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
This commit is contained in:
Jeronimo Schreyer 2023-12-10 18:26:14 -03:00 committed by Saracen
parent db76de5de8
commit 030fd71da2
4 changed files with 68 additions and 29 deletions

View File

@ -37,6 +37,7 @@
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/gui/editor_file_dialog.h"
#include "editor/plugins/skeleton_3d_editor_plugin.h"
#include "editor/themes/editor_scale.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/animation/animation_player.h"
@ -419,7 +420,9 @@ void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_ite
animation_player->connect(SceneStringName(animation_finished), callable_mp(this, &SceneImportSettingsDialog::_animation_finished));
} else if (Object::cast_to<Skeleton3D>(p_node)) {
category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE;
skeletons.push_back(Object::cast_to<Skeleton3D>(p_node));
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_node);
skeleton->connect(SNAME("tree_entered"), callable_mp(this, &SceneImportSettingsDialog::_skeleton_tree_entered).bind(skeleton));
skeletons.push_back(skeleton);
} else {
category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_NODE;
}
@ -480,6 +483,11 @@ void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_ite
contents_aabb.merge_with(aabb);
}
}
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_node);
if (skeleton) {
bones_mesh_preview->set_mesh(Skeleton3DGizmoPlugin::get_bones_mesh(skeleton, -1, true));
}
}
void SceneImportSettingsDialog::_update_scene() {
@ -800,6 +808,7 @@ void SceneImportSettingsDialog::_select(Tree *p_from, const String &p_type, cons
mesh_preview->hide();
_reset_animation();
bones_mesh_preview->hide();
if (Object::cast_to<Node3D>(scene)) {
Object::cast_to<Node3D>(scene)->show();
}
@ -834,6 +843,7 @@ void SceneImportSettingsDialog::_select(Tree *p_from, const String &p_type, cons
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE;
} else if (Object::cast_to<Skeleton3D>(nd.node)) {
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE;
bones_mesh_preview->show();
} else {
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_NODE;
scene_import_settings_data->hide_options = editing_animation;
@ -1055,6 +1065,10 @@ void SceneImportSettingsDialog::_animation_slider_value_changed(double p_value)
animation_player->seek(p_value * animation_map[selected_id].animation->get_length(), true);
}
void SceneImportSettingsDialog::_skeleton_tree_entered(Skeleton3D *skeleton) {
bones_mesh_preview->set_skeleton_path(skeleton->get_path());
}
void SceneImportSettingsDialog::_animation_finished(const StringName &p_name) {
Animation::LoopMode loop_mode = animation_loop_mode;
@ -1800,6 +1814,13 @@ SceneImportSettingsDialog::SceneImportSettingsDialog() {
collider_mat->set_albedo(Color(0.5, 0.5, 1.0));
}
{
bones_mesh_preview = memnew(MeshInstance3D);
bones_mesh_preview->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);
bones_mesh_preview->set_skeleton_path(NodePath());
base_viewport->add_child(bones_mesh_preview);
}
inspector = memnew(EditorInspector);
inspector->set_custom_minimum_size(Size2(300 * EDSCALE, 0));
inspector->connect(SNAME("property_edited"), callable_mp(this, &SceneImportSettingsDialog::_inspector_property_edited));

View File

@ -113,6 +113,7 @@ class SceneImportSettingsDialog : public ConfirmationDialog {
bool animation_pingpong = false;
bool previous_import_as_skeleton = false;
bool previous_rest_as_reset = false;
MeshInstance3D *bones_mesh_preview = nullptr;
Ref<StandardMaterial3D> collider_mat;
@ -190,6 +191,7 @@ class SceneImportSettingsDialog : public ConfirmationDialog {
void _material_tree_selected();
void _mesh_tree_selected();
void _scene_tree_selected();
void _skeleton_tree_entered(Skeleton3D *skeleton);
void _cleanup();
void _on_light_1_switch_pressed();
void _on_light_2_switch_pressed();

View File

@ -1180,16 +1180,18 @@ 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);
Skeleton3DGizmoPlugin::SelectionMaterials Skeleton3DGizmoPlugin::selection_materials;
selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
selected_sh = Ref<Shader>(memnew(Shader));
Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
selection_materials.unselected_mat.instantiate();
selection_materials.unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
selection_materials.unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
selection_materials.selected_mat.instantiate();
Ref<Shader> selected_sh = Ref<Shader>(memnew(Shader));
selected_sh->set_code(R"(
// Skeleton 3D gizmo bones shader.
@ -1208,7 +1210,7 @@ void fragment() {
ALPHA = COLOR.a;
}
)");
selected_mat->set_shader(selected_sh);
selection_materials.selected_mat->set_shader(selected_sh);
// Register properties in editor settings.
EDITOR_DEF_RST("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4));
@ -1218,6 +1220,11 @@ void fragment() {
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d_gizmos/gizmo_settings/bone_shape", PROPERTY_HINT_ENUM, "Wire,Octahedron"));
}
Skeleton3DGizmoPlugin::~Skeleton3DGizmoPlugin() {
selection_materials.unselected_mat.unref();
selection_materials.selected_mat.unref();
}
bool Skeleton3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<Skeleton3D>(p_spatial) != nullptr;
}
@ -1354,6 +1361,11 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
selected = se->get_selected_bone();
}
Ref<ArrayMesh> m = get_bones_mesh(skeleton, selected, p_gizmo->is_selected());
p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
}
Ref<ArrayMesh> Skeleton3DGizmoPlugin::get_bones_mesh(Skeleton3D *p_skeleton, int p_selected, bool p_is_selected) {
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");
@ -1367,11 +1379,11 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
surface_tool->begin(Mesh::PRIMITIVE_LINES);
if (p_gizmo->is_selected()) {
surface_tool->set_material(selected_mat);
if (p_is_selected) {
surface_tool->set_material(selection_materials.selected_mat);
} else {
unselected_mat->set_albedo(bone_color);
surface_tool->set_material(unselected_mat);
selection_materials.unselected_mat->set_albedo(bone_color);
surface_tool->set_material(selection_materials.unselected_mat);
}
LocalVector<int> bones;
@ -1385,16 +1397,16 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
weights[0] = 1;
int current_bone_index = 0;
Vector<int> bones_to_process = skeleton->get_parentless_bones();
Vector<int> bones_to_process = p_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;
Color current_bone_color = (current_bone_idx == p_selected) ? selected_bone_color : bone_color;
Vector<int> child_bones_vector;
child_bones_vector = skeleton->get_bone_children(current_bone_idx);
child_bones_vector = p_skeleton->get_bone_children(current_bone_idx);
int child_bones_size = child_bones_vector.size();
for (int i = 0; i < child_bones_size; i++) {
@ -1405,8 +1417,8 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
int child_bone_idx = child_bones_vector[i];
Vector3 v0 = skeleton->get_bone_global_rest(current_bone_idx).origin;
Vector3 v1 = skeleton->get_bone_global_rest(child_bone_idx).origin;
Vector3 v0 = p_skeleton->get_bone_global_rest(current_bone_idx).origin;
Vector3 v1 = p_skeleton->get_bone_global_rest(child_bone_idx).origin;
Vector3 d = (v1 - v0).normalized();
real_t dist = v0.distance_to(v1);
@ -1414,7 +1426,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
int closest = -1;
real_t closest_d = 0.0;
for (int j = 0; j < 3; j++) {
real_t dp = Math::abs(skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));
real_t dp = Math::abs(p_skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));
if (j == 0 || dp > closest_d) {
closest = j;
}
@ -1441,7 +1453,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
for (int j = 0; j < 3; j++) {
Vector3 axis;
if (first == Vector3()) {
axis = d.cross(d.cross(skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
axis = d.cross(d.cross(p_skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
first = axis;
} else {
axis = d.cross(first).normalized();
@ -1496,7 +1508,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
surface_tool->add_vertex(v0);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v0 + (skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
surface_tool->add_vertex(v0 + (p_skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
if (j == closest) {
continue;
@ -1513,7 +1525,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
surface_tool->add_vertex(v1);
surface_tool->set_bones(bones);
surface_tool->set_weights(weights);
surface_tool->add_vertex(v1 + (skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
surface_tool->add_vertex(v1 + (p_skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
if (j == closest) {
continue;
@ -1526,6 +1538,5 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
}
}
Ref<ArrayMesh> m = surface_tool->commit();
p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
return surface_tool->commit();
}

View File

@ -252,11 +252,15 @@ public:
class Skeleton3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(Skeleton3DGizmoPlugin, EditorNode3DGizmoPlugin);
Ref<StandardMaterial3D> unselected_mat;
Ref<ShaderMaterial> selected_mat;
Ref<Shader> selected_sh;
struct SelectionMaterials {
Ref<StandardMaterial3D> unselected_mat;
Ref<ShaderMaterial> selected_mat;
};
static SelectionMaterials selection_materials;
public:
static Ref<ArrayMesh> get_bones_mesh(Skeleton3D *p_skeleton, int p_selected, bool p_is_selected);
bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
int get_priority() const override;
@ -269,6 +273,7 @@ public:
void redraw(EditorNode3DGizmo *p_gizmo) override;
Skeleton3DGizmoPlugin();
~Skeleton3DGizmoPlugin();
};
#endif // SKELETON_3D_EDITOR_PLUGIN_H