selected_sh);
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// Register properties in editor settings.
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EDITOR_DEF_RST("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4));
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@ -1218,6 +1220,11 @@ void fragment() {
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EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d_gizmos/gizmo_settings/bone_shape", PROPERTY_HINT_ENUM, "Wire,Octahedron"));
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}
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Skeleton3DGizmoPlugin::~Skeleton3DGizmoPlugin() {
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selection_materials.unselected_mat.unref();
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selection_materials.selected_mat.unref();
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}
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bool Skeleton3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<Skeleton3D>(p_spatial) != nullptr;
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}
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@ -1354,6 +1361,11 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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selected = se->get_selected_bone();
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}
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Ref<ArrayMesh> m = get_bones_mesh(skeleton, selected, p_gizmo->is_selected());
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p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
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}
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Ref<ArrayMesh> Skeleton3DGizmoPlugin::get_bones_mesh(Skeleton3D *p_skeleton, int p_selected, bool p_is_selected) {
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Color bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/skeleton");
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Color selected_bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/selected_bone");
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real_t bone_axis_length = EDITOR_GET("editors/3d_gizmos/gizmo_settings/bone_axis_length");
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@ -1367,11 +1379,11 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
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surface_tool->begin(Mesh::PRIMITIVE_LINES);
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if (p_gizmo->is_selected()) {
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surface_tool->set_material(selected_mat);
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if (p_is_selected) {
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surface_tool->set_material(selection_materials.selected_mat);
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} else {
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unselected_mat->set_albedo(bone_color);
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surface_tool->set_material(unselected_mat);
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selection_materials.unselected_mat->set_albedo(bone_color);
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surface_tool->set_material(selection_materials.unselected_mat);
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}
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LocalVector<int> bones;
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@ -1385,16 +1397,16 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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weights[0] = 1;
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int current_bone_index = 0;
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Vector<int> bones_to_process = skeleton->get_parentless_bones();
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Vector<int> bones_to_process = p_skeleton->get_parentless_bones();
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while (bones_to_process.size() > current_bone_index) {
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int current_bone_idx = bones_to_process[current_bone_index];
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current_bone_index++;
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Color current_bone_color = (current_bone_idx == selected) ? selected_bone_color : bone_color;
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Color current_bone_color = (current_bone_idx == p_selected) ? selected_bone_color : bone_color;
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Vector<int> child_bones_vector;
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child_bones_vector = skeleton->get_bone_children(current_bone_idx);
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child_bones_vector = p_skeleton->get_bone_children(current_bone_idx);
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int child_bones_size = child_bones_vector.size();
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for (int i = 0; i < child_bones_size; i++) {
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@ -1405,8 +1417,8 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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int child_bone_idx = child_bones_vector[i];
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Vector3 v0 = skeleton->get_bone_global_rest(current_bone_idx).origin;
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Vector3 v1 = skeleton->get_bone_global_rest(child_bone_idx).origin;
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Vector3 v0 = p_skeleton->get_bone_global_rest(current_bone_idx).origin;
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Vector3 v1 = p_skeleton->get_bone_global_rest(child_bone_idx).origin;
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Vector3 d = (v1 - v0).normalized();
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real_t dist = v0.distance_to(v1);
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@ -1414,7 +1426,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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int closest = -1;
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real_t closest_d = 0.0;
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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));
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real_t dp = Math::abs(p_skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));
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if (j == 0 || dp > closest_d) {
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closest = j;
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}
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@ -1441,7 +1453,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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for (int j = 0; j < 3; j++) {
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Vector3 axis;
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if (first == Vector3()) {
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axis = d.cross(d.cross(skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
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axis = d.cross(d.cross(p_skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
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first = axis;
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} else {
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axis = d.cross(first).normalized();
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@ -1496,7 +1508,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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surface_tool->add_vertex(v0);
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surface_tool->set_bones(bones);
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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);
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surface_tool->add_vertex(v0 + (p_skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
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if (j == closest) {
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continue;
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@ -1513,7 +1525,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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surface_tool->add_vertex(v1);
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surface_tool->set_bones(bones);
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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);
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surface_tool->add_vertex(v1 + (p_skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
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if (j == closest) {
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continue;
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@ -1526,6 +1538,5 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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}
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}
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Ref<ArrayMesh> m = surface_tool->commit();
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p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
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return surface_tool->commit();
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}
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@ -252,11 +252,15 @@ public:
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class Skeleton3DGizmoPlugin : public EditorNode3DGizmoPlugin {
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GDCLASS(Skeleton3DGizmoPlugin, EditorNode3DGizmoPlugin);
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Ref<StandardMaterial3D> unselected_mat;
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Ref<ShaderMaterial> selected_mat;
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Ref<Shader> selected_sh;
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struct SelectionMaterials {
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Ref<StandardMaterial3D> unselected_mat;
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Ref<ShaderMaterial> selected_mat;
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};
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static SelectionMaterials selection_materials;
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public:
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static Ref<ArrayMesh> get_bones_mesh(Skeleton3D *p_skeleton, int p_selected, bool p_is_selected);
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bool has_gizmo(Node3D *p_spatial) override;
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String get_gizmo_name() const override;
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int get_priority() const override;
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@ -269,6 +273,7 @@ public:
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void redraw(EditorNode3DGizmo *p_gizmo) override;
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Skeleton3DGizmoPlugin();
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~Skeleton3DGizmoPlugin();
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};
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#endif // SKELETON_3D_EDITOR_PLUGIN_H
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