godot/scene/3d/skeleton.cpp
Grant Clarke d27ca7eb73 Fixed Bone Transform Order
The bone index being passed to the visual server is not using the process order and results in incorrect skin deformation if the calculated process order is different from the unordered bones Vector.

Incidentally, this never showed when I exported rigged characters from blender using the Better Collada exporter. This bug only materialised when experimenting with the glTF pipeline from Maya.
2019-01-18 22:26:13 +00:00

836 lines
23 KiB
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/*************************************************************************/
/* skeleton.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/*************************************************************************/
#include "skeleton.h"
#include "core/message_queue.h"
#include "core/project_settings.h"
#include "scene/3d/physics_body.h"
#include "scene/resources/surface_tool.h"
bool Skeleton::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
if (!path.begins_with("bones/"))
return false;
int which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
if (which == bones.size() && what == "name") {
add_bone(p_value);
return true;
}
ERR_FAIL_INDEX_V(which, bones.size(), false);
if (what == "parent")
set_bone_parent(which, p_value);
else if (what == "rest")
set_bone_rest(which, p_value);
else if (what == "enabled")
set_bone_enabled(which, p_value);
else if (what == "pose")
set_bone_pose(which, p_value);
else if (what == "bound_children") {
Array children = p_value;
if (is_inside_tree()) {
bones.write[which].nodes_bound.clear();
for (int i = 0; i < children.size(); i++) {
NodePath path = children[i];
ERR_CONTINUE(path.operator String() == "");
Node *node = get_node(path);
ERR_CONTINUE(!node);
bind_child_node_to_bone(which, node);
}
}
} else {
return false;
}
return true;
}
bool Skeleton::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
if (!path.begins_with("bones/"))
return false;
int which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
ERR_FAIL_INDEX_V(which, bones.size(), false);
if (what == "name")
r_ret = get_bone_name(which);
else if (what == "parent")
r_ret = get_bone_parent(which);
else if (what == "rest")
r_ret = get_bone_rest(which);
else if (what == "enabled")
r_ret = is_bone_enabled(which);
else if (what == "pose")
r_ret = get_bone_pose(which);
else if (what == "bound_children") {
Array children;
for (const List<uint32_t>::Element *E = bones[which].nodes_bound.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->get());
ERR_CONTINUE(!obj);
Node *node = Object::cast_to<Node>(obj);
ERR_CONTINUE(!node);
NodePath path = get_path_to(node);
children.push_back(path);
}
r_ret = children;
} else
return false;
return true;
}
void Skeleton::_get_property_list(List<PropertyInfo> *p_list) const {
for (int i = 0; i < bones.size(); i++) {
String prep = "bones/" + itos(i) + "/";
p_list->push_back(PropertyInfo(Variant::STRING, prep + "name"));
p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1"));
p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "rest"));
p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled"));
p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
p_list->push_back(PropertyInfo(Variant::ARRAY, prep + "bound_children"));
}
}
void Skeleton::_update_process_order() {
if (!process_order_dirty)
return;
Bone *bonesptr = bones.ptrw();
int len = bones.size();
process_order.resize(len);
int *order = process_order.ptrw();
for (int i = 0; i < len; i++) {
if (bonesptr[i].parent >= len) {
//validate this just in case
ERR_PRINTS("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
bonesptr[i].parent = -1;
}
order[i] = i;
bonesptr[i].sort_index = i;
}
//now check process order
int pass_count = 0;
while (pass_count < len * len) {
//using bubblesort because of simplicity, it wont run every frame though.
//bublesort worst case is O(n^2), and this may be an infinite loop if cyclic
bool swapped = false;
for (int i = 0; i < len; i++) {
int parent_idx = bonesptr[order[i]].parent;
if (parent_idx < 0)
continue; //do nothing because it has no parent
//swap indices
int parent_order = bonesptr[parent_idx].sort_index;
if (parent_order > i) {
bonesptr[order[i]].sort_index = parent_order;
bonesptr[parent_idx].sort_index = i;
//swap order
SWAP(order[i], order[parent_order]);
swapped = true;
}
}
if (!swapped)
break;
pass_count++;
}
if (pass_count == len * len) {
ERR_PRINT("Skeleton parenthood graph is cyclic");
}
process_order_dirty = false;
}
void Skeleton::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
if (dirty) {
dirty = false;
_make_dirty(); // property make it dirty
}
} break;
case NOTIFICATION_EXIT_WORLD: {
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (dirty)
break; //will be eventually updated
//if moved, just update transforms
VisualServer *vs = VisualServer::get_singleton();
const Bone *bonesptr = bones.ptr();
int len = bones.size();
Transform global_transform = get_global_transform();
Transform global_transform_inverse = global_transform.affine_inverse();
for (int i = 0; i < len; i++) {
const Bone &b = bonesptr[i];
vs->skeleton_bone_set_transform(skeleton, i, global_transform * (b.transform_final * global_transform_inverse));
}
} break;
case NOTIFICATION_UPDATE_SKELETON: {
VisualServer *vs = VisualServer::get_singleton();
Bone *bonesptr = bones.ptrw();
int len = bones.size();
vs->skeleton_allocate(skeleton, len); // if same size, nothin really happens
_update_process_order();
const int *order = process_order.ptr();
// pose changed, rebuild cache of inverses
if (rest_global_inverse_dirty) {
// calculate global rests and invert them
for (int i = 0; i < len; i++) {
Bone &b = bonesptr[order[i]];
if (b.parent >= 0)
b.rest_global_inverse = bonesptr[b.parent].rest_global_inverse * b.rest;
else
b.rest_global_inverse = b.rest;
}
for (int i = 0; i < len; i++) {
Bone &b = bonesptr[order[i]];
b.rest_global_inverse.affine_invert();
}
rest_global_inverse_dirty = false;
}
Transform global_transform = get_global_transform();
Transform global_transform_inverse = global_transform.affine_inverse();
for (int i = 0; i < len; i++) {
Bone &b = bonesptr[order[i]];
if (b.disable_rest) {
if (b.enabled) {
Transform pose = b.pose;
if (b.custom_pose_enable) {
pose = b.custom_pose * pose;
}
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * pose;
} else {
b.pose_global = pose;
}
} else {
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global;
} else {
b.pose_global = Transform();
}
}
} else {
if (b.enabled) {
Transform pose = b.pose;
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);
} else {
b.pose_global = b.rest * pose;
}
} else {
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * b.rest;
} else {
b.pose_global = b.rest;
}
}
}
b.transform_final = b.pose_global * b.rest_global_inverse;
vs->skeleton_bone_set_transform(skeleton, order[i], global_transform * (b.transform_final * global_transform_inverse));
for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->get());
ERR_CONTINUE(!obj);
Spatial *sp = Object::cast_to<Spatial>(obj);
ERR_CONTINUE(!sp);
sp->set_transform(b.pose_global);
}
}
dirty = false;
} break;
}
}
Transform Skeleton::get_bone_transform(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
if (dirty)
const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
return bones[p_bone].pose_global * bones[p_bone].rest_global_inverse;
}
void Skeleton::set_bone_global_pose(int p_bone, const Transform &p_pose) {
ERR_FAIL_INDEX(p_bone, bones.size());
if (bones[p_bone].parent == -1) {
set_bone_pose(p_bone, bones[p_bone].rest_global_inverse * p_pose); //fast
} else {
set_bone_pose(p_bone, bones[p_bone].rest.affine_inverse() * (get_bone_global_pose(bones[p_bone].parent).affine_inverse() * p_pose)); //slow
}
}
Transform Skeleton::get_bone_global_pose(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
if (dirty)
const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
return bones[p_bone].pose_global;
}
RID Skeleton::get_skeleton() const {
return skeleton;
}
// skeleton creation api
void Skeleton::add_bone(const String &p_name) {
ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
for (int i = 0; i < bones.size(); i++) {
ERR_FAIL_COND(bones[i].name == p_name);
}
Bone b;
b.name = p_name;
bones.push_back(b);
process_order_dirty = true;
rest_global_inverse_dirty = true;
_make_dirty();
update_gizmo();
}
int Skeleton::find_bone(const String &p_name) const {
for (int i = 0; i < bones.size(); i++) {
if (bones[i].name == p_name)
return i;
}
return -1;
}
String Skeleton::get_bone_name(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), "");
return bones[p_bone].name;
}
bool Skeleton::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
int parent_of_bone = get_bone_parent(p_bone);
if (-1 == parent_of_bone)
return false;
if (parent_of_bone == p_parent_bone_id)
return true;
return is_bone_parent_of(parent_of_bone, p_parent_bone_id);
}
int Skeleton::get_bone_count() const {
return bones.size();
}
void Skeleton::set_bone_parent(int p_bone, int p_parent) {
ERR_FAIL_INDEX(p_bone, bones.size());
ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
bones.write[p_bone].parent = p_parent;
rest_global_inverse_dirty = true;
process_order_dirty = true;
_make_dirty();
}
void Skeleton::unparent_bone_and_rest(int p_bone) {
ERR_FAIL_INDEX(p_bone, bones.size());
_update_process_order();
int parent = bones[p_bone].parent;
while (parent >= 0) {
bones.write[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
parent = bones[parent].parent;
}
bones.write[p_bone].parent = -1;
bones.write[p_bone].rest_global_inverse = bones[p_bone].rest.affine_inverse(); //same thing
process_order_dirty = true;
_make_dirty();
}
void Skeleton::set_bone_ignore_animation(int p_bone, bool p_ignore) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones.write[p_bone].ignore_animation = p_ignore;
}
bool Skeleton::is_bone_ignore_animation(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
return bones[p_bone].ignore_animation;
}
void Skeleton::set_bone_disable_rest(int p_bone, bool p_disable) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones.write[p_bone].disable_rest = p_disable;
}
bool Skeleton::is_bone_rest_disabled(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
return bones[p_bone].disable_rest;
}
int Skeleton::get_bone_parent(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), -1);
return bones[p_bone].parent;
}
void Skeleton::set_bone_rest(int p_bone, const Transform &p_rest) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones.write[p_bone].rest = p_rest;
rest_global_inverse_dirty = true;
_make_dirty();
}
Transform Skeleton::get_bone_rest(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
return bones[p_bone].rest;
}
void Skeleton::set_bone_enabled(int p_bone, bool p_enabled) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones.write[p_bone].enabled = p_enabled;
rest_global_inverse_dirty = true;
_make_dirty();
}
bool Skeleton::is_bone_enabled(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
return bones[p_bone].enabled;
}
void Skeleton::bind_child_node_to_bone(int p_bone, Node *p_node) {
ERR_FAIL_NULL(p_node);
ERR_FAIL_INDEX(p_bone, bones.size());
uint32_t id = p_node->get_instance_id();
for (const List<uint32_t>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
if (E->get() == id)
return; // already here
}
bones.write[p_bone].nodes_bound.push_back(id);
}
void Skeleton::unbind_child_node_from_bone(int p_bone, Node *p_node) {
ERR_FAIL_NULL(p_node);
ERR_FAIL_INDEX(p_bone, bones.size());
uint32_t id = p_node->get_instance_id();
bones.write[p_bone].nodes_bound.erase(id);
}
void Skeleton::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const {
ERR_FAIL_INDEX(p_bone, bones.size());
for (const List<uint32_t>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->get());
ERR_CONTINUE(!obj);
p_bound->push_back(Object::cast_to<Node>(obj));
}
}
void Skeleton::clear_bones() {
bones.clear();
rest_global_inverse_dirty = true;
process_order_dirty = true;
_make_dirty();
}
// posing api
void Skeleton::set_bone_pose(int p_bone, const Transform &p_pose) {
ERR_FAIL_INDEX(p_bone, bones.size());
ERR_FAIL_COND(!is_inside_tree());
bones.write[p_bone].pose = p_pose;
_make_dirty();
}
Transform Skeleton::get_bone_pose(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
return bones[p_bone].pose;
}
void Skeleton::set_bone_custom_pose(int p_bone, const Transform &p_custom_pose) {
ERR_FAIL_INDEX(p_bone, bones.size());
//ERR_FAIL_COND( !is_inside_scene() );
bones.write[p_bone].custom_pose_enable = (p_custom_pose != Transform());
bones.write[p_bone].custom_pose = p_custom_pose;
_make_dirty();
}
Transform Skeleton::get_bone_custom_pose(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
return bones[p_bone].custom_pose;
}
void Skeleton::_make_dirty() {
if (dirty)
return;
if (!is_inside_tree()) {
dirty = true;
return;
}
MessageQueue::get_singleton()->push_notification(this, NOTIFICATION_UPDATE_SKELETON);
dirty = true;
}
int Skeleton::get_process_order(int p_idx) {
ERR_FAIL_INDEX_V(p_idx, bones.size(), -1);
_update_process_order();
return process_order[p_idx];
}
void Skeleton::localize_rests() {
_update_process_order();
for (int i = bones.size() - 1; i >= 0; i--) {
int idx = process_order[i];
if (bones[idx].parent >= 0) {
set_bone_rest(idx, bones[bones[idx].parent].rest.affine_inverse() * bones[idx].rest);
}
}
}
#ifndef _3D_DISABLED
void Skeleton::bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone) {
ERR_FAIL_INDEX(p_bone, bones.size());
ERR_FAIL_COND(bones[p_bone].physical_bone);
ERR_FAIL_COND(!p_physical_bone);
bones.write[p_bone].physical_bone = p_physical_bone;
_rebuild_physical_bones_cache();
}
void Skeleton::unbind_physical_bone_from_bone(int p_bone) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones.write[p_bone].physical_bone = NULL;
_rebuild_physical_bones_cache();
}
PhysicalBone *Skeleton::get_physical_bone(int p_bone) {
ERR_FAIL_INDEX_V(p_bone, bones.size(), NULL);
return bones[p_bone].physical_bone;
}
PhysicalBone *Skeleton::get_physical_bone_parent(int p_bone) {
ERR_FAIL_INDEX_V(p_bone, bones.size(), NULL);
if (bones[p_bone].cache_parent_physical_bone) {
return bones[p_bone].cache_parent_physical_bone;
}
return _get_physical_bone_parent(p_bone);
}
PhysicalBone *Skeleton::_get_physical_bone_parent(int p_bone) {
ERR_FAIL_INDEX_V(p_bone, bones.size(), NULL);
const int parent_bone = bones[p_bone].parent;
if (0 > parent_bone) {
return NULL;
}
PhysicalBone *pb = bones[parent_bone].physical_bone;
if (pb) {
return pb;
} else {
return get_physical_bone_parent(parent_bone);
}
}
void Skeleton::_rebuild_physical_bones_cache() {
const int b_size = bones.size();
for (int i = 0; i < b_size; ++i) {
PhysicalBone *parent_pb = _get_physical_bone_parent(i);
if (parent_pb != bones[i].physical_bone) {
bones.write[i].cache_parent_physical_bone = parent_pb;
if (bones[i].physical_bone)
bones[i].physical_bone->_on_bone_parent_changed();
}
}
}
void _pb_stop_simulation(Node *p_node) {
for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
_pb_stop_simulation(p_node->get_child(i));
}
PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node);
if (pb) {
pb->set_simulate_physics(false);
pb->set_static_body(false);
}
}
void Skeleton::physical_bones_stop_simulation() {
_pb_stop_simulation(this);
}
void _pb_start_simulation(const Skeleton *p_skeleton, Node *p_node, const Vector<int> &p_sim_bones) {
for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
_pb_start_simulation(p_skeleton, p_node->get_child(i), p_sim_bones);
}
PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node);
if (pb) {
bool sim = false;
for (int i = p_sim_bones.size() - 1; 0 <= i; --i) {
if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
sim = true;
break;
}
}
pb->set_simulate_physics(true);
if (sim) {
pb->set_static_body(false);
} else {
pb->set_static_body(true);
}
}
}
void Skeleton::physical_bones_start_simulation_on(const Array &p_bones) {
Vector<int> sim_bones;
if (p_bones.size() <= 0) {
sim_bones.push_back(0); // if no bones is specified, activate ragdoll on full body
} else {
sim_bones.resize(p_bones.size());
int c = 0;
for (int i = sim_bones.size() - 1; 0 <= i; --i) {
if (Variant::STRING == p_bones.get(i).get_type()) {
int bone_id = find_bone(p_bones.get(i));
if (bone_id != -1)
sim_bones.write[c++] = bone_id;
}
}
sim_bones.resize(c);
}
_pb_start_simulation(this, this, sim_bones);
}
void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RID p_exception) {
for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
_physical_bones_add_remove_collision_exception(p_add, p_node->get_child(i), p_exception);
}
CollisionObject *co = Object::cast_to<CollisionObject>(p_node);
if (co) {
if (p_add) {
PhysicsServer::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception);
} else {
PhysicsServer::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception);
}
}
}
void Skeleton::physical_bones_add_collision_exception(RID p_exception) {
_physical_bones_add_remove_collision_exception(true, this, p_exception);
}
void Skeleton::physical_bones_remove_collision_exception(RID p_exception) {
_physical_bones_add_remove_collision_exception(false, this, p_exception);
}
#endif // _3D_DISABLED
void Skeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton::add_bone);
ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton::find_bone);
ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton::get_bone_name);
ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton::get_bone_parent);
ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton::set_bone_parent);
ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton::get_bone_count);
ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton::unparent_bone_and_rest);
ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton::get_bone_rest);
ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton::set_bone_rest);
ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton::set_bone_disable_rest);
ClassDB::bind_method(D_METHOD("is_bone_rest_disabled", "bone_idx"), &Skeleton::is_bone_rest_disabled);
ClassDB::bind_method(D_METHOD("bind_child_node_to_bone", "bone_idx", "node"), &Skeleton::bind_child_node_to_bone);
ClassDB::bind_method(D_METHOD("unbind_child_node_from_bone", "bone_idx", "node"), &Skeleton::unbind_child_node_from_bone);
ClassDB::bind_method(D_METHOD("get_bound_child_nodes_to_bone", "bone_idx"), &Skeleton::_get_bound_child_nodes_to_bone);
ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton::clear_bones);
ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton::get_bone_pose);
ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton::set_bone_pose);
ClassDB::bind_method(D_METHOD("set_bone_global_pose", "bone_idx", "pose"), &Skeleton::set_bone_global_pose);
ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton::get_bone_global_pose);
ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton::get_bone_custom_pose);
ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton::set_bone_custom_pose);
ClassDB::bind_method(D_METHOD("get_bone_transform", "bone_idx"), &Skeleton::get_bone_transform);
#ifndef _3D_DISABLED
ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation);
ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton::physical_bones_start_simulation_on, DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton::physical_bones_add_collision_exception);
ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton::physical_bones_remove_collision_exception);
#endif // _3D_DISABLED
ClassDB::bind_method(D_METHOD("set_bone_ignore_animation", "bone", "ignore"), &Skeleton::set_bone_ignore_animation);
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
}
Skeleton::Skeleton() {
rest_global_inverse_dirty = true;
dirty = false;
process_order_dirty = true;
skeleton = VisualServer::get_singleton()->skeleton_create();
set_notify_transform(true);
}
Skeleton::~Skeleton() {
VisualServer::get_singleton()->free(skeleton);
}