Merge pull request #32275 from godotengine/skin_support
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
This commit is contained in:
commit
159470df08
|
@ -0,0 +1,31 @@
|
||||||
|
/*************************************************************************/
|
||||||
|
/* disjoint_set.h */
|
||||||
|
/*************************************************************************/
|
||||||
|
/* This file is part of: */
|
||||||
|
/* GODOT ENGINE */
|
||||||
|
/* https://godotengine.org */
|
||||||
|
/*************************************************************************/
|
||||||
|
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
|
||||||
|
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
|
||||||
|
/* */
|
||||||
|
/* 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 "disjoint_set.h"
|
|
@ -0,0 +1,155 @@
|
||||||
|
/*************************************************************************/
|
||||||
|
/* disjoint_set.h */
|
||||||
|
/*************************************************************************/
|
||||||
|
/* This file is part of: */
|
||||||
|
/* GODOT ENGINE */
|
||||||
|
/* https://godotengine.org */
|
||||||
|
/*************************************************************************/
|
||||||
|
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
|
||||||
|
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
|
||||||
|
/* */
|
||||||
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||||
|
/* a copy of this software and associated documentation files (the */
|
||||||
|
/* "Software"), to deal in the Software without restriction, including */
|
||||||
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||||
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||||
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||||
|
/* the following conditions: */
|
||||||
|
/* */
|
||||||
|
/* The above copyright notice and this permission notice shall be */
|
||||||
|
/* included in all copies or substantial portions of the Software. */
|
||||||
|
/* */
|
||||||
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||||
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||||
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||||
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||||
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||||
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||||
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||||
|
/*************************************************************************/
|
||||||
|
|
||||||
|
#ifndef DISJOINT_SET_H
|
||||||
|
#define DISJOINT_SET_H
|
||||||
|
|
||||||
|
#include "core/map.h"
|
||||||
|
#include "core/vector.h"
|
||||||
|
|
||||||
|
/**
|
||||||
|
@author Marios Staikopoulos <marios@staik.net>
|
||||||
|
*/
|
||||||
|
|
||||||
|
/* This DisjointSet class uses Find with path compression and Union by rank */
|
||||||
|
template <typename T, class C = Comparator<T>, class AL = DefaultAllocator>
|
||||||
|
class DisjointSet {
|
||||||
|
|
||||||
|
struct Element {
|
||||||
|
T object;
|
||||||
|
Element *parent = nullptr;
|
||||||
|
int rank = 0;
|
||||||
|
};
|
||||||
|
|
||||||
|
typedef Map<T, Element *, C, AL> MapT;
|
||||||
|
|
||||||
|
MapT elements;
|
||||||
|
|
||||||
|
Element *get_parent(Element *element);
|
||||||
|
|
||||||
|
_FORCE_INLINE_ Element *insert_or_get(T object);
|
||||||
|
|
||||||
|
public:
|
||||||
|
~DisjointSet();
|
||||||
|
|
||||||
|
_FORCE_INLINE_ void insert(T object) { (void)insert_or_get(object); }
|
||||||
|
|
||||||
|
void create_union(T a, T b);
|
||||||
|
|
||||||
|
void get_representatives(Vector<T> &out_roots);
|
||||||
|
|
||||||
|
void get_members(Vector<T> &out_members, T representative);
|
||||||
|
};
|
||||||
|
|
||||||
|
/* FUNCTIONS */
|
||||||
|
|
||||||
|
template <typename T, class C, class AL>
|
||||||
|
DisjointSet<T, C, AL>::~DisjointSet() {
|
||||||
|
for (typename MapT::Element *itr = elements.front(); itr != nullptr; itr = itr->next()) {
|
||||||
|
memdelete_allocator<Element, AL>(itr->value());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
template <typename T, class C, class AL>
|
||||||
|
typename DisjointSet<T, C, AL>::Element *DisjointSet<T, C, AL>::get_parent(Element *element) {
|
||||||
|
if (element->parent != element) {
|
||||||
|
element->parent = get_parent(element->parent);
|
||||||
|
}
|
||||||
|
|
||||||
|
return element->parent;
|
||||||
|
}
|
||||||
|
|
||||||
|
template <typename T, class C, class AL>
|
||||||
|
typename DisjointSet<T, C, AL>::Element *DisjointSet<T, C, AL>::insert_or_get(T object) {
|
||||||
|
typename MapT::Element *itr = elements.find(object);
|
||||||
|
if (itr != nullptr) {
|
||||||
|
return itr->value();
|
||||||
|
}
|
||||||
|
|
||||||
|
Element *new_element = memnew_allocator(Element, AL);
|
||||||
|
new_element->object = object;
|
||||||
|
new_element->parent = new_element;
|
||||||
|
elements.insert(object, new_element);
|
||||||
|
|
||||||
|
return new_element;
|
||||||
|
}
|
||||||
|
|
||||||
|
template <typename T, class C, class AL>
|
||||||
|
void DisjointSet<T, C, AL>::create_union(T a, T b) {
|
||||||
|
|
||||||
|
Element *x = insert_or_get(a);
|
||||||
|
Element *y = insert_or_get(b);
|
||||||
|
|
||||||
|
Element *x_root = get_parent(x);
|
||||||
|
Element *y_root = get_parent(y);
|
||||||
|
|
||||||
|
// Already in the same set
|
||||||
|
if (x_root == y_root)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Not in the same set, merge
|
||||||
|
if (x_root->rank < y_root->rank) {
|
||||||
|
SWAP(x_root, y_root);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Merge y_root into x_root
|
||||||
|
y_root->parent = x_root;
|
||||||
|
if (x_root->rank == y_root->rank) {
|
||||||
|
++x_root->rank;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
template <typename T, class C, class AL>
|
||||||
|
void DisjointSet<T, C, AL>::get_representatives(Vector<T> &out_representatives) {
|
||||||
|
for (typename MapT::Element *itr = elements.front(); itr != nullptr; itr = itr->next()) {
|
||||||
|
Element *element = itr->value();
|
||||||
|
if (element->parent == element) {
|
||||||
|
out_representatives.push_back(element->object);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
template <typename T, class C, class AL>
|
||||||
|
void DisjointSet<T, C, AL>::get_members(Vector<T> &out_members, T representative) {
|
||||||
|
typename MapT::Element *rep_itr = elements.find(representative);
|
||||||
|
ERR_FAIL_COND(rep_itr == nullptr);
|
||||||
|
|
||||||
|
Element *rep_element = rep_itr->value();
|
||||||
|
ERR_FAIL_COND(rep_element->parent != rep_element);
|
||||||
|
|
||||||
|
for (typename MapT::Element *itr = elements.front(); itr != nullptr; itr = itr->next()) {
|
||||||
|
Element *parent = get_parent(itr->value());
|
||||||
|
if (parent == rep_element) {
|
||||||
|
out_members.push_back(itr->key());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
|
@ -2570,12 +2570,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
|
||||||
|
|
||||||
state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
|
state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
|
||||||
|
|
||||||
if (skeleton) {
|
|
||||||
state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_IN_WORLD_COORDS, skeleton->use_world_transform);
|
|
||||||
state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TRANSFORM, skeleton->world_transform);
|
|
||||||
state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TRANSFORM_INVERSE, skeleton->world_transform_inverse);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (use_lightmap_capture) { //this is per instance, must be set always if present
|
if (use_lightmap_capture) { //this is per instance, must be set always if present
|
||||||
glUniform4fv(state.scene_shader.get_uniform_location(SceneShaderGLES2::LIGHTMAP_CAPTURES), 12, (const GLfloat *)e->instance->lightmap_capture_data.ptr());
|
glUniform4fv(state.scene_shader.get_uniform_location(SceneShaderGLES2::LIGHTMAP_CAPTURES), 12, (const GLfloat *)e->instance->lightmap_capture_data.ptr());
|
||||||
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_CAPTURE_SKY, false);
|
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_CAPTURE_SKY, false);
|
||||||
|
|
|
@ -3663,23 +3663,6 @@ void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, cons
|
||||||
skeleton->base_transform_2d = p_base_transform;
|
skeleton->base_transform_2d = p_base_transform;
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerStorageGLES2::skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) {
|
|
||||||
|
|
||||||
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
|
|
||||||
|
|
||||||
ERR_FAIL_COND(skeleton->use_2d);
|
|
||||||
|
|
||||||
skeleton->world_transform = p_world_transform;
|
|
||||||
skeleton->use_world_transform = p_enable;
|
|
||||||
if (p_enable) {
|
|
||||||
skeleton->world_transform_inverse = skeleton->world_transform.affine_inverse();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!skeleton->update_list.in_list()) {
|
|
||||||
skeleton_update_list.add(&skeleton->update_list);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size) {
|
void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size) {
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, resources.skeleton_transform_buffer);
|
glBindBuffer(GL_ARRAY_BUFFER, resources.skeleton_transform_buffer);
|
||||||
|
|
|
@ -870,16 +870,12 @@ public:
|
||||||
Set<RasterizerScene::InstanceBase *> instances;
|
Set<RasterizerScene::InstanceBase *> instances;
|
||||||
|
|
||||||
Transform2D base_transform_2d;
|
Transform2D base_transform_2d;
|
||||||
Transform world_transform;
|
|
||||||
Transform world_transform_inverse;
|
|
||||||
bool use_world_transform;
|
|
||||||
|
|
||||||
Skeleton() :
|
Skeleton() :
|
||||||
use_2d(false),
|
use_2d(false),
|
||||||
size(0),
|
size(0),
|
||||||
tex_id(0),
|
tex_id(0),
|
||||||
update_list(this),
|
update_list(this) {
|
||||||
use_world_transform(false) {
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -897,7 +893,6 @@ public:
|
||||||
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
|
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
|
||||||
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
|
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
|
||||||
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
|
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
|
||||||
virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform);
|
|
||||||
|
|
||||||
void _update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size);
|
void _update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size);
|
||||||
|
|
||||||
|
|
|
@ -61,9 +61,6 @@ uniform ivec2 skeleton_texture_size;
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
uniform highp mat4 skeleton_transform;
|
|
||||||
uniform highp mat4 skeleton_transform_inverse;
|
|
||||||
uniform bool skeleton_in_world_coords;
|
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
@ -410,12 +407,9 @@ void main() {
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
if (skeleton_in_world_coords) {
|
|
||||||
bone_transform = skeleton_transform * (bone_transform * skeleton_transform_inverse);
|
|
||||||
world_matrix = bone_transform * world_matrix;
|
|
||||||
} else {
|
|
||||||
world_matrix = world_matrix * bone_transform;
|
world_matrix = world_matrix * bone_transform;
|
||||||
}
|
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
|
@ -2260,11 +2260,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
|
||||||
|
|
||||||
_set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, e->sort_key & RenderList::SORT_KEY_CULL_DISABLED_FLAG, p_reverse_cull);
|
_set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, e->sort_key & RenderList::SORT_KEY_CULL_DISABLED_FLAG, p_reverse_cull);
|
||||||
|
|
||||||
if (skeleton) {
|
|
||||||
state.scene_shader.set_uniform(SceneShaderGLES3::SKELETON_TRANSFORM, skeleton->world_transform);
|
|
||||||
state.scene_shader.set_uniform(SceneShaderGLES3::SKELETON_IN_WORLD_COORDS, skeleton->use_world_transform);
|
|
||||||
}
|
|
||||||
|
|
||||||
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
|
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
|
||||||
|
|
||||||
_render_geometry(e);
|
_render_geometry(e);
|
||||||
|
|
|
@ -5162,20 +5162,6 @@ void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, cons
|
||||||
skeleton->base_transform_2d = p_base_transform;
|
skeleton->base_transform_2d = p_base_transform;
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerStorageGLES3::skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) {
|
|
||||||
|
|
||||||
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
|
|
||||||
|
|
||||||
ERR_FAIL_COND(skeleton->use_2d);
|
|
||||||
|
|
||||||
skeleton->world_transform = p_world_transform;
|
|
||||||
skeleton->use_world_transform = p_enable;
|
|
||||||
|
|
||||||
if (!skeleton->update_list.in_list()) {
|
|
||||||
skeleton_update_list.add(&skeleton->update_list);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void RasterizerStorageGLES3::update_dirty_skeletons() {
|
void RasterizerStorageGLES3::update_dirty_skeletons() {
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
|
|
@ -892,15 +892,12 @@ public:
|
||||||
SelfList<Skeleton> update_list;
|
SelfList<Skeleton> update_list;
|
||||||
Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
|
Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
|
||||||
Transform2D base_transform_2d;
|
Transform2D base_transform_2d;
|
||||||
bool use_world_transform;
|
|
||||||
Transform world_transform;
|
|
||||||
|
|
||||||
Skeleton() :
|
Skeleton() :
|
||||||
use_2d(false),
|
use_2d(false),
|
||||||
size(0),
|
size(0),
|
||||||
texture(0),
|
texture(0),
|
||||||
update_list(this),
|
update_list(this) {
|
||||||
use_world_transform(false) {
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -918,7 +915,6 @@ public:
|
||||||
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
|
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
|
||||||
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
|
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
|
||||||
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
|
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
|
||||||
virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform);
|
|
||||||
|
|
||||||
/* Light API */
|
/* Light API */
|
||||||
|
|
||||||
|
|
|
@ -302,8 +302,6 @@ out highp float dp_clip;
|
||||||
|
|
||||||
#ifdef USE_SKELETON
|
#ifdef USE_SKELETON
|
||||||
uniform highp sampler2D skeleton_texture; // texunit:-1
|
uniform highp sampler2D skeleton_texture; // texunit:-1
|
||||||
uniform highp mat4 skeleton_transform;
|
|
||||||
uniform bool skeleton_in_world_coords;
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
out highp vec4 position_interp;
|
out highp vec4 position_interp;
|
||||||
|
@ -432,14 +430,8 @@ void main() {
|
||||||
vec4(0.0, 0.0, 0.0, 1.0)) *
|
vec4(0.0, 0.0, 0.0, 1.0)) *
|
||||||
bone_weights.w;
|
bone_weights.w;
|
||||||
|
|
||||||
if (skeleton_in_world_coords) {
|
|
||||||
highp mat4 bone_matrix = skeleton_transform * (transpose(m) * inverse(skeleton_transform));
|
|
||||||
world_matrix = bone_matrix * world_matrix;
|
|
||||||
|
|
||||||
} else {
|
|
||||||
|
|
||||||
world_matrix = world_matrix * transpose(m);
|
world_matrix = world_matrix * transpose(m);
|
||||||
}
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
|
@ -176,7 +176,6 @@ Error ColladaImport::_create_scene_skeletons(Collada::Node *p_node) {
|
||||||
|
|
||||||
Skeleton *sk = memnew(Skeleton);
|
Skeleton *sk = memnew(Skeleton);
|
||||||
int bone = 0;
|
int bone = 0;
|
||||||
sk->set_use_bones_in_world_transform(true); // This improves compatibility in Collada
|
|
||||||
for (int i = 0; i < p_node->children.size(); i++) {
|
for (int i = 0; i < p_node->children.size(); i++) {
|
||||||
|
|
||||||
_populate_skeleton(sk, p_node->children[i], bone, -1);
|
_populate_skeleton(sk, p_node->children[i], bone, -1);
|
||||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -36,11 +36,26 @@
|
||||||
#include "scene/3d/spatial.h"
|
#include "scene/3d/spatial.h"
|
||||||
|
|
||||||
class AnimationPlayer;
|
class AnimationPlayer;
|
||||||
|
class BoneAttachment;
|
||||||
|
class MeshInstance;
|
||||||
|
|
||||||
class EditorSceneImporterGLTF : public EditorSceneImporter {
|
class EditorSceneImporterGLTF : public EditorSceneImporter {
|
||||||
|
|
||||||
GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter);
|
GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter);
|
||||||
|
|
||||||
|
typedef int GLTFAccessorIndex;
|
||||||
|
typedef int GLTFAnimationIndex;
|
||||||
|
typedef int GLTFBufferIndex;
|
||||||
|
typedef int GLTFBufferViewIndex;
|
||||||
|
typedef int GLTFCameraIndex;
|
||||||
|
typedef int GLTFImageIndex;
|
||||||
|
typedef int GLTFMaterialIndex;
|
||||||
|
typedef int GLTFMeshIndex;
|
||||||
|
typedef int GLTFNodeIndex;
|
||||||
|
typedef int GLTFSkeletonIndex;
|
||||||
|
typedef int GLTFSkinIndex;
|
||||||
|
typedef int GLTFTextureIndex;
|
||||||
|
|
||||||
enum {
|
enum {
|
||||||
ARRAY_BUFFER = 34962,
|
ARRAY_BUFFER = 34962,
|
||||||
ELEMENT_ARRAY_BUFFER = 34963,
|
ELEMENT_ARRAY_BUFFER = 34963,
|
||||||
|
@ -61,8 +76,8 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
String _get_component_type_name(uint32_t p_component);
|
String _get_component_type_name(const uint32_t p_component);
|
||||||
int _get_component_type_size(int component_type);
|
int _get_component_type_size(const int component_type);
|
||||||
|
|
||||||
enum GLTFType {
|
enum GLTFType {
|
||||||
TYPE_SCALAR,
|
TYPE_SCALAR,
|
||||||
|
@ -74,60 +89,48 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
|
||||||
TYPE_MAT4,
|
TYPE_MAT4,
|
||||||
};
|
};
|
||||||
|
|
||||||
String _get_type_name(GLTFType p_component);
|
String _get_type_name(const GLTFType p_component);
|
||||||
|
|
||||||
struct GLTFNode {
|
struct GLTFNode {
|
||||||
|
|
||||||
//matrices need to be transformed to this
|
//matrices need to be transformed to this
|
||||||
int parent;
|
GLTFNodeIndex parent;
|
||||||
|
int height;
|
||||||
|
|
||||||
Transform xform;
|
Transform xform;
|
||||||
String name;
|
String name;
|
||||||
//Node *godot_node;
|
|
||||||
//int godot_bone_index;
|
|
||||||
|
|
||||||
int mesh;
|
GLTFMeshIndex mesh;
|
||||||
int camera;
|
GLTFCameraIndex camera;
|
||||||
int skin;
|
GLTFSkinIndex skin;
|
||||||
//int skeleton_skin;
|
|
||||||
//int child_of_skeleton; // put as children of skeleton
|
|
||||||
//Vector<int> skeleton_children; //skeleton put as children of this
|
|
||||||
|
|
||||||
struct Joint {
|
GLTFSkeletonIndex skeleton;
|
||||||
int skin;
|
bool joint;
|
||||||
int bone;
|
|
||||||
int godot_bone_index;
|
|
||||||
|
|
||||||
Joint() {
|
|
||||||
skin = -1;
|
|
||||||
bone = -1;
|
|
||||||
godot_bone_index = -1;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
Vector<Joint> joints;
|
|
||||||
|
|
||||||
//keep them for animation
|
|
||||||
Vector3 translation;
|
Vector3 translation;
|
||||||
Quat rotation;
|
Quat rotation;
|
||||||
Vector3 scale;
|
Vector3 scale;
|
||||||
|
|
||||||
Vector<int> children;
|
Vector<int> children;
|
||||||
Vector<Node *> godot_nodes;
|
|
||||||
|
GLTFNodeIndex fake_joint_parent;
|
||||||
|
|
||||||
GLTFNode() :
|
GLTFNode() :
|
||||||
parent(-1),
|
parent(-1),
|
||||||
|
height(-1),
|
||||||
mesh(-1),
|
mesh(-1),
|
||||||
camera(-1),
|
camera(-1),
|
||||||
skin(-1),
|
skin(-1),
|
||||||
//skeleton_skin(-1),
|
skeleton(-1),
|
||||||
//child_of_skeleton(-1),
|
joint(false),
|
||||||
scale(Vector3(1, 1, 1)) {
|
translation(0, 0, 0),
|
||||||
}
|
scale(Vector3(1, 1, 1)),
|
||||||
|
fake_joint_parent(-1) {}
|
||||||
};
|
};
|
||||||
|
|
||||||
struct GLTFBufferView {
|
struct GLTFBufferView {
|
||||||
|
|
||||||
int buffer;
|
GLTFBufferIndex buffer;
|
||||||
int byte_offset;
|
int byte_offset;
|
||||||
int byte_length;
|
int byte_length;
|
||||||
int byte_stride;
|
int byte_stride;
|
||||||
|
@ -135,7 +138,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
|
||||||
//matrices need to be transformed to this
|
//matrices need to be transformed to this
|
||||||
|
|
||||||
GLTFBufferView() :
|
GLTFBufferView() :
|
||||||
buffer(0),
|
buffer(-1),
|
||||||
byte_offset(0),
|
byte_offset(0),
|
||||||
byte_length(0),
|
byte_length(0),
|
||||||
byte_stride(0),
|
byte_stride(0),
|
||||||
|
@ -145,7 +148,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
|
||||||
|
|
||||||
struct GLTFAccessor {
|
struct GLTFAccessor {
|
||||||
|
|
||||||
int buffer_view;
|
GLTFBufferViewIndex buffer_view;
|
||||||
int byte_offset;
|
int byte_offset;
|
||||||
int component_type;
|
int component_type;
|
||||||
bool normalized;
|
bool normalized;
|
||||||
|
@ -160,8 +163,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
|
||||||
int sparse_values_buffer_view;
|
int sparse_values_buffer_view;
|
||||||
int sparse_values_byte_offset;
|
int sparse_values_byte_offset;
|
||||||
|
|
||||||
//matrices need to be transformed to this
|
|
||||||
|
|
||||||
GLTFAccessor() {
|
GLTFAccessor() {
|
||||||
buffer_view = 0;
|
buffer_view = 0;
|
||||||
byte_offset = 0;
|
byte_offset = 0;
|
||||||
|
@ -176,25 +177,65 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
struct GLTFTexture {
|
struct GLTFTexture {
|
||||||
int src_image;
|
GLTFImageIndex src_image;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct GLTFSkeleton {
|
||||||
|
// The *synthesized* skeletons joints
|
||||||
|
Vector<GLTFNodeIndex> joints;
|
||||||
|
|
||||||
|
// The roots of the skeleton. If there are multiple, each root must have the same parent
|
||||||
|
// (ie roots are siblings)
|
||||||
|
Vector<GLTFNodeIndex> roots;
|
||||||
|
|
||||||
|
// The created Skeleton for the scene
|
||||||
|
Skeleton *godot_skeleton;
|
||||||
|
|
||||||
|
// Set of unique bone names for the skeleton
|
||||||
|
Set<String> unique_names;
|
||||||
|
|
||||||
|
GLTFSkeleton() :
|
||||||
|
godot_skeleton(nullptr) {
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
struct GLTFSkin {
|
struct GLTFSkin {
|
||||||
|
|
||||||
String name;
|
String name;
|
||||||
struct Bone {
|
|
||||||
Transform inverse_bind;
|
|
||||||
int node;
|
|
||||||
};
|
|
||||||
|
|
||||||
int skeleton;
|
// The "skeleton" property defined in the gltf spec. -1 = Scene Root
|
||||||
Vector<Bone> bones;
|
GLTFNodeIndex skin_root;
|
||||||
|
|
||||||
//matrices need to be transformed to this
|
Vector<GLTFNodeIndex> joints_original;
|
||||||
|
Vector<Transform> inverse_binds;
|
||||||
|
|
||||||
GLTFSkin() {
|
// Note: joints + non_joints should form a complete subtree, or subtrees with a common parent
|
||||||
skeleton = -1;
|
|
||||||
}
|
// All nodes that are skins that are caught in-between the original joints
|
||||||
|
// (inclusive of joints_original)
|
||||||
|
Vector<GLTFNodeIndex> joints;
|
||||||
|
|
||||||
|
// All Nodes that are caught in-between skin joint nodes, and are not defined
|
||||||
|
// as joints by any skin
|
||||||
|
Vector<GLTFNodeIndex> non_joints;
|
||||||
|
|
||||||
|
// The roots of the skin. In the case of multiple roots, their parent *must*
|
||||||
|
// be the same (the roots must be siblings)
|
||||||
|
Vector<GLTFNodeIndex> roots;
|
||||||
|
|
||||||
|
// The GLTF Skeleton this Skin points to (after we determine skeletons)
|
||||||
|
GLTFSkeletonIndex skeleton;
|
||||||
|
|
||||||
|
// A mapping from the joint indices (in the order of joints_original) to the
|
||||||
|
// Godot Skeleton's bone_indices
|
||||||
|
Map<int, int> joint_i_to_bone_i;
|
||||||
|
|
||||||
|
// The Actual Skin that will be created as a mapping between the IBM's of this skin
|
||||||
|
// to the generated skeleton for the mesh instances.
|
||||||
|
Ref<Skin> godot_skin;
|
||||||
|
|
||||||
|
GLTFSkin() :
|
||||||
|
skin_root(-1),
|
||||||
|
skeleton(-1) {}
|
||||||
};
|
};
|
||||||
|
|
||||||
struct GLTFMesh {
|
struct GLTFMesh {
|
||||||
|
@ -272,11 +313,10 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
|
||||||
|
|
||||||
Set<String> unique_names;
|
Set<String> unique_names;
|
||||||
|
|
||||||
|
Vector<GLTFSkeleton> skeletons;
|
||||||
Vector<GLTFAnimation> animations;
|
Vector<GLTFAnimation> animations;
|
||||||
|
|
||||||
Map<int, Vector<int> > skeleton_nodes;
|
Map<GLTFNodeIndex, Node *> scene_nodes;
|
||||||
|
|
||||||
//Map<int, Vector<int> > skin_users; //cache skin users
|
|
||||||
|
|
||||||
~GLTFState() {
|
~GLTFState() {
|
||||||
for (int i = 0; i < nodes.size(); i++) {
|
for (int i = 0; i < nodes.size(); i++) {
|
||||||
|
@ -285,37 +325,38 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
String _sanitize_scene_name(const String &name);
|
||||||
String _gen_unique_name(GLTFState &state, const String &p_name);
|
String _gen_unique_name(GLTFState &state, const String &p_name);
|
||||||
|
|
||||||
Ref<Texture> _get_texture(GLTFState &state, int p_texture);
|
String _sanitize_bone_name(const String &name);
|
||||||
|
String _gen_unique_bone_name(GLTFState &state, const GLTFSkeletonIndex skel_i, const String &p_name);
|
||||||
|
|
||||||
|
Ref<Texture> _get_texture(GLTFState &state, const GLTFTextureIndex p_texture);
|
||||||
|
|
||||||
Error _parse_json(const String &p_path, GLTFState &state);
|
Error _parse_json(const String &p_path, GLTFState &state);
|
||||||
Error _parse_glb(const String &p_path, GLTFState &state);
|
Error _parse_glb(const String &p_path, GLTFState &state);
|
||||||
|
|
||||||
Error _parse_scenes(GLTFState &state);
|
Error _parse_scenes(GLTFState &state);
|
||||||
Error _parse_nodes(GLTFState &state);
|
Error _parse_nodes(GLTFState &state);
|
||||||
|
|
||||||
|
void _compute_node_heights(GLTFState &state);
|
||||||
|
|
||||||
Error _parse_buffers(GLTFState &state, const String &p_base_path);
|
Error _parse_buffers(GLTFState &state, const String &p_base_path);
|
||||||
Error _parse_buffer_views(GLTFState &state);
|
Error _parse_buffer_views(GLTFState &state);
|
||||||
GLTFType _get_type_from_str(const String &p_string);
|
GLTFType _get_type_from_str(const String &p_string);
|
||||||
Error _parse_accessors(GLTFState &state);
|
Error _parse_accessors(GLTFState &state);
|
||||||
Error _decode_buffer_view(GLTFState &state, int p_buffer_view, double *dst, int skip_every, int skip_bytes, int element_size, int count, GLTFType type, int component_count, int component_type, int component_size, bool normalized, int byte_offset, bool for_vertex);
|
Error _decode_buffer_view(GLTFState &state, double *dst, const GLTFBufferViewIndex p_buffer_view, const int skip_every, const int skip_bytes, const int element_size, const int count, const GLTFType type, const int component_count, const int component_type, const int component_size, const bool normalized, const int byte_offset, const bool for_vertex);
|
||||||
Vector<double> _decode_accessor(GLTFState &state, int p_accessor, bool p_for_vertex);
|
|
||||||
PoolVector<float> _decode_accessor_as_floats(GLTFState &state, int p_accessor, bool p_for_vertex);
|
|
||||||
PoolVector<int> _decode_accessor_as_ints(GLTFState &state, int p_accessor, bool p_for_vertex);
|
|
||||||
PoolVector<Vector2> _decode_accessor_as_vec2(GLTFState &state, int p_accessor, bool p_for_vertex);
|
|
||||||
PoolVector<Vector3> _decode_accessor_as_vec3(GLTFState &state, int p_accessor, bool p_for_vertex);
|
|
||||||
PoolVector<Color> _decode_accessor_as_color(GLTFState &state, int p_accessor, bool p_for_vertex);
|
|
||||||
Vector<Quat> _decode_accessor_as_quat(GLTFState &state, int p_accessor, bool p_for_vertex);
|
|
||||||
Vector<Transform2D> _decode_accessor_as_xform2d(GLTFState &state, int p_accessor, bool p_for_vertex);
|
|
||||||
Vector<Basis> _decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex);
|
|
||||||
Vector<Transform> _decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex);
|
|
||||||
|
|
||||||
void _reparent_skeleton(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
|
Vector<double> _decode_accessor(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
|
||||||
void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
|
PoolVector<float> _decode_accessor_as_floats(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
|
||||||
void _generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons);
|
PoolVector<int> _decode_accessor_as_ints(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
|
||||||
void _import_animation(GLTFState &state, AnimationPlayer *ap, int index, int bake_fps, Vector<Skeleton *> skeletons);
|
PoolVector<Vector2> _decode_accessor_as_vec2(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
|
||||||
|
PoolVector<Vector3> _decode_accessor_as_vec3(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
|
||||||
Spatial *_generate_scene(GLTFState &state, int p_bake_fps);
|
PoolVector<Color> _decode_accessor_as_color(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
|
||||||
|
Vector<Quat> _decode_accessor_as_quat(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
|
||||||
|
Vector<Transform2D> _decode_accessor_as_xform2d(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
|
||||||
|
Vector<Basis> _decode_accessor_as_basis(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
|
||||||
|
Vector<Transform> _decode_accessor_as_xform(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
|
||||||
|
|
||||||
Error _parse_meshes(GLTFState &state);
|
Error _parse_meshes(GLTFState &state);
|
||||||
Error _parse_images(GLTFState &state, const String &p_base_path);
|
Error _parse_images(GLTFState &state, const String &p_base_path);
|
||||||
|
@ -323,16 +364,46 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
|
||||||
|
|
||||||
Error _parse_materials(GLTFState &state);
|
Error _parse_materials(GLTFState &state);
|
||||||
|
|
||||||
|
GLTFNodeIndex _find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset);
|
||||||
|
|
||||||
|
bool _capture_nodes_in_skin(GLTFState &state, GLTFSkin &skin, const GLTFNodeIndex node_index);
|
||||||
|
void _capture_nodes_for_multirooted_skin(GLTFState &state, GLTFSkin &skin);
|
||||||
|
Error _expand_skin(GLTFState &state, GLTFSkin &skin);
|
||||||
|
Error _verify_skin(GLTFState &state, GLTFSkin &skin);
|
||||||
Error _parse_skins(GLTFState &state);
|
Error _parse_skins(GLTFState &state);
|
||||||
|
|
||||||
|
Error _determine_skeletons(GLTFState &state);
|
||||||
|
Error _reparent_non_joint_skeleton_subtrees(GLTFState &state, GLTFSkeleton &skeleton, const Vector<GLTFNodeIndex> &non_joints);
|
||||||
|
Error _reparent_to_fake_joint(GLTFState &state, GLTFSkeleton &skeleton, const GLTFNodeIndex node_index);
|
||||||
|
Error _determine_skeleton_roots(GLTFState &state, const GLTFSkeletonIndex skel_i);
|
||||||
|
|
||||||
|
Error _create_skeletons(GLTFState &state);
|
||||||
|
Error _map_skin_joints_indices_to_skeleton_bone_indices(GLTFState &state);
|
||||||
|
|
||||||
|
Error _create_skins(GLTFState &state);
|
||||||
|
bool _skins_are_same(const Ref<Skin> &skin_a, const Ref<Skin> &skin_b);
|
||||||
|
void _remove_duplicate_skins(GLTFState &state);
|
||||||
|
|
||||||
Error _parse_cameras(GLTFState &state);
|
Error _parse_cameras(GLTFState &state);
|
||||||
|
|
||||||
Error _parse_animations(GLTFState &state);
|
Error _parse_animations(GLTFState &state);
|
||||||
|
|
||||||
|
BoneAttachment *_generate_bone_attachment(GLTFState &state, Skeleton *skeleton, const GLTFNodeIndex node_index);
|
||||||
|
MeshInstance *_generate_mesh_instance(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
|
||||||
|
Camera *_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
|
||||||
|
Spatial *_generate_spatial(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
|
||||||
|
|
||||||
|
void _generate_scene_node(GLTFState &state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index);
|
||||||
|
Spatial *_generate_scene(GLTFState &state, const int p_bake_fps);
|
||||||
|
|
||||||
|
void _process_mesh_instances(GLTFState &state, Spatial *scene_root);
|
||||||
|
|
||||||
void _assign_scene_names(GLTFState &state);
|
void _assign_scene_names(GLTFState &state);
|
||||||
|
|
||||||
template <class T>
|
template <class T>
|
||||||
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, GLTFAnimation::Interpolation p_interp);
|
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, const float p_time, const GLTFAnimation::Interpolation p_interp);
|
||||||
|
|
||||||
|
void _import_animation(GLTFState &state, AnimationPlayer *ap, const GLTFAnimationIndex index, const int bake_fps);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
virtual uint32_t get_import_flags() const;
|
virtual uint32_t get_import_flags() const;
|
||||||
|
|
|
@ -58,6 +58,7 @@ public:
|
||||||
RID instance;
|
RID instance;
|
||||||
Ref<ArrayMesh> mesh;
|
Ref<ArrayMesh> mesh;
|
||||||
Ref<Material> material;
|
Ref<Material> material;
|
||||||
|
Ref<SkinReference> skin_reference;
|
||||||
RID skeleton;
|
RID skeleton;
|
||||||
bool billboard;
|
bool billboard;
|
||||||
bool unscaled;
|
bool unscaled;
|
||||||
|
@ -101,7 +102,7 @@ protected:
|
||||||
|
|
||||||
public:
|
public:
|
||||||
void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false);
|
void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false);
|
||||||
void add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard = false, const RID &p_skeleton = RID(), const Ref<Material> &p_material = Ref<Material>());
|
void add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard = false, const Ref<SkinReference> &p_skin_reference = Ref<SkinReference>(), const Ref<Material> &p_material = Ref<Material>());
|
||||||
void add_collision_segments(const Vector<Vector3> &p_lines);
|
void add_collision_segments(const Vector<Vector3> &p_lines);
|
||||||
void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);
|
void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);
|
||||||
void add_unscaled_billboard(const Ref<Material> &p_material, float p_scale = 1);
|
void add_unscaled_billboard(const Ref<Material> &p_material, float p_scale = 1);
|
||||||
|
|
|
@ -172,8 +172,8 @@ void EditorSpatialGizmo::Instance::create_instance(Spatial *p_base, bool p_hidde
|
||||||
|
|
||||||
instance = VS::get_singleton()->instance_create2(mesh->get_rid(), p_base->get_world()->get_scenario());
|
instance = VS::get_singleton()->instance_create2(mesh->get_rid(), p_base->get_world()->get_scenario());
|
||||||
VS::get_singleton()->instance_attach_object_instance_id(instance, p_base->get_instance_id());
|
VS::get_singleton()->instance_attach_object_instance_id(instance, p_base->get_instance_id());
|
||||||
if (skeleton.is_valid())
|
if (skin_reference.is_valid())
|
||||||
VS::get_singleton()->instance_attach_skeleton(instance, skeleton);
|
VS::get_singleton()->instance_attach_skeleton(instance, skin_reference->get_skeleton());
|
||||||
if (extra_margin)
|
if (extra_margin)
|
||||||
VS::get_singleton()->instance_set_extra_visibility_margin(instance, 1);
|
VS::get_singleton()->instance_set_extra_visibility_margin(instance, 1);
|
||||||
VS::get_singleton()->instance_geometry_set_cast_shadows_setting(instance, VS::SHADOW_CASTING_SETTING_OFF);
|
VS::get_singleton()->instance_geometry_set_cast_shadows_setting(instance, VS::SHADOW_CASTING_SETTING_OFF);
|
||||||
|
@ -181,14 +181,14 @@ void EditorSpatialGizmo::Instance::create_instance(Spatial *p_base, bool p_hidde
|
||||||
VS::get_singleton()->instance_set_layer_mask(instance, layer); //gizmos are 26
|
VS::get_singleton()->instance_set_layer_mask(instance, layer); //gizmos are 26
|
||||||
}
|
}
|
||||||
|
|
||||||
void EditorSpatialGizmo::add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard, const RID &p_skeleton, const Ref<Material> &p_material) {
|
void EditorSpatialGizmo::add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard, const Ref<SkinReference> &p_skin_reference, const Ref<Material> &p_material) {
|
||||||
|
|
||||||
ERR_FAIL_COND(!spatial_node);
|
ERR_FAIL_COND(!spatial_node);
|
||||||
Instance ins;
|
Instance ins;
|
||||||
|
|
||||||
ins.billboard = p_billboard;
|
ins.billboard = p_billboard;
|
||||||
ins.mesh = p_mesh;
|
ins.mesh = p_mesh;
|
||||||
ins.skeleton = p_skeleton;
|
ins.skin_reference = p_skin_reference;
|
||||||
ins.material = p_material;
|
ins.material = p_material;
|
||||||
if (valid) {
|
if (valid) {
|
||||||
ins.create_instance(spatial_node, hidden);
|
ins.create_instance(spatial_node, hidden);
|
||||||
|
@ -1802,7 +1802,7 @@ void SkeletonSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
|
||||||
}
|
}
|
||||||
|
|
||||||
Ref<ArrayMesh> m = surface_tool->commit();
|
Ref<ArrayMesh> m = surface_tool->commit();
|
||||||
p_gizmo->add_mesh(m, false, skel->get_skeleton());
|
p_gizmo->add_mesh(m, false, skel->register_skin(Ref<Skin>()));
|
||||||
}
|
}
|
||||||
|
|
||||||
////
|
////
|
||||||
|
@ -3725,7 +3725,7 @@ void CollisionShapeSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
|
||||||
|
|
||||||
Ref<ConcavePolygonShape> cs2 = s;
|
Ref<ConcavePolygonShape> cs2 = s;
|
||||||
Ref<ArrayMesh> mesh = cs2->get_debug_mesh();
|
Ref<ArrayMesh> mesh = cs2->get_debug_mesh();
|
||||||
p_gizmo->add_mesh(mesh, false, RID(), material);
|
p_gizmo->add_mesh(mesh, false, Ref<SkinReference>(), material);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Object::cast_to<RayShape>(*s)) {
|
if (Object::cast_to<RayShape>(*s)) {
|
||||||
|
@ -3747,7 +3747,7 @@ void CollisionShapeSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
|
||||||
Ref<HeightMapShape> hms = s;
|
Ref<HeightMapShape> hms = s;
|
||||||
|
|
||||||
Ref<ArrayMesh> mesh = hms->get_debug_mesh();
|
Ref<ArrayMesh> mesh = hms->get_debug_mesh();
|
||||||
p_gizmo->add_mesh(mesh, false, RID(), material);
|
p_gizmo->add_mesh(mesh, false, Ref<SkinReference>(), material);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -377,7 +377,7 @@ void CSGShapeSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
p_gizmo->add_mesh(mesh, false, RID(), solid_material);
|
p_gizmo->add_mesh(mesh, false, Ref<SkinReference>(), solid_material);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Object::cast_to<CSGSphere>(cs)) {
|
if (Object::cast_to<CSGSphere>(cs)) {
|
||||||
|
|
|
@ -149,12 +149,38 @@ Ref<Mesh> MeshInstance::get_mesh() const {
|
||||||
|
|
||||||
void MeshInstance::_resolve_skeleton_path() {
|
void MeshInstance::_resolve_skeleton_path() {
|
||||||
|
|
||||||
if (skeleton_path.is_empty())
|
Ref<SkinReference> new_skin_reference;
|
||||||
return;
|
|
||||||
|
|
||||||
|
if (!skeleton_path.is_empty()) {
|
||||||
Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path));
|
Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path));
|
||||||
if (skeleton)
|
if (skeleton) {
|
||||||
VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skeleton->get_skeleton());
|
new_skin_reference = skeleton->register_skin(skin);
|
||||||
|
if (skin.is_null()) {
|
||||||
|
//a skin was created for us
|
||||||
|
skin = new_skin_reference->get_skin();
|
||||||
|
_change_notify();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
skin_ref = new_skin_reference;
|
||||||
|
|
||||||
|
if (skin_ref.is_valid()) {
|
||||||
|
VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
|
||||||
|
} else {
|
||||||
|
VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), RID());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void MeshInstance::set_skin(const Ref<Skin> &p_skin) {
|
||||||
|
skin = p_skin;
|
||||||
|
if (!is_inside_tree())
|
||||||
|
return;
|
||||||
|
_resolve_skeleton_path();
|
||||||
|
}
|
||||||
|
|
||||||
|
Ref<Skin> MeshInstance::get_skin() const {
|
||||||
|
return skin;
|
||||||
}
|
}
|
||||||
|
|
||||||
void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) {
|
void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) {
|
||||||
|
@ -365,6 +391,8 @@ void MeshInstance::_bind_methods() {
|
||||||
ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance::get_mesh);
|
ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance::get_mesh);
|
||||||
ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance::set_skeleton_path);
|
ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance::set_skeleton_path);
|
||||||
ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance::get_skeleton_path);
|
ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance::get_skeleton_path);
|
||||||
|
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance::set_skin);
|
||||||
|
ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance::get_skin);
|
||||||
|
|
||||||
ClassDB::bind_method(D_METHOD("get_surface_material_count"), &MeshInstance::get_surface_material_count);
|
ClassDB::bind_method(D_METHOD("get_surface_material_count"), &MeshInstance::get_surface_material_count);
|
||||||
ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance::set_surface_material);
|
ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance::set_surface_material);
|
||||||
|
@ -380,6 +408,7 @@ void MeshInstance::_bind_methods() {
|
||||||
ClassDB::set_method_flags("MeshInstance", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
|
ClassDB::set_method_flags("MeshInstance", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
|
||||||
|
|
||||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
|
||||||
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
|
||||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
|
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -31,8 +31,10 @@
|
||||||
#ifndef MESH_INSTANCE_H
|
#ifndef MESH_INSTANCE_H
|
||||||
#define MESH_INSTANCE_H
|
#define MESH_INSTANCE_H
|
||||||
|
|
||||||
|
#include "scene/3d/skeleton.h"
|
||||||
#include "scene/3d/visual_instance.h"
|
#include "scene/3d/visual_instance.h"
|
||||||
#include "scene/resources/mesh.h"
|
#include "scene/resources/mesh.h"
|
||||||
|
#include "scene/resources/skin.h"
|
||||||
|
|
||||||
class MeshInstance : public GeometryInstance {
|
class MeshInstance : public GeometryInstance {
|
||||||
|
|
||||||
|
@ -40,6 +42,8 @@ class MeshInstance : public GeometryInstance {
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
Ref<Mesh> mesh;
|
Ref<Mesh> mesh;
|
||||||
|
Ref<Skin> skin;
|
||||||
|
Ref<SkinReference> skin_ref;
|
||||||
NodePath skeleton_path;
|
NodePath skeleton_path;
|
||||||
|
|
||||||
struct BlendShapeTrack {
|
struct BlendShapeTrack {
|
||||||
|
@ -70,6 +74,9 @@ public:
|
||||||
void set_mesh(const Ref<Mesh> &p_mesh);
|
void set_mesh(const Ref<Mesh> &p_mesh);
|
||||||
Ref<Mesh> get_mesh() const;
|
Ref<Mesh> get_mesh() const;
|
||||||
|
|
||||||
|
void set_skin(const Ref<Skin> &p_skin);
|
||||||
|
Ref<Skin> get_skin() const;
|
||||||
|
|
||||||
void set_skeleton_path(const NodePath &p_skeleton);
|
void set_skeleton_path(const NodePath &p_skeleton);
|
||||||
NodePath get_skeleton_path();
|
NodePath get_skeleton_path();
|
||||||
|
|
||||||
|
|
|
@ -2182,7 +2182,7 @@ void PhysicalBone::_notification(int p_what) {
|
||||||
|
|
||||||
void PhysicalBone::_direct_state_changed(Object *p_state) {
|
void PhysicalBone::_direct_state_changed(Object *p_state) {
|
||||||
|
|
||||||
if (!simulate_physics) {
|
if (!simulate_physics || !_internal_simulate_physics) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2205,7 +2205,7 @@ void PhysicalBone::_direct_state_changed(Object *p_state) {
|
||||||
// Update skeleton
|
// Update skeleton
|
||||||
if (parent_skeleton) {
|
if (parent_skeleton) {
|
||||||
if (-1 != bone_id) {
|
if (-1 != bone_id) {
|
||||||
parent_skeleton->set_bone_global_pose(bone_id, parent_skeleton->get_global_transform().affine_inverse() * (global_transform * body_offset_inverse));
|
parent_skeleton->set_bone_global_pose_override(bone_id, parent_skeleton->get_global_transform().affine_inverse() * (global_transform * body_offset_inverse), 1.0, true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -2716,7 +2716,6 @@ void PhysicalBone::_start_physics_simulation() {
|
||||||
PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
|
PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
|
||||||
PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
|
PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
|
||||||
PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
|
PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
|
||||||
parent_skeleton->set_bone_ignore_animation(bone_id, true);
|
|
||||||
_internal_simulate_physics = true;
|
_internal_simulate_physics = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2728,6 +2727,6 @@ void PhysicalBone::_stop_physics_simulation() {
|
||||||
PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), 0);
|
PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), 0);
|
||||||
PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), 0);
|
PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), 0);
|
||||||
PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, "");
|
PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, "");
|
||||||
parent_skeleton->set_bone_ignore_animation(bone_id, false);
|
parent_skeleton->set_bone_global_pose_override(bone_id, Transform(), 0.0, false);
|
||||||
_internal_simulate_physics = false;
|
_internal_simulate_physics = false;
|
||||||
}
|
}
|
||||||
|
|
|
@ -36,6 +36,34 @@
|
||||||
#include "scene/3d/physics_body.h"
|
#include "scene/3d/physics_body.h"
|
||||||
#include "scene/resources/surface_tool.h"
|
#include "scene/resources/surface_tool.h"
|
||||||
|
|
||||||
|
void SkinReference::_skin_changed() {
|
||||||
|
if (skeleton_node) {
|
||||||
|
skeleton_node->_make_dirty();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SkinReference::_bind_methods() {
|
||||||
|
ClassDB::bind_method(D_METHOD("_skin_changed"), &SkinReference::_skin_changed);
|
||||||
|
ClassDB::bind_method(D_METHOD("get_skeleton"), &SkinReference::get_skeleton);
|
||||||
|
ClassDB::bind_method(D_METHOD("get_skin"), &SkinReference::get_skin);
|
||||||
|
}
|
||||||
|
|
||||||
|
RID SkinReference::get_skeleton() const {
|
||||||
|
return skeleton;
|
||||||
|
}
|
||||||
|
|
||||||
|
Ref<Skin> SkinReference::get_skin() const {
|
||||||
|
return skin;
|
||||||
|
}
|
||||||
|
|
||||||
|
SkinReference::~SkinReference() {
|
||||||
|
if (skeleton_node) {
|
||||||
|
skeleton_node->skin_bindings.erase(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
VS::get_singleton()->free(skeleton);
|
||||||
|
}
|
||||||
|
|
||||||
bool Skeleton::_set(const StringName &p_path, const Variant &p_value) {
|
bool Skeleton::_set(const StringName &p_path, const Variant &p_value) {
|
||||||
|
|
||||||
String path = p_path;
|
String path = p_path;
|
||||||
|
@ -196,62 +224,27 @@ void Skeleton::_notification(int p_what) {
|
||||||
|
|
||||||
switch (p_what) {
|
switch (p_what) {
|
||||||
|
|
||||||
case NOTIFICATION_ENTER_WORLD: {
|
|
||||||
|
|
||||||
VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform());
|
|
||||||
|
|
||||||
} break;
|
|
||||||
case NOTIFICATION_EXIT_WORLD: {
|
|
||||||
|
|
||||||
} break;
|
|
||||||
case NOTIFICATION_TRANSFORM_CHANGED: {
|
|
||||||
|
|
||||||
VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform());
|
|
||||||
} break;
|
|
||||||
case NOTIFICATION_UPDATE_SKELETON: {
|
case NOTIFICATION_UPDATE_SKELETON: {
|
||||||
|
|
||||||
VisualServer *vs = VisualServer::get_singleton();
|
VisualServer *vs = VisualServer::get_singleton();
|
||||||
Bone *bonesptr = bones.ptrw();
|
Bone *bonesptr = bones.ptrw();
|
||||||
int len = bones.size();
|
int len = bones.size();
|
||||||
|
|
||||||
vs->skeleton_allocate(skeleton, len); // if same size, nothing really happens
|
|
||||||
|
|
||||||
_update_process_order();
|
_update_process_order();
|
||||||
|
|
||||||
const int *order = process_order.ptr();
|
const int *order = process_order.ptr();
|
||||||
|
|
||||||
// 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[order[i]];
|
|
||||||
if (b.parent >= 0)
|
|
||||||
b.rest_global_inverse = bonesptr[b.parent].rest_global_inverse * b.rest;
|
|
||||||
else
|
|
||||||
b.rest_global_inverse = b.rest;
|
|
||||||
}
|
|
||||||
for (int i = 0; i < len; i++) {
|
|
||||||
Bone &b = bonesptr[order[i]];
|
|
||||||
b.rest_global_inverse.affine_invert();
|
|
||||||
}
|
|
||||||
|
|
||||||
rest_global_inverse_dirty = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < len; i++) {
|
for (int i = 0; i < len; i++) {
|
||||||
|
|
||||||
Bone &b = bonesptr[order[i]];
|
Bone &b = bonesptr[order[i]];
|
||||||
|
|
||||||
|
if (b.global_pose_override_amount >= 0.999) {
|
||||||
|
b.pose_global = b.global_pose_override;
|
||||||
|
} else {
|
||||||
if (b.disable_rest) {
|
if (b.disable_rest) {
|
||||||
if (b.enabled) {
|
if (b.enabled) {
|
||||||
|
|
||||||
Transform pose = b.pose;
|
Transform pose = b.pose;
|
||||||
if (b.custom_pose_enable) {
|
|
||||||
|
|
||||||
pose = b.custom_pose * pose;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (b.parent >= 0) {
|
if (b.parent >= 0) {
|
||||||
|
|
||||||
b.pose_global = bonesptr[b.parent].pose_global * pose;
|
b.pose_global = bonesptr[b.parent].pose_global * pose;
|
||||||
|
@ -274,10 +267,6 @@ void Skeleton::_notification(int p_what) {
|
||||||
if (b.enabled) {
|
if (b.enabled) {
|
||||||
|
|
||||||
Transform pose = b.pose;
|
Transform pose = b.pose;
|
||||||
if (b.custom_pose_enable) {
|
|
||||||
|
|
||||||
pose = b.custom_pose * pose;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (b.parent >= 0) {
|
if (b.parent >= 0) {
|
||||||
|
|
||||||
|
@ -298,8 +287,14 @@ void Skeleton::_notification(int p_what) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
b.transform_final = b.pose_global * b.rest_global_inverse;
|
if (b.global_pose_override_amount >= CMP_EPSILON) {
|
||||||
vs->skeleton_bone_set_transform(skeleton, order[i], b.transform_final);
|
b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (b.global_pose_override_reset) {
|
||||||
|
b.global_pose_override_amount = 0.0;
|
||||||
|
}
|
||||||
|
|
||||||
for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
|
for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
|
||||||
|
|
||||||
|
@ -311,28 +306,37 @@ void Skeleton::_notification(int p_what) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//update skins
|
||||||
|
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
|
||||||
|
|
||||||
|
const Skin *skin = E->get()->skin.operator->();
|
||||||
|
RID skeleton = E->get()->skeleton;
|
||||||
|
uint32_t bind_count = skin->get_bind_count();
|
||||||
|
|
||||||
|
if (E->get()->bind_count != bind_count) {
|
||||||
|
VS::get_singleton()->skeleton_allocate(skeleton, bind_count);
|
||||||
|
E->get()->bind_count = bind_count;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (uint32_t i = 0; i < bind_count; i++) {
|
||||||
|
uint32_t bone_index = skin->get_bind_bone(i);
|
||||||
|
ERR_CONTINUE(bone_index >= (uint32_t)len);
|
||||||
|
vs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].pose_global * skin->get_bind_pose(i));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
dirty = false;
|
dirty = false;
|
||||||
} break;
|
} break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Transform Skeleton::get_bone_transform(int p_bone) const {
|
void Skeleton::set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent) {
|
||||||
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 * 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());
|
ERR_FAIL_INDEX(p_bone, bones.size());
|
||||||
if (bones[p_bone].parent == -1) {
|
bones.write[p_bone].global_pose_override_amount = p_amount;
|
||||||
|
bones.write[p_bone].global_pose_override = p_pose;
|
||||||
set_bone_pose(p_bone, bones[p_bone].rest_global_inverse * p_pose); //fast
|
bones.write[p_bone].global_pose_override_reset = !p_persistent;
|
||||||
} else {
|
_make_dirty();
|
||||||
|
|
||||||
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 {
|
Transform Skeleton::get_bone_global_pose(int p_bone) const {
|
||||||
|
@ -343,11 +347,6 @@ Transform Skeleton::get_bone_global_pose(int p_bone) const {
|
||||||
return bones[p_bone].pose_global;
|
return bones[p_bone].pose_global;
|
||||||
}
|
}
|
||||||
|
|
||||||
RID Skeleton::get_skeleton() const {
|
|
||||||
|
|
||||||
return skeleton;
|
|
||||||
}
|
|
||||||
|
|
||||||
// skeleton creation api
|
// skeleton creation api
|
||||||
void Skeleton::add_bone(const String &p_name) {
|
void Skeleton::add_bone(const String &p_name) {
|
||||||
|
|
||||||
|
@ -362,8 +361,6 @@ void Skeleton::add_bone(const String &p_name) {
|
||||||
b.name = p_name;
|
b.name = p_name;
|
||||||
bones.push_back(b);
|
bones.push_back(b);
|
||||||
process_order_dirty = true;
|
process_order_dirty = true;
|
||||||
|
|
||||||
rest_global_inverse_dirty = true;
|
|
||||||
_make_dirty();
|
_make_dirty();
|
||||||
update_gizmo();
|
update_gizmo();
|
||||||
}
|
}
|
||||||
|
@ -408,7 +405,6 @@ void Skeleton::set_bone_parent(int p_bone, int p_parent) {
|
||||||
ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
|
ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
|
||||||
|
|
||||||
bones.write[p_bone].parent = p_parent;
|
bones.write[p_bone].parent = p_parent;
|
||||||
rest_global_inverse_dirty = true;
|
|
||||||
process_order_dirty = true;
|
process_order_dirty = true;
|
||||||
_make_dirty();
|
_make_dirty();
|
||||||
}
|
}
|
||||||
|
@ -426,23 +422,11 @@ void Skeleton::unparent_bone_and_rest(int p_bone) {
|
||||||
}
|
}
|
||||||
|
|
||||||
bones.write[p_bone].parent = -1;
|
bones.write[p_bone].parent = -1;
|
||||||
bones.write[p_bone].rest_global_inverse = bones[p_bone].rest.affine_inverse(); //same thing
|
|
||||||
process_order_dirty = true;
|
process_order_dirty = true;
|
||||||
|
|
||||||
_make_dirty();
|
_make_dirty();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Skeleton::set_bone_ignore_animation(int p_bone, bool p_ignore) {
|
|
||||||
ERR_FAIL_INDEX(p_bone, bones.size());
|
|
||||||
bones.write[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) {
|
void Skeleton::set_bone_disable_rest(int p_bone, bool p_disable) {
|
||||||
|
|
||||||
ERR_FAIL_INDEX(p_bone, bones.size());
|
ERR_FAIL_INDEX(p_bone, bones.size());
|
||||||
|
@ -467,7 +451,6 @@ void Skeleton::set_bone_rest(int p_bone, const Transform &p_rest) {
|
||||||
ERR_FAIL_INDEX(p_bone, bones.size());
|
ERR_FAIL_INDEX(p_bone, bones.size());
|
||||||
|
|
||||||
bones.write[p_bone].rest = p_rest;
|
bones.write[p_bone].rest = p_rest;
|
||||||
rest_global_inverse_dirty = true;
|
|
||||||
_make_dirty();
|
_make_dirty();
|
||||||
}
|
}
|
||||||
Transform Skeleton::get_bone_rest(int p_bone) const {
|
Transform Skeleton::get_bone_rest(int p_bone) const {
|
||||||
|
@ -482,7 +465,6 @@ void Skeleton::set_bone_enabled(int p_bone, bool p_enabled) {
|
||||||
ERR_FAIL_INDEX(p_bone, bones.size());
|
ERR_FAIL_INDEX(p_bone, bones.size());
|
||||||
|
|
||||||
bones.write[p_bone].enabled = p_enabled;
|
bones.write[p_bone].enabled = p_enabled;
|
||||||
rest_global_inverse_dirty = true;
|
|
||||||
_make_dirty();
|
_make_dirty();
|
||||||
}
|
}
|
||||||
bool Skeleton::is_bone_enabled(int p_bone) const {
|
bool Skeleton::is_bone_enabled(int p_bone) const {
|
||||||
|
@ -529,7 +511,6 @@ void Skeleton::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound)
|
||||||
void Skeleton::clear_bones() {
|
void Skeleton::clear_bones() {
|
||||||
|
|
||||||
bones.clear();
|
bones.clear();
|
||||||
rest_global_inverse_dirty = true;
|
|
||||||
process_order_dirty = true;
|
process_order_dirty = true;
|
||||||
|
|
||||||
_make_dirty();
|
_make_dirty();
|
||||||
|
@ -552,23 +533,6 @@ Transform Skeleton::get_bone_pose(int p_bone) const {
|
||||||
return bones[p_bone].pose;
|
return bones[p_bone].pose;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Skeleton::set_bone_custom_pose(int p_bone, const Transform &p_custom_pose) {
|
|
||||||
|
|
||||||
ERR_FAIL_INDEX(p_bone, bones.size());
|
|
||||||
//ERR_FAIL_COND( !is_inside_scene() );
|
|
||||||
|
|
||||||
bones.write[p_bone].custom_pose_enable = (p_custom_pose != Transform());
|
|
||||||
bones.write[p_bone].custom_pose = p_custom_pose;
|
|
||||||
|
|
||||||
_make_dirty();
|
|
||||||
}
|
|
||||||
|
|
||||||
Transform Skeleton::get_bone_custom_pose(int p_bone) const {
|
|
||||||
|
|
||||||
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
|
|
||||||
return bones[p_bone].custom_pose;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Skeleton::_make_dirty() {
|
void Skeleton::_make_dirty() {
|
||||||
|
|
||||||
if (dirty)
|
if (dirty)
|
||||||
|
@ -747,14 +711,66 @@ void Skeleton::physical_bones_remove_collision_exception(RID p_exception) {
|
||||||
|
|
||||||
#endif // _3D_DISABLED
|
#endif // _3D_DISABLED
|
||||||
|
|
||||||
void Skeleton::set_use_bones_in_world_transform(bool p_enable) {
|
void Skeleton::_skin_changed() {
|
||||||
use_bones_in_world_transform = p_enable;
|
_make_dirty();
|
||||||
if (is_inside_tree()) {
|
}
|
||||||
VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform());
|
|
||||||
|
Ref<SkinReference> Skeleton::register_skin(const Ref<Skin> &p_skin) {
|
||||||
|
|
||||||
|
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
|
||||||
|
if (E->get()->skin == p_skin) {
|
||||||
|
return Ref<SkinReference>(E->get());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
bool Skeleton::is_using_bones_in_world_transform() const {
|
|
||||||
return use_bones_in_world_transform;
|
Ref<Skin> skin = p_skin;
|
||||||
|
|
||||||
|
if (skin.is_null()) {
|
||||||
|
//need to create one from existing code, this is for compatibility only
|
||||||
|
//when skeletons did not support skins. It is also used by gizmo
|
||||||
|
//to display the skeleton.
|
||||||
|
|
||||||
|
skin.instance();
|
||||||
|
skin->set_bind_count(bones.size());
|
||||||
|
_update_process_order(); //just in case
|
||||||
|
|
||||||
|
// pose changed, rebuild cache of inverses
|
||||||
|
const Bone *bonesptr = bones.ptr();
|
||||||
|
int len = bones.size();
|
||||||
|
const int *order = process_order.ptr();
|
||||||
|
|
||||||
|
// calculate global rests and invert them
|
||||||
|
for (int i = 0; i < len; i++) {
|
||||||
|
const Bone &b = bonesptr[order[i]];
|
||||||
|
if (b.parent >= 0) {
|
||||||
|
skin->set_bind_pose(order[i], skin->get_bind_pose(b.parent) * b.rest);
|
||||||
|
} else {
|
||||||
|
skin->set_bind_pose(order[i], b.rest);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < len; i++) {
|
||||||
|
//the inverse is what is actually required
|
||||||
|
skin->set_bind_bone(i, i);
|
||||||
|
skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ERR_FAIL_COND_V(skin.is_null(), Ref<SkinReference>());
|
||||||
|
|
||||||
|
Ref<SkinReference> skin_ref;
|
||||||
|
skin_ref.instance();
|
||||||
|
|
||||||
|
skin_ref->skeleton_node = this;
|
||||||
|
skin_ref->bind_count = 0;
|
||||||
|
skin_ref->skeleton = VisualServer::get_singleton()->skeleton_create();
|
||||||
|
skin_ref->skeleton_node = this;
|
||||||
|
skin_ref->skin = skin;
|
||||||
|
|
||||||
|
skin_bindings.insert(skin_ref.operator->());
|
||||||
|
|
||||||
|
skin->connect("changed", skin_ref.operator->(), "_skin_changed");
|
||||||
|
return skin_ref;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Skeleton::_bind_methods() {
|
void Skeleton::_bind_methods() {
|
||||||
|
@ -773,6 +789,8 @@ void Skeleton::_bind_methods() {
|
||||||
ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton::get_bone_rest);
|
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_rest", "bone_idx", "rest"), &Skeleton::set_bone_rest);
|
||||||
|
|
||||||
|
ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton::register_skin);
|
||||||
|
|
||||||
ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton::localize_rests);
|
ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton::localize_rests);
|
||||||
|
|
||||||
ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton::set_bone_disable_rest);
|
ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton::set_bone_disable_rest);
|
||||||
|
@ -787,17 +805,9 @@ void Skeleton::_bind_methods() {
|
||||||
ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton::get_bone_pose);
|
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);
|
ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton::set_bone_pose);
|
||||||
|
|
||||||
ClassDB::bind_method(D_METHOD("set_bone_global_pose", "bone_idx", "pose"), &Skeleton::set_bone_global_pose);
|
ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton::set_bone_global_pose_override, DEFVAL(false));
|
||||||
ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton::get_bone_global_pose);
|
ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton::get_bone_global_pose);
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
ClassDB::bind_method(D_METHOD("set_use_bones_in_world_transform", "enable"), &Skeleton::set_use_bones_in_world_transform);
|
|
||||||
ClassDB::bind_method(D_METHOD("is_using_bones_in_world_transform"), &Skeleton::is_using_bones_in_world_transform);
|
|
||||||
|
|
||||||
#ifndef _3D_DISABLED
|
#ifndef _3D_DISABLED
|
||||||
|
|
||||||
ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation);
|
ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation);
|
||||||
|
@ -807,22 +817,19 @@ void Skeleton::_bind_methods() {
|
||||||
|
|
||||||
#endif // _3D_DISABLED
|
#endif // _3D_DISABLED
|
||||||
|
|
||||||
ClassDB::bind_method(D_METHOD("set_bone_ignore_animation", "bone", "ignore"), &Skeleton::set_bone_ignore_animation);
|
|
||||||
|
|
||||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones_in_world_transform"), "set_use_bones_in_world_transform", "is_using_bones_in_world_transform");
|
|
||||||
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
|
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
|
||||||
}
|
}
|
||||||
|
|
||||||
Skeleton::Skeleton() {
|
Skeleton::Skeleton() {
|
||||||
|
|
||||||
rest_global_inverse_dirty = true;
|
|
||||||
dirty = false;
|
dirty = false;
|
||||||
process_order_dirty = true;
|
process_order_dirty = true;
|
||||||
skeleton = VisualServer::get_singleton()->skeleton_create();
|
|
||||||
set_notify_transform(true);
|
|
||||||
use_bones_in_world_transform = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Skeleton::~Skeleton() {
|
Skeleton::~Skeleton() {
|
||||||
VisualServer::get_singleton()->free(skeleton);
|
|
||||||
|
//some skins may remain bound
|
||||||
|
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
|
||||||
|
E->get()->skeleton_node = nullptr;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -33,6 +33,7 @@
|
||||||
|
|
||||||
#include "core/rid.h"
|
#include "core/rid.h"
|
||||||
#include "scene/3d/spatial.h"
|
#include "scene/3d/spatial.h"
|
||||||
|
#include "scene/resources/skin.h"
|
||||||
|
|
||||||
#ifndef _3D_DISABLED
|
#ifndef _3D_DISABLED
|
||||||
typedef int BoneId;
|
typedef int BoneId;
|
||||||
|
@ -40,10 +41,38 @@ typedef int BoneId;
|
||||||
class PhysicalBone;
|
class PhysicalBone;
|
||||||
#endif // _3D_DISABLED
|
#endif // _3D_DISABLED
|
||||||
|
|
||||||
|
class Skeleton;
|
||||||
|
|
||||||
|
class SkinReference : public Reference {
|
||||||
|
GDCLASS(SkinReference, Reference)
|
||||||
|
friend class Skeleton;
|
||||||
|
|
||||||
|
Skeleton *skeleton_node;
|
||||||
|
RID skeleton;
|
||||||
|
Ref<Skin> skin;
|
||||||
|
uint32_t bind_count = 0;
|
||||||
|
void _skin_changed();
|
||||||
|
|
||||||
|
protected:
|
||||||
|
static void _bind_methods();
|
||||||
|
|
||||||
|
public:
|
||||||
|
RID get_skeleton() const;
|
||||||
|
Ref<Skin> get_skin() const;
|
||||||
|
~SkinReference();
|
||||||
|
};
|
||||||
|
|
||||||
class Skeleton : public Spatial {
|
class Skeleton : public Spatial {
|
||||||
|
|
||||||
GDCLASS(Skeleton, Spatial);
|
GDCLASS(Skeleton, Spatial);
|
||||||
|
|
||||||
|
private:
|
||||||
|
friend class SkinReference;
|
||||||
|
|
||||||
|
Set<SkinReference *> skin_bindings;
|
||||||
|
|
||||||
|
void _skin_changed();
|
||||||
|
|
||||||
struct Bone {
|
struct Bone {
|
||||||
|
|
||||||
String name;
|
String name;
|
||||||
|
@ -52,19 +81,15 @@ class Skeleton : public Spatial {
|
||||||
int parent;
|
int parent;
|
||||||
int sort_index; //used for re-sorting process order
|
int sort_index; //used for re-sorting process order
|
||||||
|
|
||||||
bool ignore_animation;
|
|
||||||
|
|
||||||
bool disable_rest;
|
bool disable_rest;
|
||||||
Transform rest;
|
Transform rest;
|
||||||
Transform rest_global_inverse;
|
|
||||||
|
|
||||||
Transform pose;
|
Transform pose;
|
||||||
Transform pose_global;
|
Transform pose_global;
|
||||||
|
|
||||||
bool custom_pose_enable;
|
float global_pose_override_amount;
|
||||||
Transform custom_pose;
|
bool global_pose_override_reset;
|
||||||
|
Transform global_pose_override;
|
||||||
Transform transform_final;
|
|
||||||
|
|
||||||
#ifndef _3D_DISABLED
|
#ifndef _3D_DISABLED
|
||||||
PhysicalBone *physical_bone;
|
PhysicalBone *physical_bone;
|
||||||
|
@ -76,9 +101,9 @@ class Skeleton : public Spatial {
|
||||||
Bone() {
|
Bone() {
|
||||||
parent = -1;
|
parent = -1;
|
||||||
enabled = true;
|
enabled = true;
|
||||||
ignore_animation = false;
|
|
||||||
custom_pose_enable = false;
|
|
||||||
disable_rest = false;
|
disable_rest = false;
|
||||||
|
global_pose_override_amount = 0;
|
||||||
|
global_pose_override_reset = false;
|
||||||
#ifndef _3D_DISABLED
|
#ifndef _3D_DISABLED
|
||||||
physical_bone = NULL;
|
physical_bone = NULL;
|
||||||
cache_parent_physical_bone = NULL;
|
cache_parent_physical_bone = NULL;
|
||||||
|
@ -86,17 +111,12 @@ class Skeleton : public Spatial {
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
bool rest_global_inverse_dirty;
|
|
||||||
|
|
||||||
Vector<Bone> bones;
|
Vector<Bone> bones;
|
||||||
Vector<int> process_order;
|
Vector<int> process_order;
|
||||||
bool process_order_dirty;
|
bool process_order_dirty;
|
||||||
|
|
||||||
RID skeleton;
|
|
||||||
|
|
||||||
void _make_dirty();
|
void _make_dirty();
|
||||||
bool dirty;
|
bool dirty;
|
||||||
bool use_bones_in_world_transform;
|
|
||||||
|
|
||||||
// bind helpers
|
// bind helpers
|
||||||
Array _get_bound_child_nodes_to_bone(int p_bone) const {
|
Array _get_bound_child_nodes_to_bone(int p_bone) const {
|
||||||
|
@ -127,8 +147,6 @@ public:
|
||||||
NOTIFICATION_UPDATE_SKELETON = 50
|
NOTIFICATION_UPDATE_SKELETON = 50
|
||||||
};
|
};
|
||||||
|
|
||||||
RID get_skeleton() const;
|
|
||||||
|
|
||||||
// skeleton creation api
|
// skeleton creation api
|
||||||
void add_bone(const String &p_name);
|
void add_bone(const String &p_name);
|
||||||
int find_bone(const String &p_name) const;
|
int find_bone(const String &p_name) const;
|
||||||
|
@ -141,9 +159,6 @@ public:
|
||||||
|
|
||||||
void unparent_bone_and_rest(int p_bone);
|
void unparent_bone_and_rest(int p_bone);
|
||||||
|
|
||||||
void set_bone_ignore_animation(int p_bone, bool p_ignore);
|
|
||||||
bool is_bone_ignore_animation(int p_bone) const;
|
|
||||||
|
|
||||||
void set_bone_disable_rest(int p_bone, bool p_disable);
|
void set_bone_disable_rest(int p_bone, bool p_disable);
|
||||||
bool is_bone_rest_disabled(int p_bone) const;
|
bool is_bone_rest_disabled(int p_bone) const;
|
||||||
|
|
||||||
|
@ -151,10 +166,9 @@ public:
|
||||||
|
|
||||||
void set_bone_rest(int p_bone, const Transform &p_rest);
|
void set_bone_rest(int p_bone, const Transform &p_rest);
|
||||||
Transform get_bone_rest(int p_bone) const;
|
Transform get_bone_rest(int p_bone) const;
|
||||||
Transform get_bone_transform(int p_bone) const;
|
|
||||||
Transform get_bone_global_pose(int p_bone) const;
|
Transform get_bone_global_pose(int p_bone) const;
|
||||||
|
|
||||||
void set_bone_global_pose(int p_bone, const Transform &p_pose);
|
void set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent = false);
|
||||||
|
|
||||||
void set_bone_enabled(int p_bone, bool p_enabled);
|
void set_bone_enabled(int p_bone, bool p_enabled);
|
||||||
bool is_bone_enabled(int p_bone) const;
|
bool is_bone_enabled(int p_bone) const;
|
||||||
|
@ -170,14 +184,10 @@ public:
|
||||||
void set_bone_pose(int p_bone, const Transform &p_pose);
|
void set_bone_pose(int p_bone, const Transform &p_pose);
|
||||||
Transform get_bone_pose(int p_bone) const;
|
Transform get_bone_pose(int p_bone) const;
|
||||||
|
|
||||||
void set_bone_custom_pose(int p_bone, const Transform &p_custom_pose);
|
|
||||||
Transform get_bone_custom_pose(int p_bone) const;
|
|
||||||
|
|
||||||
void localize_rests(); // used for loaders and tools
|
void localize_rests(); // used for loaders and tools
|
||||||
int get_process_order(int p_idx);
|
int get_process_order(int p_idx);
|
||||||
|
|
||||||
void set_use_bones_in_world_transform(bool p_enable);
|
Ref<SkinReference> register_skin(const Ref<Skin> &p_skin);
|
||||||
bool is_using_bones_in_world_transform() const;
|
|
||||||
|
|
||||||
#ifndef _3D_DISABLED
|
#ifndef _3D_DISABLED
|
||||||
// Physical bone API
|
// Physical bone API
|
||||||
|
|
|
@ -256,7 +256,7 @@ void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim) {
|
||||||
|
|
||||||
Skeleton *sk = Object::cast_to<Skeleton>(child);
|
Skeleton *sk = Object::cast_to<Skeleton>(child);
|
||||||
bone_idx = sk->find_bone(a->track_get_path(i).get_subname(0));
|
bone_idx = sk->find_bone(a->track_get_path(i).get_subname(0));
|
||||||
if (bone_idx == -1 || sk->is_bone_ignore_animation(bone_idx)) {
|
if (bone_idx == -1) {
|
||||||
|
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
|
@ -622,7 +622,7 @@ bool AnimationTree::_update_caches(AnimationPlayer *player) {
|
||||||
|
|
||||||
Skeleton *sk = Object::cast_to<Skeleton>(spatial);
|
Skeleton *sk = Object::cast_to<Skeleton>(spatial);
|
||||||
int bone_idx = sk->find_bone(path.get_subname(0));
|
int bone_idx = sk->find_bone(path.get_subname(0));
|
||||||
if (bone_idx != -1 && !sk->is_bone_ignore_animation(bone_idx)) {
|
if (bone_idx != -1) {
|
||||||
|
|
||||||
track_xform->skeleton = sk;
|
track_xform->skeleton = sk;
|
||||||
track_xform->bone_idx = bone_idx;
|
track_xform->bone_idx = bone_idx;
|
||||||
|
|
|
@ -820,12 +820,8 @@ void AnimationTreePlayer::_process_animation(float p_delta) {
|
||||||
t.value = t.object->get_indexed(t.subpath);
|
t.value = t.object->get_indexed(t.subpath);
|
||||||
t.value.zero();
|
t.value.zero();
|
||||||
|
|
||||||
if (t.skeleton) {
|
|
||||||
t.skip = t.skeleton->is_bone_ignore_animation(t.bone_idx);
|
|
||||||
} else {
|
|
||||||
t.skip = false;
|
t.skip = false;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/* STEP 2 PROCESS ANIMATIONS */
|
/* STEP 2 PROCESS ANIMATIONS */
|
||||||
|
|
||||||
|
|
|
@ -320,7 +320,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
|
||||||
new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
|
new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
|
||||||
}
|
}
|
||||||
|
|
||||||
p_task->skeleton->set_bone_global_pose(ci->bone, new_bone_pose);
|
p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0);
|
||||||
|
|
||||||
if (!ci->children.empty())
|
if (!ci->children.empty())
|
||||||
ci = &ci->children.write[0];
|
ci = &ci->children.write[0];
|
||||||
|
|
|
@ -364,6 +364,9 @@ void register_scene_types() {
|
||||||
|
|
||||||
/* REGISTER 3D */
|
/* REGISTER 3D */
|
||||||
|
|
||||||
|
ClassDB::register_class<Skin>();
|
||||||
|
ClassDB::register_virtual_class<SkinReference>();
|
||||||
|
|
||||||
ClassDB::register_class<Spatial>();
|
ClassDB::register_class<Spatial>();
|
||||||
ClassDB::register_virtual_class<SpatialGizmo>();
|
ClassDB::register_virtual_class<SpatialGizmo>();
|
||||||
ClassDB::register_class<Skeleton>();
|
ClassDB::register_class<Skeleton>();
|
||||||
|
|
|
@ -0,0 +1,102 @@
|
||||||
|
#include "skin.h"
|
||||||
|
|
||||||
|
void Skin::set_bind_count(int p_size) {
|
||||||
|
ERR_FAIL_COND(p_size < 0);
|
||||||
|
binds.resize(p_size);
|
||||||
|
binds_ptr = binds.ptrw();
|
||||||
|
bind_count = p_size;
|
||||||
|
emit_changed();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Skin::add_bind(int p_bone, const Transform &p_pose) {
|
||||||
|
uint32_t index = bind_count;
|
||||||
|
set_bind_count(bind_count + 1);
|
||||||
|
set_bind_bone(index, p_bone);
|
||||||
|
set_bind_pose(index, p_pose);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Skin::set_bind_bone(int p_index, int p_bone) {
|
||||||
|
ERR_FAIL_INDEX(p_index, bind_count);
|
||||||
|
binds_ptr[p_index].bone = p_bone;
|
||||||
|
emit_changed();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Skin::set_bind_pose(int p_index, const Transform &p_pose) {
|
||||||
|
ERR_FAIL_INDEX(p_index, bind_count);
|
||||||
|
binds_ptr[p_index].pose = p_pose;
|
||||||
|
emit_changed();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Skin::clear_binds() {
|
||||||
|
binds.clear();
|
||||||
|
binds_ptr = nullptr;
|
||||||
|
bind_count = 0;
|
||||||
|
emit_changed();
|
||||||
|
}
|
||||||
|
|
||||||
|
bool Skin::_set(const StringName &p_name, const Variant &p_value) {
|
||||||
|
String name = p_name;
|
||||||
|
if (name == "bind_count") {
|
||||||
|
set_bind_count(p_value);
|
||||||
|
return true;
|
||||||
|
} else if (name.begins_with("bind/")) {
|
||||||
|
int index = name.get_slicec('/', 1).to_int();
|
||||||
|
String what = name.get_slicec('/', 2);
|
||||||
|
if (what == "bone") {
|
||||||
|
set_bind_bone(index, p_value);
|
||||||
|
return true;
|
||||||
|
} else if (what == "pose") {
|
||||||
|
set_bind_pose(index, p_value);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool Skin::_get(const StringName &p_name, Variant &r_ret) const {
|
||||||
|
|
||||||
|
String name = p_name;
|
||||||
|
if (name == "bind_count") {
|
||||||
|
r_ret = get_bind_count();
|
||||||
|
return true;
|
||||||
|
} else if (name.begins_with("bind/")) {
|
||||||
|
int index = name.get_slicec('/', 1).to_int();
|
||||||
|
String what = name.get_slicec('/', 2);
|
||||||
|
if (what == "bone") {
|
||||||
|
r_ret = get_bind_bone(index);
|
||||||
|
return true;
|
||||||
|
} else if (what == "pose") {
|
||||||
|
r_ret = get_bind_pose(index);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
void Skin::_get_property_list(List<PropertyInfo> *p_list) const {
|
||||||
|
p_list->push_back(PropertyInfo(Variant::INT, "bind_count", PROPERTY_HINT_RANGE, "0,16384,1,or_greater"));
|
||||||
|
for (int i = 0; i < get_bind_count(); i++) {
|
||||||
|
p_list->push_back(PropertyInfo(Variant::INT, "bind/" + itos(i) + "/bone", PROPERTY_HINT_RANGE, "0,16384,1,or_greater"));
|
||||||
|
p_list->push_back(PropertyInfo(Variant::TRANSFORM, "bind/" + itos(i) + "/pose"));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Skin::_bind_methods() {
|
||||||
|
|
||||||
|
ClassDB::bind_method(D_METHOD("set_bind_count", "bind_count"), &Skin::set_bind_count);
|
||||||
|
ClassDB::bind_method(D_METHOD("get_bind_count"), &Skin::get_bind_count);
|
||||||
|
|
||||||
|
ClassDB::bind_method(D_METHOD("add_bind", "bone", "pose"), &Skin::add_bind);
|
||||||
|
|
||||||
|
ClassDB::bind_method(D_METHOD("set_bind_pose", "bind_index", "pose"), &Skin::set_bind_pose);
|
||||||
|
ClassDB::bind_method(D_METHOD("get_bind_pose", "bind_index"), &Skin::get_bind_pose);
|
||||||
|
|
||||||
|
ClassDB::bind_method(D_METHOD("set_bind_bone", "bind_index", "bone"), &Skin::set_bind_bone);
|
||||||
|
ClassDB::bind_method(D_METHOD("get_bind_bone", "bind_index"), &Skin::get_bind_bone);
|
||||||
|
|
||||||
|
ClassDB::bind_method(D_METHOD("clear_binds"), &Skin::clear_binds);
|
||||||
|
}
|
||||||
|
|
||||||
|
Skin::Skin() {
|
||||||
|
bind_count = 0;
|
||||||
|
binds_ptr = nullptr;
|
||||||
|
}
|
|
@ -0,0 +1,54 @@
|
||||||
|
#ifndef SKIN_H
|
||||||
|
#define SKIN_H
|
||||||
|
|
||||||
|
#include "core/resource.h"
|
||||||
|
|
||||||
|
class Skin : public Resource {
|
||||||
|
GDCLASS(Skin, Resource)
|
||||||
|
|
||||||
|
struct Bind {
|
||||||
|
int bone;
|
||||||
|
Transform pose;
|
||||||
|
};
|
||||||
|
|
||||||
|
Vector<Bind> binds;
|
||||||
|
|
||||||
|
Bind *binds_ptr;
|
||||||
|
int bind_count;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
bool _set(const StringName &p_name, const Variant &p_value);
|
||||||
|
bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||||
|
void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||||
|
|
||||||
|
static void _bind_methods();
|
||||||
|
|
||||||
|
public:
|
||||||
|
void set_bind_count(int p_size);
|
||||||
|
inline int get_bind_count() const { return bind_count; }
|
||||||
|
|
||||||
|
void add_bind(int p_bone, const Transform &p_pose);
|
||||||
|
|
||||||
|
void set_bind_bone(int p_index, int p_bone);
|
||||||
|
void set_bind_pose(int p_index, const Transform &p_pose);
|
||||||
|
|
||||||
|
inline int get_bind_bone(int p_index) const {
|
||||||
|
#ifdef DEBUG_ENABLED
|
||||||
|
ERR_FAIL_INDEX_V(p_index, bind_count, -1);
|
||||||
|
#endif
|
||||||
|
return binds_ptr[p_index].bone;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Transform get_bind_pose(int p_index) const {
|
||||||
|
#ifdef DEBUG_ENABLED
|
||||||
|
ERR_FAIL_INDEX_V(p_index, bind_count, Transform());
|
||||||
|
#endif
|
||||||
|
return binds_ptr[p_index].pose;
|
||||||
|
}
|
||||||
|
|
||||||
|
void clear_binds();
|
||||||
|
|
||||||
|
Skin();
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif // SKIN_H
|
|
@ -357,7 +357,6 @@ public:
|
||||||
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
|
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
|
||||||
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
|
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
|
||||||
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
|
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
|
||||||
virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) = 0;
|
|
||||||
|
|
||||||
/* Light API */
|
/* Light API */
|
||||||
|
|
||||||
|
|
|
@ -294,7 +294,6 @@ public:
|
||||||
BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
|
BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
|
||||||
BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
|
BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
|
||||||
BIND2(skeleton_set_base_transform_2d, RID, const Transform2D &)
|
BIND2(skeleton_set_base_transform_2d, RID, const Transform2D &)
|
||||||
BIND3(skeleton_set_world_transform, RID, bool, const Transform &)
|
|
||||||
|
|
||||||
/* Light API */
|
/* Light API */
|
||||||
|
|
||||||
|
|
|
@ -230,7 +230,6 @@ public:
|
||||||
FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
|
FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
|
||||||
FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
|
FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
|
||||||
FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
|
FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
|
||||||
FUNC3(skeleton_set_world_transform, RID, bool, const Transform &)
|
|
||||||
|
|
||||||
/* Light API */
|
/* Light API */
|
||||||
|
|
||||||
|
|
|
@ -391,7 +391,6 @@ public:
|
||||||
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
|
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
|
||||||
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
|
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
|
||||||
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
|
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
|
||||||
virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_base_transform) = 0;
|
|
||||||
|
|
||||||
/* Light API */
|
/* Light API */
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue