0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
232 lines
6.8 KiB
C++
232 lines
6.8 KiB
C++
/*************************************************************************/
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/* skeleton_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SKELETON_3D_H
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#define SKELETON_3D_H
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#include "core/rid.h"
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#include "scene/3d/node_3d.h"
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#include "scene/resources/skin.h"
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#ifndef _3D_DISABLED
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typedef int BoneId;
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class PhysicalBone3D;
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#endif // _3D_DISABLED
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class Skeleton3D;
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class SkinReference : public Reference {
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GDCLASS(SkinReference, Reference)
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friend class Skeleton3D;
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Skeleton3D *skeleton_node;
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RID skeleton;
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Ref<Skin> skin;
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uint32_t bind_count = 0;
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uint64_t skeleton_version = 0;
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Vector<uint32_t> skin_bone_indices;
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uint32_t *skin_bone_indices_ptrs;
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void _skin_changed();
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protected:
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static void _bind_methods();
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public:
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RID get_skeleton() const;
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Ref<Skin> get_skin() const;
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~SkinReference();
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};
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class Skeleton3D : public Node3D {
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GDCLASS(Skeleton3D, Node3D);
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private:
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friend class SkinReference;
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Set<SkinReference *> skin_bindings;
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void _skin_changed();
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struct Bone {
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String name;
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bool enabled;
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int parent;
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int sort_index; //used for re-sorting process order
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bool disable_rest;
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Transform rest;
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Transform pose;
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Transform pose_global;
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bool custom_pose_enable;
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Transform custom_pose;
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float global_pose_override_amount;
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bool global_pose_override_reset;
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Transform global_pose_override;
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#ifndef _3D_DISABLED
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PhysicalBone3D *physical_bone;
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PhysicalBone3D *cache_parent_physical_bone;
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#endif // _3D_DISABLED
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List<ObjectID> nodes_bound;
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Bone() {
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parent = -1;
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enabled = true;
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disable_rest = false;
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custom_pose_enable = false;
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global_pose_override_amount = 0;
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global_pose_override_reset = false;
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#ifndef _3D_DISABLED
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physical_bone = nullptr;
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cache_parent_physical_bone = nullptr;
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#endif // _3D_DISABLED
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}
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};
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bool animate_physical_bones;
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Vector<Bone> bones;
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Vector<int> process_order;
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bool process_order_dirty;
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void _make_dirty();
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bool dirty;
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uint64_t version;
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// bind helpers
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Array _get_bound_child_nodes_to_bone(int p_bone) const {
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Array bound;
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List<Node *> children;
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get_bound_child_nodes_to_bone(p_bone, &children);
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for (int i = 0; i < children.size(); i++) {
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bound.push_back(children[i]);
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}
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return bound;
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}
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void _update_process_order();
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protected:
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_UPDATE_SKELETON = 50
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};
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// skeleton creation api
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void add_bone(const String &p_name);
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int find_bone(const String &p_name) const;
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String get_bone_name(int p_bone) const;
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bool is_bone_parent_of(int p_bone_id, int p_parent_bone_id) const;
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void set_bone_parent(int p_bone, int p_parent);
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int get_bone_parent(int p_bone) const;
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void unparent_bone_and_rest(int p_bone);
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void set_bone_disable_rest(int p_bone, bool p_disable);
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bool is_bone_rest_disabled(int p_bone) const;
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int get_bone_count() const;
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void set_bone_rest(int p_bone, const Transform &p_rest);
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Transform get_bone_rest(int p_bone) const;
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Transform get_bone_global_pose(int p_bone) const;
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void clear_bones_global_pose_override();
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void set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent = false);
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void set_bone_enabled(int p_bone, bool p_enabled);
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bool is_bone_enabled(int p_bone) const;
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void bind_child_node_to_bone(int p_bone, Node *p_node);
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void unbind_child_node_from_bone(int p_bone, Node *p_node);
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void get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const;
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void clear_bones();
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// posing api
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void set_bone_pose(int p_bone, const Transform &p_pose);
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Transform get_bone_pose(int p_bone) const;
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void set_bone_custom_pose(int p_bone, const Transform &p_custom_pose);
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Transform get_bone_custom_pose(int p_bone) const;
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void localize_rests(); // used for loaders and tools
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int get_process_order(int p_idx);
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Ref<SkinReference> register_skin(const Ref<Skin> &p_skin);
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#ifndef _3D_DISABLED
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// Physical bone API
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void set_animate_physical_bones(bool p_animate);
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bool get_animate_physical_bones() const;
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void bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone);
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void unbind_physical_bone_from_bone(int p_bone);
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PhysicalBone3D *get_physical_bone(int p_bone);
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PhysicalBone3D *get_physical_bone_parent(int p_bone);
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private:
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/// This is a slow API os it's cached
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PhysicalBone3D *_get_physical_bone_parent(int p_bone);
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void _rebuild_physical_bones_cache();
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public:
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void physical_bones_stop_simulation();
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void physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones);
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void physical_bones_add_collision_exception(RID p_exception);
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void physical_bones_remove_collision_exception(RID p_exception);
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#endif // _3D_DISABLED
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public:
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Skeleton3D();
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~Skeleton3D();
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};
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#endif
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