233 lines
6.7 KiB
C++
233 lines
6.7 KiB
C++
/*************************************************************************/
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/* skeleton.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_H
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#define SKELETON_H
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#include "core/rid.h"
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#include "scene/3d/spatial.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 PhysicalBone;
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#endif // _3D_DISABLED
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class Skeleton;
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class SkinReference : public Reference {
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GDCLASS(SkinReference, Reference)
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friend class Skeleton;
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Skeleton *skeleton_node = nullptr;
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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 = nullptr;
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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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Skeleton *get_skeleton_node() const;
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Ref<Skin> get_skin() const;
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~SkinReference();
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};
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class Skeleton : public Spatial {
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GDCLASS(Skeleton, Spatial);
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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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PhysicalBone *physical_bone;
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PhysicalBone *cache_parent_physical_bone;
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#endif // _3D_DISABLED
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List<uint32_t> 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 = NULL;
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cache_parent_physical_bone = NULL;
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#endif // _3D_DISABLED
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}
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};
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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 bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone);
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void unbind_physical_bone_from_bone(int p_bone);
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PhysicalBone *get_physical_bone(int p_bone);
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PhysicalBone *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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PhysicalBone *_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 Array &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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Skeleton();
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~Skeleton();
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};
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#endif
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