godot/scene/3d/skeleton_3d.h
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00

289 lines
9.4 KiB
C++

/*************************************************************************/
/* skeleton_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SKELETON_3D_H
#define SKELETON_3D_H
#include "scene/3d/node_3d.h"
#include "scene/resources/skeleton_modification_3d.h"
#include "scene/resources/skin.h"
typedef int BoneId;
class PhysicalBone3D;
class Skeleton3D;
class SkinReference : public RefCounted {
GDCLASS(SkinReference, RefCounted)
friend class Skeleton3D;
Skeleton3D *skeleton_node = nullptr;
RID skeleton;
Ref<Skin> skin;
uint32_t bind_count = 0;
uint64_t skeleton_version = 0;
Vector<uint32_t> skin_bone_indices;
uint32_t *skin_bone_indices_ptrs = nullptr;
void _skin_changed();
protected:
static void _bind_methods();
public:
RID get_skeleton() const;
Ref<Skin> get_skin() const;
~SkinReference();
};
class SkeletonModificationStack3D;
class Skeleton3D : public Node3D {
GDCLASS(Skeleton3D, Node3D);
private:
friend class SkinReference;
struct Bone {
String name;
bool enabled;
int parent;
Transform3D rest;
_FORCE_INLINE_ void update_pose_cache() {
if (pose_cache_dirty) {
pose_cache.basis.set_quaternion_scale(pose_rotation, pose_scale);
pose_cache.origin = pose_position;
pose_cache_dirty = false;
}
}
bool pose_cache_dirty = true;
Transform3D pose_cache;
Vector3 pose_position;
Quaternion pose_rotation;
Vector3 pose_scale = Vector3(1, 1, 1);
Transform3D pose_global;
Transform3D pose_global_no_override;
real_t global_pose_override_amount = 0.0;
bool global_pose_override_reset = false;
Transform3D global_pose_override;
PhysicalBone3D *physical_bone = nullptr;
PhysicalBone3D *cache_parent_physical_bone = nullptr;
real_t local_pose_override_amount;
bool local_pose_override_reset;
Transform3D local_pose_override;
Vector<int> child_bones;
// The forward direction vector and rest bone forward axis are cached because they do not change
// 99% of the time, but recalculating them can be expensive on models with many bones.
Vector3 rest_bone_forward_vector;
int rest_bone_forward_axis = -1;
Bone() {
parent = -1;
enabled = true;
global_pose_override_amount = 0;
global_pose_override_reset = false;
#ifndef _3D_DISABLED
physical_bone = nullptr;
cache_parent_physical_bone = nullptr;
#endif // _3D_DISABLED
local_pose_override_amount = 0;
local_pose_override_reset = false;
child_bones = Vector<int>();
rest_bone_forward_vector = Vector3(0, 0, 0);
rest_bone_forward_axis = -1;
}
};
Set<SkinReference *> skin_bindings;
void _skin_changed();
bool animate_physical_bones = true;
Vector<Bone> bones;
bool process_order_dirty;
Vector<int> parentless_bones;
void _make_dirty();
bool dirty = false;
bool show_rest_only = false;
uint64_t version = 1;
void _update_process_order();
protected:
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
void _get_property_list(List<PropertyInfo> *p_list) const;
virtual void _validate_property(PropertyInfo &property) const override;
void _notification(int p_what);
static void _bind_methods();
#ifndef _3D_DISABLED
Ref<SkeletonModificationStack3D> modification_stack;
#endif // _3D_DISABLED
public:
enum Bone_Forward_Axis {
BONE_AXIS_X_FORWARD = 0,
BONE_AXIS_Y_FORWARD = 1,
BONE_AXIS_Z_FORWARD = 2,
BONE_AXIS_NEGATIVE_X_FORWARD = 3,
BONE_AXIS_NEGATIVE_Y_FORWARD = 4,
BONE_AXIS_NEGATIVE_Z_FORWARD = 5,
};
enum {
NOTIFICATION_UPDATE_SKELETON = 50
};
// skeleton creation api
void add_bone(const String &p_name);
int find_bone(const String &p_name) const;
String get_bone_name(int p_bone) const;
void set_bone_name(int p_bone, const String &p_name);
bool is_bone_parent_of(int p_bone_id, int p_parent_bone_id) const;
void set_bone_parent(int p_bone, int p_parent);
int get_bone_parent(int p_bone) const;
void unparent_bone_and_rest(int p_bone);
Vector<int> get_bone_children(int p_bone);
void set_bone_children(int p_bone, Vector<int> p_children);
void add_bone_child(int p_bone, int p_child);
void remove_bone_child(int p_bone, int p_child);
Vector<int> get_parentless_bones();
int get_bone_count() const;
void set_bone_rest(int p_bone, const Transform3D &p_rest);
Transform3D get_bone_rest(int p_bone) const;
Transform3D get_bone_global_pose(int p_bone) const;
Transform3D get_bone_global_pose_no_override(int p_bone) const;
void set_bone_enabled(int p_bone, bool p_enabled);
bool is_bone_enabled(int p_bone) const;
void set_show_rest_only(bool p_enabled);
bool is_show_rest_only() const;
void clear_bones();
// posing api
void set_bone_pose_position(int p_bone, const Vector3 &p_position);
void set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation);
void set_bone_pose_scale(int p_bone, const Vector3 &p_scale);
Transform3D get_bone_pose(int p_bone) const;
Vector3 get_bone_pose_position(int p_bone) const;
Quaternion get_bone_pose_rotation(int p_bone) const;
Vector3 get_bone_pose_scale(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);
void clear_bones_local_pose_override();
Transform3D get_bone_local_pose_override(int p_bone) const;
void set_bone_local_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent = false);
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();
void force_update_all_bone_transforms();
void force_update_bone_children_transforms(int bone_idx);
void update_bone_rest_forward_vector(int p_bone, bool p_force_update = false);
void update_bone_rest_forward_axis(int p_bone, bool p_force_update = false);
Vector3 get_bone_axis_forward_vector(int p_bone);
int get_bone_axis_forward_enum(int p_bone);
// Helper functions
Transform3D global_pose_to_world_transform(Transform3D p_global_pose);
Transform3D world_transform_to_global_pose(Transform3D p_transform);
Transform3D global_pose_to_local_pose(int p_bone_idx, Transform3D p_global_pose);
Transform3D local_pose_to_global_pose(int p_bone_idx, Transform3D p_local_pose);
Basis global_pose_z_forward_to_bone_forward(int p_bone_idx, Basis p_basis);
// Modifications
#ifndef _3D_DISABLED
Ref<SkeletonModificationStack3D> get_modification_stack();
void set_modification_stack(Ref<SkeletonModificationStack3D> p_stack);
void execute_modifications(real_t p_delta, int p_execution_mode);
#endif // _3D_DISABLED
// Physical bone API
void set_animate_physical_bones(bool p_enabled);
bool get_animate_physical_bones() const;
void bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone);
void unbind_physical_bone_from_bone(int p_bone);
PhysicalBone3D *get_physical_bone(int p_bone);
PhysicalBone3D *get_physical_bone_parent(int p_bone);
private:
/// This is a slow API, so it's cached
PhysicalBone3D *_get_physical_bone_parent(int p_bone);
void _rebuild_physical_bones_cache();
public:
void physical_bones_stop_simulation();
void physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones);
void physical_bones_add_collision_exception(RID p_exception);
void physical_bones_remove_collision_exception(RID p_exception);
public:
Skeleton3D();
~Skeleton3D();
};
#endif