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).
This commit is contained in:
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@ -47,6 +47,11 @@
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Removes the local pose override on all bones in the skeleton.
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</description>
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</method>
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<method name="create_skin_from_rest_transforms">
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<return type="Skin" />
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<description>
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</description>
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</method>
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<method name="execute_modifications">
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<return type="void" />
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<argument index="0" name="delta" type="float" />
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@ -88,13 +93,6 @@
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Returns the amount of bones in the skeleton.
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</description>
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</method>
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<method name="get_bone_custom_pose" qualifiers="const">
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<return type="Transform3D" />
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<argument index="0" name="bone_idx" type="int" />
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<description>
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Returns the custom pose of the specified bone. Custom pose is applied on top of the rest pose.
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</description>
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</method>
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<method name="get_bone_global_pose" qualifiers="const">
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<return type="Transform3D" />
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<argument index="0" name="bone_idx" type="int" />
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@ -214,13 +212,6 @@
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Returns whether the bone pose for the bone at [code]bone_idx[/code] is enabled.
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</description>
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</method>
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<method name="is_bone_rest_disabled" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="bone_idx" type="int" />
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<description>
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Returns whether the bone rest for the bone at [code]bone_idx[/code] is disabled.
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</description>
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</method>
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<method name="local_pose_to_global_pose">
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<return type="Transform3D" />
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<argument index="0" name="bone_idx" type="int" />
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@ -290,23 +281,6 @@
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Sets the children for the passed in bone, [code]bone_idx[/code], to the passed-in array of bone indexes, [code]bone_children[/code].
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</description>
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</method>
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<method name="set_bone_custom_pose">
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<return type="void" />
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<argument index="0" name="bone_idx" type="int" />
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<argument index="1" name="custom_pose" type="Transform3D" />
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<description>
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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.
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[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.
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</description>
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</method>
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<method name="set_bone_disable_rest">
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<return type="void" />
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<argument index="0" name="bone_idx" type="int" />
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<argument index="1" name="disable" type="bool" />
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<description>
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Disables the rest pose for the bone at [code]bone_idx[/code] if [code]true[/code], enables the bone rest if [code]false[/code].
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</description>
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</method>
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<method name="set_bone_enabled">
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<return type="void" />
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<argument index="0" name="bone_idx" type="int" />
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@ -120,6 +120,15 @@ Error ColladaImport::_populate_skeleton(Skeleton3D *p_skeleton, Collada::Node *p
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skeleton_bone_map[p_skeleton][joint->sid] = r_bone;
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{
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Transform3D xform = joint->compute_transform(collada);
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collada.fix_transform(xform) * joint->post_transform;
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p_skeleton->set_bone_pose_position(r_bone, xform.origin);
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p_skeleton->set_bone_pose_rotation(r_bone, xform.basis.get_rotation_quaternion());
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p_skeleton->set_bone_pose_scale(r_bone, xform.basis.get_scale());
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}
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if (collada.state.bone_rest_map.has(joint->sid)) {
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p_skeleton->set_bone_rest(r_bone, collada.fix_transform(collada.state.bone_rest_map[joint->sid]));
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//should map this bone to something for animation?
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@ -1639,16 +1648,6 @@ void ColladaImport::create_animation(int p_clip, bool p_import_value_tracks) {
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Transform3D xform = cn->compute_transform(collada);
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xform = collada.fix_transform(xform) * cn->post_transform;
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if (nm.bone >= 0) {
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//make bone transform relative to rest (in case of skeleton)
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Skeleton3D *sk = Object::cast_to<Skeleton3D>(nm.node);
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if (sk) {
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xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform;
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} else {
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ERR_PRINT("Collada: Invalid skeleton");
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}
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}
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Vector3 s = xform.basis.get_scale();
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bool singular_matrix = Math::is_zero_approx(s.x) || Math::is_zero_approx(s.y) || Math::is_zero_approx(s.z);
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Quaternion q = singular_matrix ? Quaternion() :
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@ -200,12 +200,7 @@ void BoneTransformEditor::_value_changed_transform(const String p_property_name,
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}
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void BoneTransformEditor::_change_transform(Transform3D p_new_transform) {
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if (property.get_slicec('/', 0) == "bones" && property.get_slicec('/', 2) == "custom_pose") {
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undo_redo->create_action(TTR("Set Custom Bone Pose Transform"), UndoRedo::MERGE_ENDS);
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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()));
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undo_redo->add_do_method(skeleton, "set_bone_custom_pose", property.get_slicec('/', 1).to_int(), p_new_transform);
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undo_redo->commit_action();
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} else if (property.get_slicec('/', 0) == "bones") {
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if (property.get_slicec('/', 0) == "bones") {
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undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
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undo_redo->add_undo_property(skeleton, property, skeleton->get(property));
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undo_redo->add_do_property(skeleton, property, p_new_transform);
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@ -236,21 +231,6 @@ void BoneTransformEditor::_update_properties() {
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_update_transform_properties(tform);
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}
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void BoneTransformEditor::_update_custom_pose_properties() {
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if (updating) {
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return;
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}
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if (!skeleton) {
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return;
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}
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updating = true;
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Transform3D tform = skeleton->get_bone_custom_pose(property.to_int());
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_update_transform_properties(tform);
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}
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void BoneTransformEditor::_update_transform_properties(Transform3D tform) {
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Basis rotation_basis = tform.get_basis();
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Vector3 rotation_radians = rotation_basis.get_rotation_euler();
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@ -463,9 +443,7 @@ void Skeleton3DEditor::pose_to_rest() {
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ur->add_do_method(skeleton, "set_bone_pose", selected_bone, Transform3D());
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ur->add_undo_method(skeleton, "set_bone_pose", selected_bone, skeleton->get_bone_pose(selected_bone));
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ur->add_do_method(skeleton, "set_bone_custom_pose", selected_bone, Transform3D());
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ur->add_undo_method(skeleton, "set_bone_custom_pose", selected_bone, skeleton->get_bone_custom_pose(selected_bone));
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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));
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ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone) * skeleton->get_bone_pose(selected_bone));
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ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone));
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ur->commit_action();
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@ -654,11 +632,9 @@ void Skeleton3DEditor::_joint_tree_selection_changed() {
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pose_editor->set_target(bone_path + "pose");
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rest_editor->set_target(bone_path + "rest");
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custom_pose_editor->set_target(bone_path + "custom_pose");
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pose_editor->set_visible(true);
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rest_editor->set_visible(true);
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custom_pose_editor->set_visible(true);
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selected_bone = b_idx;
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}
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@ -679,9 +655,6 @@ void Skeleton3DEditor::_update_properties() {
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if (pose_editor) {
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pose_editor->_update_properties();
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}
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if (custom_pose_editor) {
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custom_pose_editor->_update_custom_pose_properties();
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}
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_update_gizmo_transform();
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}
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@ -820,12 +793,6 @@ void Skeleton3DEditor::create_editors() {
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rest_editor->set_visible(false);
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add_child(rest_editor);
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rest_editor->set_transform_read_only(true);
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custom_pose_editor = memnew(BoneTransformEditor(skeleton));
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custom_pose_editor->set_label(TTR("Bone Custom Pose"));
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custom_pose_editor->set_visible(false);
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add_child(custom_pose_editor);
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custom_pose_editor->set_transform_read_only(true);
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}
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void Skeleton3DEditor::_notification(int p_what) {
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@ -1289,7 +1256,6 @@ void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gi
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if (parent_idx >= 0) {
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original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx);
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}
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original_to_local = original_to_local * skeleton->get_bone_rest(p_id) * skeleton->get_bone_custom_pose(p_id);
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Basis to_local = original_to_local.get_basis().inverse();
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// Prepare transform.
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@ -1518,5 +1484,5 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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}
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Ref<ArrayMesh> m = surface_tool->commit();
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p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(Ref<Skin>()));
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p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
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}
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@ -102,13 +102,12 @@ public:
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void set_label(const String &p_label) { label = p_label; }
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void _update_properties();
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void _update_custom_pose_properties();
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void _update_transform_properties(Transform3D p_transform);
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// Transform can be keyed, whether or not to show the button.
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void set_keyable(const bool p_keyable);
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// When rest mode, pose and custom_pose editor are diasbled.
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// When rest mode, pose editor are diasbled.
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void set_properties_read_only(const bool p_readonly);
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void set_transform_read_only(const bool p_readonly);
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@ -151,7 +150,6 @@ class Skeleton3DEditor : public VBoxContainer {
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Tree *joint_tree = nullptr;
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BoneTransformEditor *rest_editor = nullptr;
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BoneTransformEditor *pose_editor = nullptr;
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BoneTransformEditor *custom_pose_editor = nullptr;
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VSeparator *separator;
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MenuButton *skeleton_options = nullptr;
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@ -104,6 +104,13 @@ void FBXSkeleton::init_skeleton(const ImportState &state) {
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print_verbose("working on bone: " + itos(bone_index) + " bone name:" + bone->bone_name);
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skeleton->set_bone_rest(bone->godot_bone_id, get_unscaled_transform(bone->node->pivot_transform->LocalTransform, state.scale));
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{
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Transform3D base_xform = bone->node->pivot_transform->LocalTransform;
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skeleton->set_bone_pose_position(bone_index, base_xform.origin);
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skeleton->set_bone_pose_rotation(bone_index, base_xform.basis.get_rotation_quaternion());
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skeleton->set_bone_pose_scale(bone_index, base_xform.basis.get_scale());
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}
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// lookup parent ID
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if (bone->valid_parent && state.fbx_bone_map.has(bone->parent_bone_id)) {
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@ -1227,20 +1227,6 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
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AssetImportAnimation::INTERP_LINEAR);
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}
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// node animations must also include pivots
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if (skeleton_bone >= 0) {
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Transform3D xform = Transform3D();
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xform.basis.set_quaternion_scale(rot, scale);
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xform.origin = pos;
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const Transform3D t = bone_rest.affine_inverse() * xform;
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// populate this again
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rot = t.basis.get_rotation_quaternion();
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rot.normalize();
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scale = t.basis.get_scale();
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pos = t.origin;
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}
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if (position_idx >= 0) {
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animation->position_track_insert_key(position_idx, time, pos);
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}
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@ -4319,6 +4319,9 @@ Error GLTFDocument::_create_skeletons(Ref<GLTFState> state) {
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skeleton->add_bone(node->get_name());
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skeleton->set_bone_rest(bone_index, node->xform);
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skeleton->set_bone_pose_position(bone_index, node->position);
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skeleton->set_bone_pose_rotation(bone_index, node->rotation.normalized());
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skeleton->set_bone_pose_scale(bone_index, node->scale);
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if (node->parent >= 0 && state->nodes[node->parent]->skeleton == skel_i) {
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const int bone_parent = skeleton->find_bone(state->nodes[node->parent]->get_name());
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@ -5470,7 +5473,7 @@ void GLTFDocument::_convert_skeleton_to_gltf(Skeleton3D *p_skeleton3d, Ref<GLTFS
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// Note that we cannot use _gen_unique_bone_name here, because glTF spec requires all node
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// names to be unique regardless of whether or not they are used as joints.
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joint_node->set_name(_gen_unique_name(state, skeleton->get_bone_name(bone_i)));
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Transform3D xform = skeleton->get_bone_rest(bone_i) * skeleton->get_bone_pose(bone_i);
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Transform3D xform = skeleton->get_bone_pose(bone_i);
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joint_node->scale = xform.basis.get_scale();
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joint_node->rotation = xform.basis.get_rotation_quaternion();
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joint_node->position = xform.origin;
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@ -5958,38 +5961,16 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
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if (position_idx >= 0) {
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pos = _interpolate_track<Vector3>(track.position_track.times, track.position_track.values, time, track.position_track.interpolation);
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animation->position_track_insert_key(position_idx, time, pos);
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}
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if (rotation_idx >= 0) {
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rot = _interpolate_track<Quaternion>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation);
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animation->rotation_track_insert_key(rotation_idx, time, rot);
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}
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if (scale_idx >= 0) {
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scale = _interpolate_track<Vector3>(track.scale_track.times, track.scale_track.values, time, track.scale_track.interpolation);
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}
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if (gltf_node->skeleton >= 0) {
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Transform3D xform;
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xform.basis.set_quaternion_scale(rot, scale);
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xform.origin = pos;
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const Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton;
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const int bone_idx = skeleton->find_bone(gltf_node->get_name());
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xform = skeleton->get_bone_rest(bone_idx).affine_inverse() * xform;
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rot = xform.basis.get_rotation_quaternion();
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rot.normalize();
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scale = xform.basis.get_scale();
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pos = xform.origin;
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}
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if (position_idx >= 0) {
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animation->position_track_insert_key(position_idx, time, pos);
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}
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if (rotation_idx >= 0) {
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animation->rotation_track_insert_key(rotation_idx, time, rot);
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}
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if (scale_idx >= 0) {
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animation->scale_track_insert_key(scale_idx, time, scale);
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}
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@ -6108,7 +6089,7 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
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} else {
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if (skin.is_null()) {
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// Note that gltf_skin_key should remain null, so these can share a reference.
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skin = skeleton->register_skin(nullptr)->get_skin();
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skin = skeleton->create_skin_from_rest_transforms();
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}
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gltf_skin.instantiate();
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gltf_skin->godot_skin = skin;
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@ -215,8 +215,6 @@ void BoneAttachment3D::_transform_changed() {
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sk->set_bone_global_pose_override(bone_idx, our_trans, 1.0, true);
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} else if (override_mode == OVERRIDE_MODES::MODE_LOCAL_POSE) {
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sk->set_bone_local_pose_override(bone_idx, sk->global_pose_to_local_pose(bone_idx, our_trans), 1.0, true);
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} else if (override_mode == OVERRIDE_MODES::MODE_CUSTOM_POSE) {
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sk->set_bone_custom_pose(bone_idx, sk->global_pose_to_local_pose(bone_idx, our_trans));
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}
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}
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}
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@ -273,8 +271,6 @@ void BoneAttachment3D::set_override_pose(bool p_override) {
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sk->set_bone_global_pose_override(bone_idx, Transform3D(), 0.0, false);
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} else if (override_mode == OVERRIDE_MODES::MODE_LOCAL_POSE) {
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sk->set_bone_local_pose_override(bone_idx, Transform3D(), 0.0, false);
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} else if (override_mode == OVERRIDE_MODES::MODE_CUSTOM_POSE) {
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sk->set_bone_custom_pose(bone_idx, Transform3D());
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}
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}
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_transform_changed();
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@ -294,8 +290,6 @@ void BoneAttachment3D::set_override_mode(int p_mode) {
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sk->set_bone_global_pose_override(bone_idx, Transform3D(), 0.0, false);
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} else if (override_mode == OVERRIDE_MODES::MODE_LOCAL_POSE) {
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sk->set_bone_local_pose_override(bone_idx, Transform3D(), 0.0, false);
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} else if (override_mode == OVERRIDE_MODES::MODE_CUSTOM_POSE) {
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sk->set_bone_custom_pose(bone_idx, Transform3D());
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}
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}
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override_mode = p_mode;
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@ -47,7 +47,6 @@ class BoneAttachment3D : public Node3D {
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enum OVERRIDE_MODES {
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MODE_GLOBAL_POSE,
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MODE_LOCAL_POSE,
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MODE_CUSTOM_POSE
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};
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bool use_external_skeleton = false;
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@ -146,11 +146,13 @@ void MeshInstance3D::_resolve_skeleton_path() {
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if (!skeleton_path.is_empty()) {
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(get_node(skeleton_path));
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if (skeleton) {
|
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
@ -938,19 +909,8 @@ void Skeleton3D::_skin_changed() {
|
|||
_make_dirty();
|
||||
}
|
||||
|
||||
Ref<SkinReference> Skeleton3D::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());
|
||||
}
|
||||
}
|
||||
|
||||
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.
|
||||
Ref<Skin> Skeleton3D::create_skin_from_rest_transforms() {
|
||||
Ref<Skin> skin;
|
||||
|
||||
skin.instantiate();
|
||||
skin->set_bind_count(bones.size());
|
||||
|
@ -987,9 +947,18 @@ Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
|
|||
skin->set_bind_bone(i, i);
|
||||
skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse());
|
||||
}
|
||||
|
||||
return skin;
|
||||
}
|
||||
|
||||
ERR_FAIL_COND_V(skin.is_null(), Ref<SkinReference>());
|
||||
Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
|
||||
ERR_FAIL_COND_V(p_skin.is_null(), Ref<SkinReference>());
|
||||
|
||||
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
|
||||
if (E->get()->skin == p_skin) {
|
||||
return Ref<SkinReference>(E->get());
|
||||
}
|
||||
}
|
||||
|
||||
Ref<SkinReference> skin_ref;
|
||||
skin_ref.instantiate();
|
||||
|
@ -998,11 +967,11 @@ Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &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.
|
||||
|
||||
|
@ -1038,13 +1007,10 @@ 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;
|
||||
|
@ -1052,30 +1018,6 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
|
|||
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;
|
||||
}
|
||||
}
|
||||
|
||||
} 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;
|
||||
}
|
||||
} else {
|
||||
if (b.parent >= 0) {
|
||||
b.pose_global = bonesptr[b.parent].pose_global * b.rest;
|
||||
|
@ -1085,14 +1027,13 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
|
|||
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);
|
||||
|
||||
|
|
|
@ -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<int> 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<Skin> create_skin_from_rest_transforms();
|
||||
|
||||
Ref<SkinReference> register_skin(const Ref<Skin> &p_skin);
|
||||
|
||||
void force_update_all_dirty_bones();
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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 {
|
||||
|
|
Loading…
Reference in New Issue