From 2dc823273e8d7d0eb92049c0d687f6a2c247ce13 Mon Sep 17 00:00:00 2001 From: reduz Date: Wed, 13 Oct 2021 09:37:40 -0300 Subject: [PATCH] Remove REST transform influence in skeleton bones * Animations and Skeletons are now pose-only. * Rest transform is kept as reference (when it exists) and for IK * Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products). --- doc/classes/Skeleton3D.xml | 36 +--- editor/import/editor_import_collada.cpp | 19 +- editor/plugins/skeleton_3d_editor_plugin.cpp | 40 +--- editor/plugins/skeleton_3d_editor_plugin.h | 4 +- modules/fbx/data/fbx_skeleton.cpp | 7 + modules/fbx/editor_scene_importer_fbx.cpp | 14 -- modules/gltf/gltf_document.cpp | 33 +-- scene/3d/bone_attachment_3d.cpp | 6 - scene/3d/bone_attachment_3d.h | 1 - scene/3d/mesh_instance_3d.cpp | 4 +- scene/3d/skeleton_3d.cpp | 201 ++++++------------ scene/3d/skeleton_3d.h | 14 +- scene/animation/animation_tree.cpp | 3 - .../skeleton_modification_3d_fabrik.cpp | 2 +- .../skeleton_modification_3d_twoboneik.cpp | 2 +- 15 files changed, 107 insertions(+), 279 deletions(-) diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index e046527b171..e804e7bf24d 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -47,6 +47,11 @@ Removes the local pose override on all bones in the skeleton. + + + + + @@ -88,13 +93,6 @@ Returns the amount of bones in the skeleton. - - - - - Returns the custom pose of the specified bone. Custom pose is applied on top of the rest pose. - - @@ -214,13 +212,6 @@ Returns whether the bone pose for the bone at [code]bone_idx[/code] is enabled. - - - - - Returns whether the bone rest for the bone at [code]bone_idx[/code] is disabled. - - @@ -290,23 +281,6 @@ Sets the children for the passed in bone, [code]bone_idx[/code], to the passed-in array of bone indexes, [code]bone_children[/code]. - - - - - - Sets the custom pose transform, [code]custom_pose[/code], for the bone at [code]bone_idx[/code]. This pose is an addition to the bone rest pose. - [b]Note:[/b] The pose transform needs to be in bone space. Use [method world_transform_to_global_pose] to convert a world transform, like one you can get from a [Node3D], to bone space. - - - - - - - - Disables the rest pose for the bone at [code]bone_idx[/code] if [code]true[/code], enables the bone rest if [code]false[/code]. - - diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp index 022dc899da9..d1bacf54dec 100644 --- a/editor/import/editor_import_collada.cpp +++ b/editor/import/editor_import_collada.cpp @@ -120,6 +120,15 @@ Error ColladaImport::_populate_skeleton(Skeleton3D *p_skeleton, Collada::Node *p skeleton_bone_map[p_skeleton][joint->sid] = r_bone; + { + Transform3D xform = joint->compute_transform(collada); + collada.fix_transform(xform) * joint->post_transform; + + p_skeleton->set_bone_pose_position(r_bone, xform.origin); + p_skeleton->set_bone_pose_rotation(r_bone, xform.basis.get_rotation_quaternion()); + p_skeleton->set_bone_pose_scale(r_bone, xform.basis.get_scale()); + } + if (collada.state.bone_rest_map.has(joint->sid)) { p_skeleton->set_bone_rest(r_bone, collada.fix_transform(collada.state.bone_rest_map[joint->sid])); //should map this bone to something for animation? @@ -1639,16 +1648,6 @@ void ColladaImport::create_animation(int p_clip, bool p_import_value_tracks) { Transform3D xform = cn->compute_transform(collada); xform = collada.fix_transform(xform) * cn->post_transform; - if (nm.bone >= 0) { - //make bone transform relative to rest (in case of skeleton) - Skeleton3D *sk = Object::cast_to(nm.node); - if (sk) { - xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform; - } else { - ERR_PRINT("Collada: Invalid skeleton"); - } - } - Vector3 s = xform.basis.get_scale(); bool singular_matrix = Math::is_zero_approx(s.x) || Math::is_zero_approx(s.y) || Math::is_zero_approx(s.z); Quaternion q = singular_matrix ? Quaternion() : diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp index 3a67c5415cd..f9c46d35c44 100644 --- a/editor/plugins/skeleton_3d_editor_plugin.cpp +++ b/editor/plugins/skeleton_3d_editor_plugin.cpp @@ -200,12 +200,7 @@ void BoneTransformEditor::_value_changed_transform(const String p_property_name, } void BoneTransformEditor::_change_transform(Transform3D p_new_transform) { - if (property.get_slicec('/', 0) == "bones" && property.get_slicec('/', 2) == "custom_pose") { - undo_redo->create_action(TTR("Set Custom Bone Pose Transform"), UndoRedo::MERGE_ENDS); - undo_redo->add_undo_method(skeleton, "set_bone_custom_pose", property.get_slicec('/', 1).to_int(), skeleton->get_bone_custom_pose(property.get_slicec('/', 1).to_int())); - undo_redo->add_do_method(skeleton, "set_bone_custom_pose", property.get_slicec('/', 1).to_int(), p_new_transform); - undo_redo->commit_action(); - } else if (property.get_slicec('/', 0) == "bones") { + if (property.get_slicec('/', 0) == "bones") { undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS); undo_redo->add_undo_property(skeleton, property, skeleton->get(property)); undo_redo->add_do_property(skeleton, property, p_new_transform); @@ -236,21 +231,6 @@ void BoneTransformEditor::_update_properties() { _update_transform_properties(tform); } -void BoneTransformEditor::_update_custom_pose_properties() { - if (updating) { - return; - } - - if (!skeleton) { - return; - } - - updating = true; - - Transform3D tform = skeleton->get_bone_custom_pose(property.to_int()); - _update_transform_properties(tform); -} - void BoneTransformEditor::_update_transform_properties(Transform3D tform) { Basis rotation_basis = tform.get_basis(); Vector3 rotation_radians = rotation_basis.get_rotation_euler(); @@ -463,9 +443,7 @@ void Skeleton3DEditor::pose_to_rest() { ur->add_do_method(skeleton, "set_bone_pose", selected_bone, Transform3D()); ur->add_undo_method(skeleton, "set_bone_pose", selected_bone, skeleton->get_bone_pose(selected_bone)); - ur->add_do_method(skeleton, "set_bone_custom_pose", selected_bone, Transform3D()); - ur->add_undo_method(skeleton, "set_bone_custom_pose", selected_bone, skeleton->get_bone_custom_pose(selected_bone)); - ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone) * skeleton->get_bone_custom_pose(selected_bone) * skeleton->get_bone_pose(selected_bone)); + ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone) * skeleton->get_bone_pose(selected_bone)); ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone)); ur->commit_action(); @@ -654,11 +632,9 @@ void Skeleton3DEditor::_joint_tree_selection_changed() { pose_editor->set_target(bone_path + "pose"); rest_editor->set_target(bone_path + "rest"); - custom_pose_editor->set_target(bone_path + "custom_pose"); pose_editor->set_visible(true); rest_editor->set_visible(true); - custom_pose_editor->set_visible(true); selected_bone = b_idx; } @@ -679,9 +655,6 @@ void Skeleton3DEditor::_update_properties() { if (pose_editor) { pose_editor->_update_properties(); } - if (custom_pose_editor) { - custom_pose_editor->_update_custom_pose_properties(); - } _update_gizmo_transform(); } @@ -820,12 +793,6 @@ void Skeleton3DEditor::create_editors() { rest_editor->set_visible(false); add_child(rest_editor); rest_editor->set_transform_read_only(true); - - custom_pose_editor = memnew(BoneTransformEditor(skeleton)); - custom_pose_editor->set_label(TTR("Bone Custom Pose")); - custom_pose_editor->set_visible(false); - add_child(custom_pose_editor); - custom_pose_editor->set_transform_read_only(true); } void Skeleton3DEditor::_notification(int p_what) { @@ -1289,7 +1256,6 @@ void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gi if (parent_idx >= 0) { original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx); } - original_to_local = original_to_local * skeleton->get_bone_rest(p_id) * skeleton->get_bone_custom_pose(p_id); Basis to_local = original_to_local.get_basis().inverse(); // Prepare transform. @@ -1518,5 +1484,5 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { } Ref m = surface_tool->commit(); - p_gizmo->add_mesh(m, Ref(), Transform3D(), skeleton->register_skin(Ref())); + p_gizmo->add_mesh(m, Ref(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms())); } diff --git a/editor/plugins/skeleton_3d_editor_plugin.h b/editor/plugins/skeleton_3d_editor_plugin.h index e2a1d9a6286..2c21aab739e 100644 --- a/editor/plugins/skeleton_3d_editor_plugin.h +++ b/editor/plugins/skeleton_3d_editor_plugin.h @@ -102,13 +102,12 @@ public: void set_label(const String &p_label) { label = p_label; } void _update_properties(); - void _update_custom_pose_properties(); void _update_transform_properties(Transform3D p_transform); // Transform can be keyed, whether or not to show the button. void set_keyable(const bool p_keyable); - // When rest mode, pose and custom_pose editor are diasbled. + // When rest mode, pose editor are diasbled. void set_properties_read_only(const bool p_readonly); void set_transform_read_only(const bool p_readonly); @@ -151,7 +150,6 @@ class Skeleton3DEditor : public VBoxContainer { Tree *joint_tree = nullptr; BoneTransformEditor *rest_editor = nullptr; BoneTransformEditor *pose_editor = nullptr; - BoneTransformEditor *custom_pose_editor = nullptr; VSeparator *separator; MenuButton *skeleton_options = nullptr; diff --git a/modules/fbx/data/fbx_skeleton.cpp b/modules/fbx/data/fbx_skeleton.cpp index 3dc163964ca..11eed2576f4 100644 --- a/modules/fbx/data/fbx_skeleton.cpp +++ b/modules/fbx/data/fbx_skeleton.cpp @@ -104,6 +104,13 @@ void FBXSkeleton::init_skeleton(const ImportState &state) { print_verbose("working on bone: " + itos(bone_index) + " bone name:" + bone->bone_name); skeleton->set_bone_rest(bone->godot_bone_id, get_unscaled_transform(bone->node->pivot_transform->LocalTransform, state.scale)); + { + Transform3D base_xform = bone->node->pivot_transform->LocalTransform; + + skeleton->set_bone_pose_position(bone_index, base_xform.origin); + skeleton->set_bone_pose_rotation(bone_index, base_xform.basis.get_rotation_quaternion()); + skeleton->set_bone_pose_scale(bone_index, base_xform.basis.get_scale()); + } // lookup parent ID if (bone->valid_parent && state.fbx_bone_map.has(bone->parent_bone_id)) { diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp index e90eab522ff..879f2812928 100644 --- a/modules/fbx/editor_scene_importer_fbx.cpp +++ b/modules/fbx/editor_scene_importer_fbx.cpp @@ -1227,20 +1227,6 @@ Node3D *EditorSceneImporterFBX::_generate_scene( AssetImportAnimation::INTERP_LINEAR); } - // node animations must also include pivots - if (skeleton_bone >= 0) { - Transform3D xform = Transform3D(); - xform.basis.set_quaternion_scale(rot, scale); - xform.origin = pos; - const Transform3D t = bone_rest.affine_inverse() * xform; - - // populate this again - rot = t.basis.get_rotation_quaternion(); - rot.normalize(); - scale = t.basis.get_scale(); - pos = t.origin; - } - if (position_idx >= 0) { animation->position_track_insert_key(position_idx, time, pos); } diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index 32540e7a222..6fd542ca681 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -4319,6 +4319,9 @@ Error GLTFDocument::_create_skeletons(Ref state) { skeleton->add_bone(node->get_name()); skeleton->set_bone_rest(bone_index, node->xform); + skeleton->set_bone_pose_position(bone_index, node->position); + skeleton->set_bone_pose_rotation(bone_index, node->rotation.normalized()); + skeleton->set_bone_pose_scale(bone_index, node->scale); if (node->parent >= 0 && state->nodes[node->parent]->skeleton == skel_i) { const int bone_parent = skeleton->find_bone(state->nodes[node->parent]->get_name()); @@ -5470,7 +5473,7 @@ void GLTFDocument::_convert_skeleton_to_gltf(Skeleton3D *p_skeleton3d, Refset_name(_gen_unique_name(state, skeleton->get_bone_name(bone_i))); - Transform3D xform = skeleton->get_bone_rest(bone_i) * skeleton->get_bone_pose(bone_i); + Transform3D xform = skeleton->get_bone_pose(bone_i); joint_node->scale = xform.basis.get_scale(); joint_node->rotation = xform.basis.get_rotation_quaternion(); joint_node->position = xform.origin; @@ -5958,38 +5961,16 @@ void GLTFDocument::_import_animation(Ref state, AnimationPlayer *ap, if (position_idx >= 0) { pos = _interpolate_track(track.position_track.times, track.position_track.values, time, track.position_track.interpolation); + animation->position_track_insert_key(position_idx, time, pos); } if (rotation_idx >= 0) { rot = _interpolate_track(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation); + animation->rotation_track_insert_key(rotation_idx, time, rot); } if (scale_idx >= 0) { scale = _interpolate_track(track.scale_track.times, track.scale_track.values, time, track.scale_track.interpolation); - } - - if (gltf_node->skeleton >= 0) { - Transform3D xform; - xform.basis.set_quaternion_scale(rot, scale); - xform.origin = pos; - - const Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton; - const int bone_idx = skeleton->find_bone(gltf_node->get_name()); - xform = skeleton->get_bone_rest(bone_idx).affine_inverse() * xform; - - rot = xform.basis.get_rotation_quaternion(); - rot.normalize(); - scale = xform.basis.get_scale(); - pos = xform.origin; - } - - if (position_idx >= 0) { - animation->position_track_insert_key(position_idx, time, pos); - } - if (rotation_idx >= 0) { - animation->rotation_track_insert_key(rotation_idx, time, rot); - } - if (scale_idx >= 0) { animation->scale_track_insert_key(scale_idx, time, scale); } @@ -6108,7 +6089,7 @@ void GLTFDocument::_convert_mesh_instances(Ref state) { } else { if (skin.is_null()) { // Note that gltf_skin_key should remain null, so these can share a reference. - skin = skeleton->register_skin(nullptr)->get_skin(); + skin = skeleton->create_skin_from_rest_transforms(); } gltf_skin.instantiate(); gltf_skin->godot_skin = skin; diff --git a/scene/3d/bone_attachment_3d.cpp b/scene/3d/bone_attachment_3d.cpp index afd11482e33..8e89f4fc541 100644 --- a/scene/3d/bone_attachment_3d.cpp +++ b/scene/3d/bone_attachment_3d.cpp @@ -215,8 +215,6 @@ void BoneAttachment3D::_transform_changed() { sk->set_bone_global_pose_override(bone_idx, our_trans, 1.0, true); } else if (override_mode == OVERRIDE_MODES::MODE_LOCAL_POSE) { sk->set_bone_local_pose_override(bone_idx, sk->global_pose_to_local_pose(bone_idx, our_trans), 1.0, true); - } else if (override_mode == OVERRIDE_MODES::MODE_CUSTOM_POSE) { - sk->set_bone_custom_pose(bone_idx, sk->global_pose_to_local_pose(bone_idx, our_trans)); } } } @@ -273,8 +271,6 @@ void BoneAttachment3D::set_override_pose(bool p_override) { sk->set_bone_global_pose_override(bone_idx, Transform3D(), 0.0, false); } else if (override_mode == OVERRIDE_MODES::MODE_LOCAL_POSE) { sk->set_bone_local_pose_override(bone_idx, Transform3D(), 0.0, false); - } else if (override_mode == OVERRIDE_MODES::MODE_CUSTOM_POSE) { - sk->set_bone_custom_pose(bone_idx, Transform3D()); } } _transform_changed(); @@ -294,8 +290,6 @@ void BoneAttachment3D::set_override_mode(int p_mode) { sk->set_bone_global_pose_override(bone_idx, Transform3D(), 0.0, false); } else if (override_mode == OVERRIDE_MODES::MODE_LOCAL_POSE) { sk->set_bone_local_pose_override(bone_idx, Transform3D(), 0.0, false); - } else if (override_mode == OVERRIDE_MODES::MODE_CUSTOM_POSE) { - sk->set_bone_custom_pose(bone_idx, Transform3D()); } } override_mode = p_mode; diff --git a/scene/3d/bone_attachment_3d.h b/scene/3d/bone_attachment_3d.h index cf681cace8f..57b9854e0e4 100644 --- a/scene/3d/bone_attachment_3d.h +++ b/scene/3d/bone_attachment_3d.h @@ -47,7 +47,6 @@ class BoneAttachment3D : public Node3D { enum OVERRIDE_MODES { MODE_GLOBAL_POSE, MODE_LOCAL_POSE, - MODE_CUSTOM_POSE }; bool use_external_skeleton = false; diff --git a/scene/3d/mesh_instance_3d.cpp b/scene/3d/mesh_instance_3d.cpp index 67f4a882281..cfd90e5da06 100644 --- a/scene/3d/mesh_instance_3d.cpp +++ b/scene/3d/mesh_instance_3d.cpp @@ -146,11 +146,13 @@ void MeshInstance3D::_resolve_skeleton_path() { if (!skeleton_path.is_empty()) { Skeleton3D *skeleton = Object::cast_to(get_node(skeleton_path)); if (skeleton) { - new_skin_reference = skeleton->register_skin(skin_internal); if (skin_internal.is_null()) { + new_skin_reference = skeleton->register_skin(skeleton->create_skin_from_rest_transforms()); //a skin was created for us skin_internal = new_skin_reference->get_skin(); notify_property_list_changed(); + } else { + new_skin_reference = skeleton->register_skin(skin_internal); } } } diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp index 79504b10bb3..9b28d7aff83 100644 --- a/scene/3d/skeleton_3d.cpp +++ b/scene/3d/skeleton_3d.cpp @@ -557,18 +557,6 @@ void Skeleton3D::unparent_bone_and_rest(int p_bone) { _make_dirty(); } -void Skeleton3D::set_bone_disable_rest(int p_bone, bool p_disable) { - const int bone_size = bones.size(); - ERR_FAIL_INDEX(p_bone, bone_size); - bones.write[p_bone].disable_rest = p_disable; -} - -bool Skeleton3D::is_bone_rest_disabled(int p_bone) const { - const int bone_size = bones.size(); - ERR_FAIL_INDEX_V(p_bone, bone_size, false); - return bones[p_bone].disable_rest; -} - int Skeleton3D::get_bone_parent(int p_bone) const { const int bone_size = bones.size(); ERR_FAIL_INDEX_V(p_bone, bone_size, -1); @@ -723,23 +711,6 @@ Transform3D Skeleton3D::get_bone_pose(int p_bone) const { return bones[p_bone].pose_cache; } -void Skeleton3D::set_bone_custom_pose(int p_bone, const Transform3D &p_custom_pose) { - const int bone_size = bones.size(); - ERR_FAIL_INDEX(p_bone, bone_size); - //ERR_FAIL_COND( !is_inside_scene() ); - - bones.write[p_bone].custom_pose_enable = (p_custom_pose != Transform3D()); - bones.write[p_bone].custom_pose = p_custom_pose; - - _make_dirty(); -} - -Transform3D Skeleton3D::get_bone_custom_pose(int p_bone) const { - const int bone_size = bones.size(); - ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D()); - return bones[p_bone].custom_pose; -} - void Skeleton3D::_make_dirty() { if (dirty) { return; @@ -938,59 +909,57 @@ void Skeleton3D::_skin_changed() { _make_dirty(); } +Ref Skeleton3D::create_skin_from_rest_transforms() { + Ref skin; + + skin.instantiate(); + 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(); + + // Calculate global rests and invert them. + LocalVector bones_to_process; + bones_to_process = get_parentless_bones(); + while (bones_to_process.size() > 0) { + int current_bone_idx = bones_to_process[0]; + const Bone &b = bonesptr[current_bone_idx]; + bones_to_process.erase(current_bone_idx); + LocalVector child_bones_vector; + child_bones_vector = get_bone_children(current_bone_idx); + int child_bones_size = child_bones_vector.size(); + if (b.parent < 0) { + skin->set_bind_pose(current_bone_idx, b.rest); + } + for (int i = 0; i < child_bones_size; i++) { + int child_bone_idx = child_bones_vector[i]; + const Bone &cb = bonesptr[child_bone_idx]; + skin->set_bind_pose(child_bone_idx, skin->get_bind_pose(current_bone_idx) * cb.rest); + // Add the bone's children to the list of bones to be processed. + bones_to_process.push_back(child_bones_vector[i]); + } + } + + 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()); + } + + return skin; +} + Ref Skeleton3D::register_skin(const Ref &p_skin) { + ERR_FAIL_COND_V(p_skin.is_null(), Ref()); + for (Set::Element *E = skin_bindings.front(); E; E = E->next()) { if (E->get()->skin == p_skin) { return Ref(E->get()); } } - Ref 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.instantiate(); - 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(); - - // Calculate global rests and invert them. - LocalVector bones_to_process; - bones_to_process = get_parentless_bones(); - while (bones_to_process.size() > 0) { - int current_bone_idx = bones_to_process[0]; - const Bone &b = bonesptr[current_bone_idx]; - bones_to_process.erase(current_bone_idx); - LocalVector child_bones_vector; - child_bones_vector = get_bone_children(current_bone_idx); - int child_bones_size = child_bones_vector.size(); - if (b.parent < 0) { - skin->set_bind_pose(current_bone_idx, b.rest); - } - for (int i = 0; i < child_bones_size; i++) { - int child_bone_idx = child_bones_vector[i]; - const Bone &cb = bonesptr[child_bone_idx]; - skin->set_bind_pose(child_bone_idx, skin->get_bind_pose(current_bone_idx) * cb.rest); - // Add the bone's children to the list of bones to be processed. - bones_to_process.push_back(child_bones_vector[i]); - } - } - - 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()); - Ref skin_ref; skin_ref.instantiate(); @@ -998,11 +967,11 @@ Ref Skeleton3D::register_skin(const Ref &p_skin) { skin_ref->bind_count = 0; skin_ref->skeleton = RenderingServer::get_singleton()->skeleton_create(); skin_ref->skeleton_node = this; - skin_ref->skin = skin; + skin_ref->skin = p_skin; skin_bindings.insert(skin_ref.operator->()); - skin->connect("changed", Callable(skin_ref.operator->(), "_skin_changed")); + skin_ref->skin->connect("changed", Callable(skin_ref.operator->(), "_skin_changed")); _make_dirty(); // Skin needs to be updated, so update skeleton. @@ -1038,61 +1007,33 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) { Bone &b = bonesptr[current_bone_idx]; bool bone_enabled = b.enabled && !show_rest_only; - if (b.disable_rest) { - if (bone_enabled) { - b.update_pose_cache(); - Transform3D pose = b.pose_cache; - if (b.custom_pose_enable) { - pose = b.custom_pose * pose; - } - if (b.parent >= 0) { - b.pose_global = bonesptr[b.parent].pose_global * pose; - b.pose_global_no_override = b.pose_global; - } else { - b.pose_global = pose; - b.pose_global_no_override = b.pose_global; - } - } else { - if (b.parent >= 0) { - b.pose_global = bonesptr[b.parent].pose_global; - b.pose_global_no_override = b.pose_global; - } else { - b.pose_global = Transform3D(); - b.pose_global_no_override = b.pose_global; - } - } + if (bone_enabled) { + b.update_pose_cache(); + Transform3D pose = b.pose_cache; - } else { - if (bone_enabled) { - b.update_pose_cache(); - Transform3D pose = b.pose_cache; - if (b.custom_pose_enable) { - pose = b.custom_pose * pose; - } - if (b.parent >= 0) { - b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose); - b.pose_global_no_override = b.pose_global; - } else { - b.pose_global = b.rest * pose; - b.pose_global_no_override = b.pose_global; - } + if (b.parent >= 0) { + b.pose_global = bonesptr[b.parent].pose_global * pose; + b.pose_global_no_override = b.pose_global; } else { - if (b.parent >= 0) { - b.pose_global = bonesptr[b.parent].pose_global * b.rest; - b.pose_global_no_override = b.pose_global; - } else { - b.pose_global = b.rest; - b.pose_global_no_override = b.pose_global; - } + b.pose_global = pose; + b.pose_global_no_override = b.pose_global; + } + } else { + if (b.parent >= 0) { + b.pose_global = bonesptr[b.parent].pose_global * b.rest; + b.pose_global_no_override = b.pose_global; + } else { + b.pose_global = b.rest; + b.pose_global_no_override = b.pose_global; } } if (b.local_pose_override_amount >= CMP_EPSILON) { Transform3D override_local_pose; if (b.parent >= 0) { - override_local_pose = bonesptr[b.parent].pose_global * (b.rest * b.local_pose_override); + override_local_pose = bonesptr[b.parent].pose_global * b.local_pose_override; } else { - override_local_pose = (b.rest * b.local_pose_override); + override_local_pose = b.local_pose_override; } b.pose_global = b.pose_global.interpolate_with(override_local_pose, b.local_pose_override_amount); } @@ -1133,8 +1074,8 @@ Transform3D Skeleton3D::global_pose_to_local_pose(int p_bone_idx, Transform3D p_ ERR_FAIL_INDEX_V(p_bone_idx, bone_size, Transform3D()); if (bones[p_bone_idx].parent >= 0) { int parent_bone_idx = bones[p_bone_idx].parent; - Transform3D conversion_transform = (bones[parent_bone_idx].pose_global * bones[p_bone_idx].rest); - return conversion_transform.affine_inverse() * p_global_pose; + Transform3D conversion_transform = bones[parent_bone_idx].pose_global.affine_inverse(); + return conversion_transform * p_global_pose; } else { return p_global_pose; } @@ -1145,8 +1086,7 @@ Transform3D Skeleton3D::local_pose_to_global_pose(int p_bone_idx, Transform3D p_ ERR_FAIL_INDEX_V(p_bone_idx, bone_size, Transform3D()); if (bones[p_bone_idx].parent >= 0) { int parent_bone_idx = bones[p_bone_idx].parent; - Transform3D conversion_transform = (bones[parent_bone_idx].pose_global * bones[p_bone_idx].rest); - return conversion_transform * p_local_pose; + return bones[parent_bone_idx].pose_global * p_local_pose; } else { return p_local_pose; } @@ -1236,13 +1176,11 @@ void Skeleton3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton3D::get_bone_rest); ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton3D::set_bone_rest); + ClassDB::bind_method(D_METHOD("create_skin_from_rest_transforms"), &Skeleton3D::create_skin_from_rest_transforms); ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton3D::register_skin); ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton3D::localize_rests); - ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton3D::set_bone_disable_rest); - ClassDB::bind_method(D_METHOD("is_bone_rest_disabled", "bone_idx"), &Skeleton3D::is_bone_rest_disabled); - ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton3D::clear_bones); ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton3D::get_bone_pose); @@ -1267,9 +1205,6 @@ void Skeleton3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_bone_local_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_local_pose_override, DEFVAL(false)); ClassDB::bind_method(D_METHOD("get_bone_local_pose_override", "bone_idx"), &Skeleton3D::get_bone_local_pose_override); - ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton3D::get_bone_custom_pose); - ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton3D::set_bone_custom_pose); - ClassDB::bind_method(D_METHOD("force_update_all_bone_transforms"), &Skeleton3D::force_update_all_bone_transforms); ClassDB::bind_method(D_METHOD("force_update_bone_child_transform", "bone_idx"), &Skeleton3D::force_update_bone_children_transforms); diff --git a/scene/3d/skeleton_3d.h b/scene/3d/skeleton_3d.h index aacee3da4ed..f3cf551af75 100644 --- a/scene/3d/skeleton_3d.h +++ b/scene/3d/skeleton_3d.h @@ -76,7 +76,6 @@ private: bool enabled; int parent; - bool disable_rest = false; Transform3D rest; _FORCE_INLINE_ void update_pose_cache() { @@ -95,9 +94,6 @@ private: Transform3D pose_global; Transform3D pose_global_no_override; - bool custom_pose_enable = false; - Transform3D custom_pose; - real_t global_pose_override_amount = 0.0; bool global_pose_override_reset = false; Transform3D global_pose_override; @@ -119,8 +115,6 @@ private: Bone() { parent = -1; enabled = true; - disable_rest = false; - custom_pose_enable = false; global_pose_override_amount = 0; global_pose_override_reset = false; #ifndef _3D_DISABLED @@ -199,9 +193,6 @@ public: void remove_bone_child(int p_bone, int p_child); Vector get_parentless_bones(); - void set_bone_disable_rest(int p_bone, bool p_disable); - bool is_bone_rest_disabled(int p_bone) const; - int get_bone_count() const; void set_bone_rest(int p_bone, const Transform3D &p_rest); @@ -228,9 +219,6 @@ public: Quaternion get_bone_pose_rotation(int p_bone) const; Vector3 get_bone_pose_scale(int p_bone) const; - void set_bone_custom_pose(int p_bone, const Transform3D &p_custom_pose); - Transform3D get_bone_custom_pose(int p_bone) const; - void clear_bones_global_pose_override(); Transform3D get_bone_global_pose_override(int p_bone) const; void set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent = false); @@ -241,6 +229,8 @@ public: void localize_rests(); // used for loaders and tools + Ref create_skin_from_rest_transforms(); + Ref register_skin(const Ref &p_skin); void force_update_all_dirty_bones(); diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp index 2ed8268289e..dd5fe46223a 100644 --- a/scene/animation/animation_tree.cpp +++ b/scene/animation/animation_tree.cpp @@ -1360,9 +1360,6 @@ void AnimationTree::_process_graph(real_t p_delta) { root_motion_transform = xform; - if (t->skeleton && t->bone_idx >= 0) { - root_motion_transform = (t->skeleton->get_bone_rest(t->bone_idx) * root_motion_transform) * t->skeleton->get_bone_rest(t->bone_idx).affine_inverse(); - } } else if (t->skeleton && t->bone_idx >= 0) { if (t->loc_used) { t->skeleton->set_bone_pose_position(t->bone_idx, t->loc); diff --git a/scene/resources/skeleton_modification_3d_fabrik.cpp b/scene/resources/skeleton_modification_3d_fabrik.cpp index e6156159241..20ebbda2561 100644 --- a/scene/resources/skeleton_modification_3d_fabrik.cpp +++ b/scene/resources/skeleton_modification_3d_fabrik.cpp @@ -168,7 +168,7 @@ void SkeletonModification3DFABRIK::_execute(real_t p_delta) { // Apply magnet positions: if (stack->skeleton->get_bone_parent(fabrik_data_chain[i].bone_idx) >= 0) { int parent_bone_idx = stack->skeleton->get_bone_parent(fabrik_data_chain[i].bone_idx); - Transform3D conversion_transform = (stack->skeleton->get_bone_global_pose(parent_bone_idx) * stack->skeleton->get_bone_rest(parent_bone_idx)); + Transform3D conversion_transform = (stack->skeleton->get_bone_global_pose(parent_bone_idx)); local_pose_override.origin += conversion_transform.basis.xform_inv(fabrik_data_chain[i].magnet_position); } else { local_pose_override.origin += fabrik_data_chain[i].magnet_position; diff --git a/scene/resources/skeleton_modification_3d_twoboneik.cpp b/scene/resources/skeleton_modification_3d_twoboneik.cpp index ae7a3bab7e6..c1a71148a74 100644 --- a/scene/resources/skeleton_modification_3d_twoboneik.cpp +++ b/scene/resources/skeleton_modification_3d_twoboneik.cpp @@ -455,7 +455,7 @@ void SkeletonModification3DTwoBoneIK::calculate_joint_lengths() { joint_two_length = 0; for (int i = 0; i < bone_two_children.size(); i++) { joint_two_length += bone_two_rest_trans.origin.distance_to( - stack->skeleton->local_pose_to_global_pose(bone_two_children[i], stack->skeleton->get_bone_rest(bone_two_children[i])).origin); + stack->skeleton->get_bone_global_pose(bone_two_children[i]).origin); } joint_two_length = joint_two_length / bone_two_children.size(); } else {