5dbf1809c6
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
551 lines
15 KiB
C++
551 lines
15 KiB
C++
/*************************************************************************/
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/* skeleton.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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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#include "skeleton.h"
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#include "message_queue.h"
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#include "core/global_config.h"
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#include "scene/resources/surface_tool.h"
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bool Skeleton::_set(const StringName &p_path, const Variant &p_value) {
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String path = p_path;
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if (!path.begins_with("bones/"))
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return false;
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int which = path.get_slicec('/', 1).to_int();
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String what = path.get_slicec('/', 2);
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if (which == bones.size() && what == "name") {
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add_bone(p_value);
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return true;
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}
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ERR_FAIL_INDEX_V(which, bones.size(), false);
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if (what == "parent")
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set_bone_parent(which, p_value);
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else if (what == "rest")
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set_bone_rest(which, p_value);
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else if (what == "enabled")
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set_bone_enabled(which, p_value);
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else if (what == "pose")
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set_bone_pose(which, p_value);
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else if (what == "bound_childs") {
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Array children = p_value;
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if (is_inside_tree()) {
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bones[which].nodes_bound.clear();
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for (int i = 0; i < children.size(); i++) {
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NodePath path = children[i];
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ERR_CONTINUE(path.operator String() == "");
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Node *node = get_node(path);
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ERR_CONTINUE(!node);
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bind_child_node_to_bone(which, node);
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}
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}
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} else {
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return false;
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}
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return true;
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}
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bool Skeleton::_get(const StringName &p_name, Variant &r_ret) const {
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String path = p_name;
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if (!path.begins_with("bones/"))
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return false;
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int which = path.get_slicec('/', 1).to_int();
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String what = path.get_slicec('/', 2);
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ERR_FAIL_INDEX_V(which, bones.size(), false);
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if (what == "name")
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r_ret = get_bone_name(which);
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else if (what == "parent")
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r_ret = get_bone_parent(which);
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else if (what == "rest")
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r_ret = get_bone_rest(which);
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else if (what == "enabled")
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r_ret = is_bone_enabled(which);
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else if (what == "pose")
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r_ret = get_bone_pose(which);
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else if (what == "bound_childs") {
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Array children;
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for (const List<uint32_t>::Element *E = bones[which].nodes_bound.front(); E; E = E->next()) {
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Object *obj = ObjectDB::get_instance(E->get());
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ERR_CONTINUE(!obj);
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Node *node = obj->cast_to<Node>();
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ERR_CONTINUE(!node);
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NodePath path = get_path_to(node);
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children.push_back(path);
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}
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r_ret = children;
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} else
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return false;
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return true;
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}
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void Skeleton::_get_property_list(List<PropertyInfo> *p_list) const {
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for (int i = 0; i < bones.size(); i++) {
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String prep = "bones/" + itos(i) + "/";
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p_list->push_back(PropertyInfo(Variant::STRING, prep + "name"));
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p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(i - 1) + ",1"));
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p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "rest"));
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p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled"));
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p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
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p_list->push_back(PropertyInfo(Variant::ARRAY, prep + "bound_childs"));
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}
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}
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void Skeleton::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_WORLD: {
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if (dirty) {
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dirty = false;
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_make_dirty(); // property make it dirty
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}
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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} break;
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case NOTIFICATION_UPDATE_SKELETON: {
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VisualServer *vs = VisualServer::get_singleton();
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Bone *bonesptr = &bones[0];
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int len = bones.size();
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vs->skeleton_allocate(skeleton, len); // if same size, nothin really happens
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// pose changed, rebuild cache of inverses
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if (rest_global_inverse_dirty) {
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// calculate global rests and invert them
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for (int i = 0; i < len; i++) {
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Bone &b = bonesptr[i];
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if (b.parent >= 0)
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b.rest_global_inverse = bonesptr[b.parent].rest_global_inverse * b.rest;
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else
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b.rest_global_inverse = b.rest;
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}
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for (int i = 0; i < len; i++) {
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Bone &b = bonesptr[i];
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b.rest_global_inverse.affine_invert();
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}
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rest_global_inverse_dirty = false;
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}
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for (int i = 0; i < len; i++) {
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Bone &b = bonesptr[i];
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if (b.disable_rest) {
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if (b.enabled) {
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Transform pose = b.pose;
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if (b.custom_pose_enable) {
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pose = b.custom_pose * pose;
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}
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global * pose;
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} else {
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b.pose_global = pose;
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}
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} else {
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global;
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} else {
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b.pose_global = Transform();
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}
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}
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} else {
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if (b.enabled) {
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Transform pose = b.pose;
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if (b.custom_pose_enable) {
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pose = b.custom_pose * pose;
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}
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
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} else {
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b.pose_global = b.rest * pose;
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}
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} else {
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global * b.rest;
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} else {
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b.pose_global = b.rest;
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}
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}
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}
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vs->skeleton_bone_set_transform(skeleton, i, b.pose_global * b.rest_global_inverse);
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for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
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Object *obj = ObjectDB::get_instance(E->get());
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ERR_CONTINUE(!obj);
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Spatial *sp = obj->cast_to<Spatial>();
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ERR_CONTINUE(!sp);
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sp->set_transform(b.pose_global);
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}
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}
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dirty = false;
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} break;
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}
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}
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Transform Skeleton::get_bone_transform(int p_bone) const {
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ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
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if (dirty)
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const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
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return bones[p_bone].pose_global * bones[p_bone].rest_global_inverse;
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}
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void Skeleton::set_bone_global_pose(int p_bone, const Transform &p_pose) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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if (bones[p_bone].parent == -1) {
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set_bone_pose(p_bone, bones[p_bone].rest_global_inverse * p_pose); //fast
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} else {
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set_bone_pose(p_bone, bones[p_bone].rest.affine_inverse() * (get_bone_global_pose(bones[p_bone].parent).affine_inverse() * p_pose)); //slow
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}
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}
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Transform Skeleton::get_bone_global_pose(int p_bone) const {
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ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
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if (dirty)
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const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
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return bones[p_bone].pose_global;
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}
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RID Skeleton::get_skeleton() const {
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return skeleton;
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}
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// skeleton creation api
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void Skeleton::add_bone(const String &p_name) {
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ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
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for (int i = 0; i < bones.size(); i++) {
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ERR_FAIL_COND(bones[i].name == "p_name");
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}
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Bone b;
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b.name = p_name;
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bones.push_back(b);
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rest_global_inverse_dirty = true;
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_make_dirty();
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update_gizmo();
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}
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int Skeleton::find_bone(String p_name) const {
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for (int i = 0; i < bones.size(); i++) {
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if (bones[i].name == p_name)
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return i;
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}
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return -1;
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}
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String Skeleton::get_bone_name(int p_bone) const {
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ERR_FAIL_INDEX_V(p_bone, bones.size(), "");
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return bones[p_bone].name;
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}
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int Skeleton::get_bone_count() const {
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return bones.size();
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}
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void Skeleton::set_bone_parent(int p_bone, int p_parent) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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ERR_FAIL_COND(p_parent != -1 && (p_parent < 0 || p_parent >= p_bone));
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bones[p_bone].parent = p_parent;
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rest_global_inverse_dirty = true;
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_make_dirty();
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}
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void Skeleton::unparent_bone_and_rest(int p_bone) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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int parent = bones[p_bone].parent;
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while (parent >= 0) {
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bones[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
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parent = bones[parent].parent;
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}
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bones[p_bone].parent = -1;
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bones[p_bone].rest_global_inverse = bones[p_bone].rest.affine_inverse(); //same thing
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_make_dirty();
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}
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void Skeleton::set_bone_disable_rest(int p_bone, bool p_disable) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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bones[p_bone].disable_rest = p_disable;
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}
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bool Skeleton::is_bone_rest_disabled(int p_bone) const {
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ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
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return bones[p_bone].disable_rest;
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}
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int Skeleton::get_bone_parent(int p_bone) const {
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ERR_FAIL_INDEX_V(p_bone, bones.size(), -1);
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return bones[p_bone].parent;
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}
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void Skeleton::set_bone_rest(int p_bone, const Transform &p_rest) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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bones[p_bone].rest = p_rest;
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rest_global_inverse_dirty = true;
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_make_dirty();
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}
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Transform Skeleton::get_bone_rest(int p_bone) const {
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ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
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return bones[p_bone].rest;
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}
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void Skeleton::set_bone_enabled(int p_bone, bool p_enabled) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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bones[p_bone].enabled = p_enabled;
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rest_global_inverse_dirty = true;
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_make_dirty();
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}
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bool Skeleton::is_bone_enabled(int p_bone) const {
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ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
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return bones[p_bone].enabled;
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}
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void Skeleton::bind_child_node_to_bone(int p_bone, Node *p_node) {
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ERR_FAIL_NULL(p_node);
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ERR_FAIL_INDEX(p_bone, bones.size());
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uint32_t id = p_node->get_instance_ID();
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for (List<uint32_t>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
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if (E->get() == id)
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return; // already here
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}
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bones[p_bone].nodes_bound.push_back(id);
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}
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void Skeleton::unbind_child_node_from_bone(int p_bone, Node *p_node) {
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ERR_FAIL_NULL(p_node);
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ERR_FAIL_INDEX(p_bone, bones.size());
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uint32_t id = p_node->get_instance_ID();
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bones[p_bone].nodes_bound.erase(id);
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}
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void Skeleton::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const {
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ERR_FAIL_INDEX(p_bone, bones.size());
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for (const List<uint32_t>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
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Object *obj = ObjectDB::get_instance(E->get());
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ERR_CONTINUE(!obj);
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p_bound->push_back(obj->cast_to<Node>());
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}
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}
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void Skeleton::clear_bones() {
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bones.clear();
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rest_global_inverse_dirty = true;
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_make_dirty();
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}
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// posing api
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void Skeleton::set_bone_pose(int p_bone, const Transform &p_pose) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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ERR_FAIL_COND(!is_inside_tree());
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bones[p_bone].pose = p_pose;
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_make_dirty();
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}
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Transform Skeleton::get_bone_pose(int p_bone) const {
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ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
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return bones[p_bone].pose;
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}
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void Skeleton::set_bone_custom_pose(int p_bone, const Transform &p_custom_pose) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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//ERR_FAIL_COND( !is_inside_scene() );
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bones[p_bone].custom_pose_enable = (p_custom_pose != Transform());
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bones[p_bone].custom_pose = p_custom_pose;
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_make_dirty();
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}
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Transform Skeleton::get_bone_custom_pose(int p_bone) const {
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ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
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return bones[p_bone].custom_pose;
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}
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void Skeleton::_make_dirty() {
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if (dirty)
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return;
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if (!is_inside_tree()) {
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dirty = true;
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return;
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}
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MessageQueue::get_singleton()->push_notification(this, NOTIFICATION_UPDATE_SKELETON);
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dirty = true;
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}
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void Skeleton::localize_rests() {
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for (int i = bones.size() - 1; i >= 0; i--) {
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if (bones[i].parent >= 0)
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set_bone_rest(i, bones[bones[i].parent].rest.affine_inverse() * bones[i].rest);
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}
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}
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void Skeleton::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton::add_bone);
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ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton::find_bone);
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ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton::get_bone_name);
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ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton::get_bone_parent);
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ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton::set_bone_parent);
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ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton::get_bone_count);
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ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton::unparent_bone_and_rest);
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ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton::get_bone_rest);
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ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton::set_bone_rest);
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ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton::set_bone_disable_rest);
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ClassDB::bind_method(D_METHOD("is_bone_rest_disabled", "bone_idx"), &Skeleton::is_bone_rest_disabled);
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ClassDB::bind_method(D_METHOD("bind_child_node_to_bone", "bone_idx", "node:Node"), &Skeleton::bind_child_node_to_bone);
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|
ClassDB::bind_method(D_METHOD("unbind_child_node_from_bone", "bone_idx", "node:Node"), &Skeleton::unbind_child_node_from_bone);
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|
ClassDB::bind_method(D_METHOD("get_bound_child_nodes_to_bone", "bone_idx"), &Skeleton::_get_bound_child_nodes_to_bone);
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|
|
|
ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton::clear_bones);
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|
|
|
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);
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|
|
|
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);
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|
|
|
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);
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|
|
|
ClassDB::bind_method(D_METHOD("get_bone_transform", "bone_idx"), &Skeleton::get_bone_transform);
|
|
|
|
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
|
|
}
|
|
|
|
Skeleton::Skeleton() {
|
|
|
|
rest_global_inverse_dirty = true;
|
|
dirty = false;
|
|
skeleton = VisualServer::get_singleton()->skeleton_create();
|
|
}
|
|
|
|
Skeleton::~Skeleton() {
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|
|
|
VisualServer::get_singleton()->free(skeleton);
|
|
}
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