1445 lines
51 KiB
C++
1445 lines
51 KiB
C++
/*************************************************************************/
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/* skeleton_3d_editor_plugin.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "skeleton_3d_editor_plugin.h"
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#include "core/io/resource_saver.h"
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#include "editor/editor_file_dialog.h"
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#include "editor/editor_node.h"
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#include "editor/editor_properties.h"
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#include "editor/editor_scale.h"
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#include "editor/plugins/animation_player_editor_plugin.h"
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#include "node_3d_editor_plugin.h"
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#include "scene/3d/collision_shape_3d.h"
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#include "scene/3d/joint_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/physics_body_3d.h"
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#include "scene/resources/capsule_shape_3d.h"
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#include "scene/resources/sphere_shape_3d.h"
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#include "scene/resources/surface_tool.h"
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void BoneTransformEditor::create_editors() {
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const Color section_color = get_theme_color(SNAME("prop_subsection"), SNAME("Editor"));
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section = memnew(EditorInspectorSection);
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section->setup("trf_properties", label, this, section_color, true);
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section->unfold();
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add_child(section);
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enabled_checkbox = memnew(EditorPropertyCheck());
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enabled_checkbox->set_label("Pose Enabled");
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enabled_checkbox->set_selectable(false);
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enabled_checkbox->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
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section->get_vbox()->add_child(enabled_checkbox);
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// Position property.
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position_property = memnew(EditorPropertyVector3());
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position_property->setup(-10000, 10000, 0.001f, true);
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position_property->set_label("Position");
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position_property->set_selectable(false);
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position_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
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position_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
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section->get_vbox()->add_child(position_property);
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// Rotation property.
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rotation_property = memnew(EditorPropertyQuaternion());
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rotation_property->setup(-10000, 10000, 0.001f, true);
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rotation_property->set_label("Rotation");
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rotation_property->set_selectable(false);
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rotation_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
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rotation_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
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section->get_vbox()->add_child(rotation_property);
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// Scale property.
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scale_property = memnew(EditorPropertyVector3());
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scale_property->setup(-10000, 10000, 0.001f, true);
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scale_property->set_label("Scale");
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scale_property->set_selectable(false);
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scale_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
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scale_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
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section->get_vbox()->add_child(scale_property);
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// Transform/Matrix section.
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rest_section = memnew(EditorInspectorSection);
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rest_section->setup("trf_properties_transform", "Rest", this, section_color, true);
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section->get_vbox()->add_child(rest_section);
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// Transform/Matrix property.
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rest_matrix = memnew(EditorPropertyTransform3D());
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rest_matrix->setup(-10000, 10000, 0.001f, true);
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rest_matrix->set_label("Transform");
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rest_matrix->set_selectable(false);
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rest_section->get_vbox()->add_child(rest_matrix);
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}
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void BoneTransformEditor::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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create_editors();
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} break;
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}
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}
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void BoneTransformEditor::_value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
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if (updating) {
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return;
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}
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if (skeleton) {
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undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
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undo_redo->add_undo_property(skeleton, p_property, skeleton->get(p_property));
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undo_redo->add_do_property(skeleton, p_property, p_value);
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undo_redo->commit_action();
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}
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}
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BoneTransformEditor::BoneTransformEditor(Skeleton3D *p_skeleton) :
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skeleton(p_skeleton) {
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undo_redo = EditorNode::get_undo_redo();
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}
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void BoneTransformEditor::set_keyable(const bool p_keyable) {
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position_property->set_keying(p_keyable);
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rotation_property->set_keying(p_keyable);
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scale_property->set_keying(p_keyable);
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}
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void BoneTransformEditor::set_target(const String &p_prop) {
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enabled_checkbox->set_object_and_property(skeleton, p_prop + "enabled");
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enabled_checkbox->update_property();
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position_property->set_object_and_property(skeleton, p_prop + "position");
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position_property->update_property();
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rotation_property->set_object_and_property(skeleton, p_prop + "rotation");
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rotation_property->update_property();
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scale_property->set_object_and_property(skeleton, p_prop + "scale");
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scale_property->update_property();
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rest_matrix->set_object_and_property(skeleton, p_prop + "rest");
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rest_matrix->update_property();
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}
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void BoneTransformEditor::_property_keyed(const String &p_path, bool p_advance) {
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AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
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if (!te->has_keying()) {
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return;
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}
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PackedStringArray split = p_path.split("/");
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if (split.size() == 3 && split[0] == "bones") {
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int bone_idx = split[1].to_int();
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if (split[2] == "position") {
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te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, skeleton->get(p_path));
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}
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if (split[2] == "rotation") {
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te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_ROTATION_3D, skeleton->get(p_path));
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}
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if (split[2] == "scale") {
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te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_SCALE_3D, skeleton->get(p_path));
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}
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}
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}
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void BoneTransformEditor::_update_properties() {
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if (!skeleton) {
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return;
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}
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int selected = Skeleton3DEditor::get_singleton()->get_selected_bone();
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List<PropertyInfo> props;
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skeleton->get_property_list(&props);
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for (const PropertyInfo &E : props) {
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PackedStringArray split = E.name.split("/");
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if (split.size() == 3 && split[0] == "bones") {
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if (split[1].to_int() == selected) {
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if (split[2] == "enabled") {
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enabled_checkbox->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
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enabled_checkbox->update_property();
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enabled_checkbox->update();
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}
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if (split[2] == "position") {
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position_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
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position_property->update_property();
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position_property->update();
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}
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if (split[2] == "rotation") {
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rotation_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
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rotation_property->update_property();
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rotation_property->update();
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}
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if (split[2] == "scale") {
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scale_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
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scale_property->update_property();
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scale_property->update();
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}
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if (split[2] == "rest") {
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rest_matrix->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
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rest_matrix->update_property();
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rest_matrix->update();
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}
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}
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}
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}
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}
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Skeleton3DEditor *Skeleton3DEditor::singleton = nullptr;
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void Skeleton3DEditor::set_keyable(const bool p_keyable) {
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keyable = p_keyable;
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if (p_keyable) {
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animation_hb->show();
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} else {
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animation_hb->hide();
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}
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};
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void Skeleton3DEditor::set_bone_options_enabled(const bool p_bone_options_enabled) {
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skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_INIT_SELECTED_POSES, !p_bone_options_enabled);
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skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_SELECTED_POSES_TO_RESTS, !p_bone_options_enabled);
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};
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void Skeleton3DEditor::_on_click_skeleton_option(int p_skeleton_option) {
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if (!skeleton) {
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return;
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}
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switch (p_skeleton_option) {
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case SKELETON_OPTION_INIT_ALL_POSES: {
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init_pose(true);
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break;
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}
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case SKELETON_OPTION_INIT_SELECTED_POSES: {
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init_pose(false);
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break;
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}
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case SKELETON_OPTION_ALL_POSES_TO_RESTS: {
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pose_to_rest(true);
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break;
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}
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case SKELETON_OPTION_SELECTED_POSES_TO_RESTS: {
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pose_to_rest(false);
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break;
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}
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case SKELETON_OPTION_CREATE_PHYSICAL_SKELETON: {
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create_physical_skeleton();
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break;
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}
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}
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}
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void Skeleton3DEditor::init_pose(const bool p_all_bones) {
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if (!skeleton) {
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return;
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}
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const int bone_len = skeleton->get_bone_count();
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if (!bone_len) {
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return;
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}
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
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if (p_all_bones) {
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for (int i = 0; i < bone_len; i++) {
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Transform3D rest = skeleton->get_bone_rest(i);
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ur->add_do_method(skeleton, "set_bone_pose_position", i, rest.origin);
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ur->add_do_method(skeleton, "set_bone_pose_rotation", i, rest.basis.get_rotation_quaternion());
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ur->add_do_method(skeleton, "set_bone_pose_scale", i, rest.basis.get_scale());
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ur->add_undo_method(skeleton, "set_bone_pose_position", i, skeleton->get_bone_pose_position(i));
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ur->add_undo_method(skeleton, "set_bone_pose_rotation", i, skeleton->get_bone_pose_rotation(i));
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ur->add_undo_method(skeleton, "set_bone_pose_scale", i, skeleton->get_bone_pose_scale(i));
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}
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} else {
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// Todo: Do method with multiple bone selection.
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if (selected_bone == -1) {
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ur->commit_action();
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return;
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}
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Transform3D rest = skeleton->get_bone_rest(selected_bone);
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ur->add_do_method(skeleton, "set_bone_pose_position", selected_bone, rest.origin);
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ur->add_do_method(skeleton, "set_bone_pose_rotation", selected_bone, rest.basis.get_rotation_quaternion());
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ur->add_do_method(skeleton, "set_bone_pose_scale", selected_bone, rest.basis.get_scale());
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ur->add_undo_method(skeleton, "set_bone_pose_position", selected_bone, skeleton->get_bone_pose_position(selected_bone));
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ur->add_undo_method(skeleton, "set_bone_pose_rotation", selected_bone, skeleton->get_bone_pose_rotation(selected_bone));
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ur->add_undo_method(skeleton, "set_bone_pose_scale", selected_bone, skeleton->get_bone_pose_scale(selected_bone));
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}
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ur->commit_action();
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}
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void Skeleton3DEditor::insert_keys(const bool p_all_bones) {
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if (!skeleton) {
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return;
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}
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bool pos_enabled = key_loc_button->is_pressed();
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bool rot_enabled = key_rot_button->is_pressed();
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bool scl_enabled = key_scale_button->is_pressed();
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int bone_len = skeleton->get_bone_count();
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Node *root = EditorNode::get_singleton()->get_tree()->get_root();
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String path = root->get_path_to(skeleton);
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AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
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te->make_insert_queue();
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for (int i = 0; i < bone_len; i++) {
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const String name = skeleton->get_bone_name(i);
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if (name.is_empty()) {
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continue;
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}
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if (pos_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_POSITION_3D))) {
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te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i));
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}
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if (rot_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_ROTATION_3D))) {
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te->insert_transform_key(skeleton, name, Animation::TYPE_ROTATION_3D, skeleton->get_bone_pose_rotation(i));
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}
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if (scl_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_SCALE_3D))) {
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te->insert_transform_key(skeleton, name, Animation::TYPE_SCALE_3D, skeleton->get_bone_pose_scale(i));
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}
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}
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te->commit_insert_queue();
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}
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void Skeleton3DEditor::pose_to_rest(const bool p_all_bones) {
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if (!skeleton) {
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return;
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}
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const int bone_len = skeleton->get_bone_count();
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if (!bone_len) {
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return;
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}
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ur->create_action(TTR("Set Bone Rest"), UndoRedo::MERGE_ENDS);
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if (p_all_bones) {
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for (int i = 0; i < bone_len; i++) {
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ur->add_do_method(skeleton, "set_bone_rest", i, skeleton->get_bone_pose(i));
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ur->add_undo_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i));
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}
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} else {
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// Todo: Do method with multiple bone selection.
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if (selected_bone == -1) {
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ur->commit_action();
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return;
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}
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ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_pose(selected_bone));
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ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone));
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}
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ur->commit_action();
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}
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void Skeleton3DEditor::create_physical_skeleton() {
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ERR_FAIL_COND(!get_tree());
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Node *owner = skeleton == get_tree()->get_edited_scene_root() ? skeleton : skeleton->get_owner();
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const int bc = skeleton->get_bone_count();
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if (!bc) {
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return;
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}
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Vector<BoneInfo> bones_infos;
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bones_infos.resize(bc);
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for (int bone_id = 0; bc > bone_id; ++bone_id) {
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const int parent = skeleton->get_bone_parent(bone_id);
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if (parent < 0) {
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bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
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} else {
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const int parent_parent = skeleton->get_bone_parent(parent);
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bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
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// Create physical bone on parent.
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if (!bones_infos[parent].physical_bone) {
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bones_infos.write[parent].physical_bone = create_physical_bone(parent, bone_id, bones_infos);
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ur->create_action(TTR("Create physical bones"), UndoRedo::MERGE_ALL);
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ur->add_do_method(skeleton, "add_child", bones_infos[parent].physical_bone);
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ur->add_do_reference(bones_infos[parent].physical_bone);
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ur->add_undo_method(skeleton, "remove_child", bones_infos[parent].physical_bone);
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ur->commit_action();
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bones_infos[parent].physical_bone->set_bone_name(skeleton->get_bone_name(parent));
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bones_infos[parent].physical_bone->set_owner(owner);
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bones_infos[parent].physical_bone->get_child(0)->set_owner(owner); // set shape owner
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// Create joint between parent of parent.
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if (-1 != parent_parent) {
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bones_infos[parent].physical_bone->set_joint_type(PhysicalBone3D::JOINT_TYPE_PIN);
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}
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}
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}
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}
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}
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PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
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const Transform3D child_rest = skeleton->get_bone_rest(bone_child_id);
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const real_t half_height(child_rest.origin.length() * 0.5);
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const real_t radius(half_height * 0.2);
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CapsuleShape3D *bone_shape_capsule = memnew(CapsuleShape3D);
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bone_shape_capsule->set_height(half_height * 2);
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bone_shape_capsule->set_radius(radius);
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CollisionShape3D *bone_shape = memnew(CollisionShape3D);
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bone_shape->set_shape(bone_shape_capsule);
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Transform3D capsule_transform;
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capsule_transform.basis = Basis(Vector3(1, 0, 0), Vector3(0, 0, 1), Vector3(0, -1, 0));
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bone_shape->set_transform(capsule_transform);
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Transform3D body_transform;
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body_transform.basis = Basis::looking_at(child_rest.origin);
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body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
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Transform3D joint_transform;
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joint_transform.origin = Vector3(0, 0, half_height);
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|
|
PhysicalBone3D *physical_bone = memnew(PhysicalBone3D);
|
|
physical_bone->add_child(bone_shape);
|
|
physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id));
|
|
physical_bone->set_body_offset(body_transform);
|
|
physical_bone->set_joint_offset(joint_transform);
|
|
return physical_bone;
|
|
}
|
|
|
|
Variant Skeleton3DEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
|
|
TreeItem *selected = joint_tree->get_selected();
|
|
|
|
if (!selected) {
|
|
return Variant();
|
|
}
|
|
|
|
Ref<Texture> icon = selected->get_icon(0);
|
|
|
|
VBoxContainer *vb = memnew(VBoxContainer);
|
|
HBoxContainer *hb = memnew(HBoxContainer);
|
|
TextureRect *tf = memnew(TextureRect);
|
|
tf->set_texture(icon);
|
|
tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
|
|
hb->add_child(tf);
|
|
Label *label = memnew(Label(selected->get_text(0)));
|
|
hb->add_child(label);
|
|
vb->add_child(hb);
|
|
hb->set_modulate(Color(1, 1, 1, 1));
|
|
|
|
set_drag_preview(vb);
|
|
Dictionary drag_data;
|
|
drag_data["type"] = "nodes";
|
|
drag_data["node"] = selected;
|
|
|
|
return drag_data;
|
|
}
|
|
|
|
bool Skeleton3DEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
|
|
TreeItem *target = joint_tree->get_item_at_position(p_point);
|
|
if (!target) {
|
|
return false;
|
|
}
|
|
|
|
const String path = target->get_metadata(0);
|
|
if (!path.begins_with("bones/")) {
|
|
return false;
|
|
}
|
|
|
|
TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
|
|
if (target == selected) {
|
|
return false;
|
|
}
|
|
|
|
const String path2 = target->get_metadata(0);
|
|
if (!path2.begins_with("bones/")) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Skeleton3DEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
|
|
if (!can_drop_data_fw(p_point, p_data, p_from)) {
|
|
return;
|
|
}
|
|
|
|
TreeItem *target = joint_tree->get_item_at_position(p_point);
|
|
TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
|
|
|
|
const BoneId target_boneidx = String(target->get_metadata(0)).get_slicec('/', 1).to_int();
|
|
const BoneId selected_boneidx = String(selected->get_metadata(0)).get_slicec('/', 1).to_int();
|
|
|
|
move_skeleton_bone(skeleton->get_path(), selected_boneidx, target_boneidx);
|
|
}
|
|
|
|
void Skeleton3DEditor::move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx) {
|
|
Node *node = get_node_or_null(p_skeleton_path);
|
|
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
|
|
ERR_FAIL_NULL(skeleton);
|
|
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
|
|
ur->create_action(TTR("Set Bone Parentage"));
|
|
// If the target is a child of ourselves, we move only *us* and not our children.
|
|
if (skeleton->is_bone_parent_of(p_target_boneidx, p_selected_boneidx)) {
|
|
const BoneId parent_idx = skeleton->get_bone_parent(p_selected_boneidx);
|
|
const int bone_count = skeleton->get_bone_count();
|
|
for (BoneId i = 0; i < bone_count; ++i) {
|
|
if (skeleton->get_bone_parent(i) == p_selected_boneidx) {
|
|
ur->add_undo_method(skeleton, "set_bone_parent", i, skeleton->get_bone_parent(i));
|
|
ur->add_do_method(skeleton, "set_bone_parent", i, parent_idx);
|
|
skeleton->set_bone_parent(i, parent_idx);
|
|
}
|
|
}
|
|
}
|
|
ur->add_undo_method(skeleton, "set_bone_parent", p_selected_boneidx, skeleton->get_bone_parent(p_selected_boneidx));
|
|
ur->add_do_method(skeleton, "set_bone_parent", p_selected_boneidx, p_target_boneidx);
|
|
skeleton->set_bone_parent(p_selected_boneidx, p_target_boneidx);
|
|
|
|
update_joint_tree();
|
|
ur->commit_action();
|
|
}
|
|
|
|
void Skeleton3DEditor::_joint_tree_selection_changed() {
|
|
TreeItem *selected = joint_tree->get_selected();
|
|
if (selected) {
|
|
const String path = selected->get_metadata(0);
|
|
if (!path.begins_with("bones/")) {
|
|
return;
|
|
}
|
|
const int b_idx = path.get_slicec('/', 1).to_int();
|
|
selected_bone = b_idx;
|
|
if (pose_editor) {
|
|
const String bone_path = "bones/" + itos(b_idx) + "/";
|
|
pose_editor->set_target(bone_path);
|
|
pose_editor->set_keyable(keyable);
|
|
}
|
|
}
|
|
|
|
if (pose_editor && pose_editor->is_inside_tree()) {
|
|
pose_editor->set_visible(selected);
|
|
}
|
|
set_bone_options_enabled(selected);
|
|
|
|
_update_properties();
|
|
_update_gizmo_visible();
|
|
}
|
|
|
|
// May be not used with single select mode.
|
|
void Skeleton3DEditor::_joint_tree_rmb_select(const Vector2 &p_pos) {
|
|
}
|
|
|
|
void Skeleton3DEditor::_update_properties() {
|
|
if (pose_editor) {
|
|
pose_editor->_update_properties();
|
|
}
|
|
Node3DEditor::get_singleton()->update_transform_gizmo();
|
|
}
|
|
|
|
void Skeleton3DEditor::update_joint_tree() {
|
|
joint_tree->clear();
|
|
|
|
if (!skeleton) {
|
|
return;
|
|
}
|
|
|
|
TreeItem *root = joint_tree->create_item();
|
|
|
|
Map<int, TreeItem *> items;
|
|
|
|
items.insert(-1, root);
|
|
|
|
Ref<Texture> bone_icon = get_theme_icon(SNAME("BoneAttachment3D"), SNAME("EditorIcons"));
|
|
|
|
Vector<int> bones_to_process = skeleton->get_parentless_bones();
|
|
while (bones_to_process.size() > 0) {
|
|
int current_bone_idx = bones_to_process[0];
|
|
bones_to_process.erase(current_bone_idx);
|
|
|
|
const int parent_idx = skeleton->get_bone_parent(current_bone_idx);
|
|
TreeItem *parent_item = items.find(parent_idx)->get();
|
|
|
|
TreeItem *joint_item = joint_tree->create_item(parent_item);
|
|
items.insert(current_bone_idx, joint_item);
|
|
|
|
joint_item->set_text(0, skeleton->get_bone_name(current_bone_idx));
|
|
joint_item->set_icon(0, bone_icon);
|
|
joint_item->set_selectable(0, true);
|
|
joint_item->set_metadata(0, "bones/" + itos(current_bone_idx));
|
|
|
|
// Add the bone's children to the list of bones to be processed.
|
|
Vector<int> current_bone_child_bones = skeleton->get_bone_children(current_bone_idx);
|
|
int child_bone_size = current_bone_child_bones.size();
|
|
for (int i = 0; i < child_bone_size; i++) {
|
|
bones_to_process.push_back(current_bone_child_bones[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Skeleton3DEditor::update_editors() {
|
|
}
|
|
|
|
void Skeleton3DEditor::create_editors() {
|
|
set_h_size_flags(SIZE_EXPAND_FILL);
|
|
add_theme_constant_override("separation", 0);
|
|
|
|
set_focus_mode(FOCUS_ALL);
|
|
|
|
Node3DEditor *ne = Node3DEditor::get_singleton();
|
|
AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
|
|
|
|
// Create Top Menu Bar.
|
|
separator = memnew(VSeparator);
|
|
ne->add_control_to_menu_panel(separator);
|
|
|
|
// Create Skeleton Option in Top Menu Bar.
|
|
skeleton_options = memnew(MenuButton);
|
|
ne->add_control_to_menu_panel(skeleton_options);
|
|
|
|
skeleton_options->set_text(TTR("Skeleton3D"));
|
|
skeleton_options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Skeleton3D"), SNAME("EditorIcons")));
|
|
|
|
// Skeleton options.
|
|
PopupMenu *p = skeleton_options->get_popup();
|
|
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/init_all_poses", TTR("Init all Poses")), SKELETON_OPTION_INIT_ALL_POSES);
|
|
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/init_selected_poses", TTR("Init selected Poses")), SKELETON_OPTION_INIT_SELECTED_POSES);
|
|
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/all_poses_to_rests", TTR("Apply all poses to rests")), SKELETON_OPTION_ALL_POSES_TO_RESTS);
|
|
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/selected_poses_to_rests", TTR("Apply selected poses to rests")), SKELETON_OPTION_SELECTED_POSES_TO_RESTS);
|
|
p->add_item(TTR("Create physical skeleton"), SKELETON_OPTION_CREATE_PHYSICAL_SKELETON);
|
|
|
|
p->connect("id_pressed", callable_mp(this, &Skeleton3DEditor::_on_click_skeleton_option));
|
|
set_bone_options_enabled(false);
|
|
|
|
Vector<Variant> button_binds;
|
|
button_binds.resize(1);
|
|
|
|
edit_mode_button = memnew(Button);
|
|
ne->add_control_to_menu_panel(edit_mode_button);
|
|
edit_mode_button->set_flat(true);
|
|
edit_mode_button->set_toggle_mode(true);
|
|
edit_mode_button->set_focus_mode(FOCUS_NONE);
|
|
edit_mode_button->set_tooltip(TTR("Edit Mode\nShow buttons on joints."));
|
|
edit_mode_button->connect("toggled", callable_mp(this, &Skeleton3DEditor::edit_mode_toggled));
|
|
|
|
edit_mode = false;
|
|
|
|
if (skeleton) {
|
|
skeleton->add_child(handles_mesh_instance);
|
|
handles_mesh_instance->set_skeleton_path(NodePath(""));
|
|
}
|
|
|
|
// Keying buttons.
|
|
animation_hb = memnew(HBoxContainer);
|
|
ne->add_control_to_menu_panel(animation_hb);
|
|
animation_hb->add_child(memnew(VSeparator));
|
|
animation_hb->hide();
|
|
|
|
key_loc_button = memnew(Button);
|
|
key_loc_button->set_flat(true);
|
|
key_loc_button->set_toggle_mode(true);
|
|
key_loc_button->set_pressed(false);
|
|
key_loc_button->set_focus_mode(FOCUS_NONE);
|
|
key_loc_button->set_tooltip(TTR("Translation mask for inserting keys."));
|
|
animation_hb->add_child(key_loc_button);
|
|
|
|
key_rot_button = memnew(Button);
|
|
key_rot_button->set_flat(true);
|
|
key_rot_button->set_toggle_mode(true);
|
|
key_rot_button->set_pressed(true);
|
|
key_rot_button->set_focus_mode(FOCUS_NONE);
|
|
key_rot_button->set_tooltip(TTR("Rotation mask for inserting keys."));
|
|
animation_hb->add_child(key_rot_button);
|
|
|
|
key_scale_button = memnew(Button);
|
|
key_scale_button->set_flat(true);
|
|
key_scale_button->set_toggle_mode(true);
|
|
key_scale_button->set_pressed(false);
|
|
key_scale_button->set_focus_mode(FOCUS_NONE);
|
|
key_scale_button->set_tooltip(TTR("Scale mask for inserting keys."));
|
|
animation_hb->add_child(key_scale_button);
|
|
|
|
key_insert_button = memnew(Button);
|
|
key_insert_button->set_flat(true);
|
|
key_insert_button->set_focus_mode(FOCUS_NONE);
|
|
key_insert_button->connect("pressed", callable_mp(this, &Skeleton3DEditor::insert_keys), varray(false));
|
|
key_insert_button->set_tooltip(TTR("Insert key of bone poses already exist track."));
|
|
key_insert_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_to_existing_tracks", TTR("Insert Key (Existing Tracks)"), Key::INSERT));
|
|
animation_hb->add_child(key_insert_button);
|
|
|
|
key_insert_all_button = memnew(Button);
|
|
key_insert_all_button->set_flat(true);
|
|
key_insert_all_button->set_focus_mode(FOCUS_NONE);
|
|
key_insert_all_button->connect("pressed", callable_mp(this, &Skeleton3DEditor::insert_keys), varray(true));
|
|
key_insert_all_button->set_tooltip(TTR("Insert key of all bone poses."));
|
|
key_insert_all_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_of_all_bones", TTR("Insert Key (All Bones)"), KeyModifierMask::CMD + Key::INSERT));
|
|
animation_hb->add_child(key_insert_all_button);
|
|
|
|
// Bone tree.
|
|
const Color section_color = get_theme_color(SNAME("prop_subsection"), SNAME("Editor"));
|
|
|
|
EditorInspectorSection *bones_section = memnew(EditorInspectorSection);
|
|
bones_section->setup("bones", "Bones", skeleton, section_color, true);
|
|
add_child(bones_section);
|
|
bones_section->unfold();
|
|
|
|
ScrollContainer *s_con = memnew(ScrollContainer);
|
|
s_con->set_h_size_flags(SIZE_EXPAND_FILL);
|
|
s_con->set_custom_minimum_size(Size2(1, 350) * EDSCALE);
|
|
bones_section->get_vbox()->add_child(s_con);
|
|
|
|
joint_tree = memnew(Tree);
|
|
joint_tree->set_columns(1);
|
|
joint_tree->set_focus_mode(Control::FOCUS_NONE);
|
|
joint_tree->set_select_mode(Tree::SELECT_SINGLE);
|
|
joint_tree->set_hide_root(true);
|
|
joint_tree->set_v_size_flags(SIZE_EXPAND_FILL);
|
|
joint_tree->set_h_size_flags(SIZE_EXPAND_FILL);
|
|
joint_tree->set_allow_rmb_select(true);
|
|
joint_tree->set_drag_forwarding(this);
|
|
s_con->add_child(joint_tree);
|
|
|
|
pose_editor = memnew(BoneTransformEditor(skeleton));
|
|
pose_editor->set_label(TTR("Bone Transform"));
|
|
pose_editor->set_visible(false);
|
|
add_child(pose_editor);
|
|
|
|
set_keyable(te->has_keying());
|
|
}
|
|
|
|
void Skeleton3DEditor::_notification(int p_what) {
|
|
switch (p_what) {
|
|
case NOTIFICATION_READY: {
|
|
edit_mode_button->set_icon(get_theme_icon(SNAME("ToolBoneSelect"), SNAME("EditorIcons")));
|
|
key_loc_button->set_icon(get_theme_icon(SNAME("KeyPosition"), SNAME("EditorIcons")));
|
|
key_rot_button->set_icon(get_theme_icon(SNAME("KeyRotation"), SNAME("EditorIcons")));
|
|
key_scale_button->set_icon(get_theme_icon(SNAME("KeyScale"), SNAME("EditorIcons")));
|
|
key_insert_button->set_icon(get_theme_icon(SNAME("Key"), SNAME("EditorIcons")));
|
|
key_insert_all_button->set_icon(get_theme_icon(SNAME("NewKey"), SNAME("EditorIcons")));
|
|
get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed), Vector<Variant>(), Object::CONNECT_ONESHOT);
|
|
break;
|
|
}
|
|
case NOTIFICATION_ENTER_TREE: {
|
|
create_editors();
|
|
update_joint_tree();
|
|
update_editors();
|
|
joint_tree->connect("item_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_selection_changed));
|
|
joint_tree->connect("item_rmb_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_rmb_select));
|
|
#ifdef TOOLS_ENABLED
|
|
skeleton->connect("pose_updated", callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
|
|
skeleton->connect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties));
|
|
skeleton->connect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
|
|
skeleton->connect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Skeleton3DEditor::_node_removed(Node *p_node) {
|
|
if (skeleton && p_node == skeleton) {
|
|
skeleton = nullptr;
|
|
skeleton_options->hide();
|
|
}
|
|
|
|
_update_properties();
|
|
}
|
|
|
|
void Skeleton3DEditor::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("_node_removed"), &Skeleton3DEditor::_node_removed);
|
|
ClassDB::bind_method(D_METHOD("_joint_tree_selection_changed"), &Skeleton3DEditor::_joint_tree_selection_changed);
|
|
ClassDB::bind_method(D_METHOD("_joint_tree_rmb_select"), &Skeleton3DEditor::_joint_tree_rmb_select);
|
|
ClassDB::bind_method(D_METHOD("_update_properties"), &Skeleton3DEditor::_update_properties);
|
|
ClassDB::bind_method(D_METHOD("_on_click_skeleton_option"), &Skeleton3DEditor::_on_click_skeleton_option);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &Skeleton3DEditor::get_drag_data_fw);
|
|
ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &Skeleton3DEditor::can_drop_data_fw);
|
|
ClassDB::bind_method(D_METHOD("drop_data_fw"), &Skeleton3DEditor::drop_data_fw);
|
|
|
|
ClassDB::bind_method(D_METHOD("move_skeleton_bone"), &Skeleton3DEditor::move_skeleton_bone);
|
|
|
|
ClassDB::bind_method(D_METHOD("_draw_gizmo"), &Skeleton3DEditor::_draw_gizmo);
|
|
}
|
|
|
|
void Skeleton3DEditor::edit_mode_toggled(const bool pressed) {
|
|
edit_mode = pressed;
|
|
_update_gizmo_visible();
|
|
}
|
|
|
|
Skeleton3DEditor::Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, Skeleton3D *p_skeleton) :
|
|
editor_plugin(e_plugin),
|
|
skeleton(p_skeleton) {
|
|
singleton = this;
|
|
|
|
// Handle.
|
|
handle_material = Ref<ShaderMaterial>(memnew(ShaderMaterial));
|
|
handle_shader = Ref<Shader>(memnew(Shader));
|
|
handle_shader->set_code(R"(
|
|
// Skeleton 3D gizmo handle shader.
|
|
|
|
shader_type spatial;
|
|
render_mode unshaded, shadows_disabled, depth_draw_always;
|
|
uniform sampler2D texture_albedo : hint_albedo;
|
|
uniform float point_size : hint_range(0,128) = 32;
|
|
void vertex() {
|
|
if (!OUTPUT_IS_SRGB) {
|
|
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
|
|
}
|
|
VERTEX = VERTEX;
|
|
POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0);
|
|
POSITION.z = mix(POSITION.z, 0, 0.999);
|
|
POINT_SIZE = point_size;
|
|
}
|
|
void fragment() {
|
|
vec4 albedo_tex = texture(texture_albedo,POINT_COORD);
|
|
vec3 col = albedo_tex.rgb + COLOR.rgb;
|
|
col = vec3(min(col.r,1.0),min(col.g,1.0),min(col.b,1.0));
|
|
ALBEDO = col;
|
|
if (albedo_tex.a < 0.5) { discard; }
|
|
ALPHA = albedo_tex.a;
|
|
}
|
|
)");
|
|
handle_material->set_shader(handle_shader);
|
|
Ref<Texture2D> handle = EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("EditorBoneHandle"), SNAME("EditorIcons"));
|
|
handle_material->set_shader_param("point_size", handle->get_width());
|
|
handle_material->set_shader_param("texture_albedo", handle);
|
|
|
|
handles_mesh_instance = memnew(MeshInstance3D);
|
|
handles_mesh_instance->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);
|
|
handles_mesh.instantiate();
|
|
handles_mesh_instance->set_mesh(handles_mesh);
|
|
}
|
|
|
|
void Skeleton3DEditor::update_bone_original() {
|
|
if (!skeleton) {
|
|
return;
|
|
}
|
|
if (skeleton->get_bone_count() == 0 || selected_bone == -1) {
|
|
return;
|
|
}
|
|
bone_original_position = skeleton->get_bone_pose_position(selected_bone);
|
|
bone_original_rotation = skeleton->get_bone_pose_rotation(selected_bone);
|
|
bone_original_scale = skeleton->get_bone_pose_scale(selected_bone);
|
|
}
|
|
|
|
void Skeleton3DEditor::_hide_handles() {
|
|
handles_mesh_instance->hide();
|
|
}
|
|
|
|
void Skeleton3DEditor::_draw_gizmo() {
|
|
if (!skeleton) {
|
|
return;
|
|
}
|
|
|
|
// If you call get_bone_global_pose() while drawing the surface, such as toggle rest mode,
|
|
// the skeleton update will be done first and
|
|
// the drawing surface will be interrupted once and an error will occur.
|
|
skeleton->force_update_all_dirty_bones();
|
|
|
|
// Handles.
|
|
if (edit_mode) {
|
|
_draw_handles();
|
|
} else {
|
|
_hide_handles();
|
|
}
|
|
}
|
|
|
|
void Skeleton3DEditor::_draw_handles() {
|
|
handles_mesh_instance->show();
|
|
|
|
const int bone_len = skeleton->get_bone_count();
|
|
handles_mesh->clear_surfaces();
|
|
handles_mesh->surface_begin(Mesh::PRIMITIVE_POINTS);
|
|
|
|
for (int i = 0; i < bone_len; i++) {
|
|
Color c;
|
|
if (i == selected_bone) {
|
|
c = Color(1, 1, 0);
|
|
} else {
|
|
c = Color(0.1, 0.25, 0.8);
|
|
}
|
|
Vector3 point = skeleton->get_bone_global_pose(i).origin;
|
|
handles_mesh->surface_set_color(c);
|
|
handles_mesh->surface_add_vertex(point);
|
|
}
|
|
handles_mesh->surface_end();
|
|
handles_mesh->surface_set_material(0, handle_material);
|
|
}
|
|
|
|
TreeItem *Skeleton3DEditor::_find(TreeItem *p_node, const NodePath &p_path) {
|
|
if (!p_node) {
|
|
return nullptr;
|
|
}
|
|
|
|
NodePath np = p_node->get_metadata(0);
|
|
if (np == p_path) {
|
|
return p_node;
|
|
}
|
|
|
|
TreeItem *children = p_node->get_first_child();
|
|
while (children) {
|
|
TreeItem *n = _find(children, p_path);
|
|
if (n) {
|
|
return n;
|
|
}
|
|
children = children->get_next();
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void Skeleton3DEditor::_subgizmo_selection_change() {
|
|
if (!skeleton) {
|
|
return;
|
|
}
|
|
|
|
// Once validated by subgizmos_intersect_ray, but required if through inspector's bones tree.
|
|
if (!edit_mode) {
|
|
skeleton->clear_subgizmo_selection();
|
|
return;
|
|
}
|
|
|
|
int selected = -1;
|
|
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
|
|
if (se) {
|
|
selected = se->get_selected_bone();
|
|
}
|
|
|
|
if (selected >= 0) {
|
|
Vector<Ref<Node3DGizmo>> gizmos = skeleton->get_gizmos();
|
|
for (int i = 0; i < gizmos.size(); i++) {
|
|
Ref<EditorNode3DGizmo> gizmo = gizmos[i];
|
|
if (!gizmo.is_valid()) {
|
|
continue;
|
|
}
|
|
Ref<Skeleton3DGizmoPlugin> plugin = gizmo->get_plugin();
|
|
if (!plugin.is_valid()) {
|
|
continue;
|
|
}
|
|
skeleton->set_subgizmo_selection(gizmo, selected, skeleton->get_bone_global_pose(selected));
|
|
break;
|
|
}
|
|
} else {
|
|
skeleton->clear_subgizmo_selection();
|
|
}
|
|
}
|
|
|
|
void Skeleton3DEditor::select_bone(int p_idx) {
|
|
if (p_idx >= 0) {
|
|
TreeItem *ti = _find(joint_tree->get_root(), "bones/" + itos(p_idx));
|
|
if (ti) {
|
|
// Make visible when it's collapsed.
|
|
TreeItem *node = ti->get_parent();
|
|
while (node && node != joint_tree->get_root()) {
|
|
node->set_collapsed(false);
|
|
node = node->get_parent();
|
|
}
|
|
ti->select(0);
|
|
joint_tree->scroll_to_item(ti);
|
|
}
|
|
} else {
|
|
selected_bone = -1;
|
|
joint_tree->deselect_all();
|
|
_joint_tree_selection_changed();
|
|
}
|
|
}
|
|
|
|
Skeleton3DEditor::~Skeleton3DEditor() {
|
|
if (skeleton) {
|
|
select_bone(-1);
|
|
#ifdef TOOLS_ENABLED
|
|
skeleton->disconnect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
|
|
skeleton->disconnect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
|
|
skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
|
|
skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties));
|
|
skeleton->set_transform_gizmo_visible(true);
|
|
#endif
|
|
handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance);
|
|
}
|
|
edit_mode_toggled(false);
|
|
|
|
handles_mesh_instance->queue_delete();
|
|
|
|
Node3DEditor *ne = Node3DEditor::get_singleton();
|
|
|
|
if (animation_hb) {
|
|
ne->remove_control_from_menu_panel(animation_hb);
|
|
memdelete(animation_hb);
|
|
}
|
|
|
|
if (separator) {
|
|
ne->remove_control_from_menu_panel(separator);
|
|
memdelete(separator);
|
|
}
|
|
|
|
if (skeleton_options) {
|
|
ne->remove_control_from_menu_panel(skeleton_options);
|
|
memdelete(skeleton_options);
|
|
}
|
|
|
|
if (edit_mode_button) {
|
|
ne->remove_control_from_menu_panel(edit_mode_button);
|
|
memdelete(edit_mode_button);
|
|
}
|
|
}
|
|
|
|
bool EditorInspectorPluginSkeleton::can_handle(Object *p_object) {
|
|
return Object::cast_to<Skeleton3D>(p_object) != nullptr;
|
|
}
|
|
|
|
void EditorInspectorPluginSkeleton::parse_begin(Object *p_object) {
|
|
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_object);
|
|
ERR_FAIL_COND(!skeleton);
|
|
|
|
skel_editor = memnew(Skeleton3DEditor(this, skeleton));
|
|
add_custom_control(skel_editor);
|
|
}
|
|
|
|
Skeleton3DEditorPlugin::Skeleton3DEditorPlugin() {
|
|
skeleton_plugin = memnew(EditorInspectorPluginSkeleton);
|
|
|
|
EditorInspector::add_inspector_plugin(skeleton_plugin);
|
|
|
|
Ref<Skeleton3DGizmoPlugin> gizmo_plugin = Ref<Skeleton3DGizmoPlugin>(memnew(Skeleton3DGizmoPlugin));
|
|
Node3DEditor::get_singleton()->add_gizmo_plugin(gizmo_plugin);
|
|
}
|
|
|
|
EditorPlugin::AfterGUIInput Skeleton3DEditorPlugin::forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) {
|
|
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
|
|
Node3DEditor *ne = Node3DEditor::get_singleton();
|
|
if (se->is_edit_mode()) {
|
|
const Ref<InputEventMouseButton> mb = p_event;
|
|
if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) {
|
|
if (ne->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) {
|
|
if (!ne->is_gizmo_visible()) {
|
|
return EditorPlugin::AFTER_GUI_INPUT_STOP;
|
|
}
|
|
}
|
|
if (mb->is_pressed()) {
|
|
se->update_bone_original();
|
|
}
|
|
}
|
|
return EditorPlugin::AFTER_GUI_INPUT_DESELECT;
|
|
}
|
|
return EditorPlugin::AFTER_GUI_INPUT_PASS;
|
|
}
|
|
|
|
bool Skeleton3DEditorPlugin::handles(Object *p_object) const {
|
|
return p_object->is_class("Skeleton3D");
|
|
}
|
|
|
|
void Skeleton3DEditor::_bone_enabled_changed(const int p_bone_id) {
|
|
_update_gizmo_visible();
|
|
}
|
|
|
|
void Skeleton3DEditor::_update_gizmo_visible() {
|
|
_subgizmo_selection_change();
|
|
if (edit_mode) {
|
|
if (selected_bone == -1) {
|
|
#ifdef TOOLS_ENABLED
|
|
skeleton->set_transform_gizmo_visible(false);
|
|
#endif
|
|
} else {
|
|
#ifdef TOOLS_ENABLED
|
|
if (skeleton->is_bone_enabled(selected_bone) && !skeleton->is_show_rest_only()) {
|
|
skeleton->set_transform_gizmo_visible(true);
|
|
} else {
|
|
skeleton->set_transform_gizmo_visible(false);
|
|
}
|
|
#endif
|
|
}
|
|
} else {
|
|
#ifdef TOOLS_ENABLED
|
|
skeleton->set_transform_gizmo_visible(true);
|
|
#endif
|
|
}
|
|
_draw_gizmo();
|
|
}
|
|
|
|
int Skeleton3DEditor::get_selected_bone() const {
|
|
return selected_bone;
|
|
}
|
|
|
|
Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
|
|
unselected_mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
|
|
unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
|
unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
|
|
unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
|
|
|
|
selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
|
|
selected_sh = Ref<Shader>(memnew(Shader));
|
|
selected_sh->set_code(R"(
|
|
// Skeleton 3D gizmo bones shader.
|
|
|
|
shader_type spatial;
|
|
render_mode unshaded, shadows_disabled;
|
|
void vertex() {
|
|
if (!OUTPUT_IS_SRGB) {
|
|
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
|
|
}
|
|
VERTEX = VERTEX;
|
|
POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0);
|
|
POSITION.z = mix(POSITION.z, 0, 0.998);
|
|
}
|
|
void fragment() {
|
|
ALBEDO = COLOR.rgb;
|
|
ALPHA = COLOR.a;
|
|
}
|
|
)");
|
|
selected_mat->set_shader(selected_sh);
|
|
|
|
// Register properties in editor settings.
|
|
EDITOR_DEF("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4));
|
|
EDITOR_DEF("editors/3d_gizmos/gizmo_colors/selected_bone", Color(0.8, 0.3, 0.0));
|
|
EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_axis_length", (float)0.1);
|
|
EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_shape", 1);
|
|
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d_gizmos/gizmo_settings/bone_shape", PROPERTY_HINT_ENUM, "Wire,Octahedron"));
|
|
}
|
|
|
|
bool Skeleton3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
|
|
return Object::cast_to<Skeleton3D>(p_spatial) != nullptr;
|
|
}
|
|
|
|
String Skeleton3DGizmoPlugin::get_gizmo_name() const {
|
|
return "Skeleton3D";
|
|
}
|
|
|
|
int Skeleton3DGizmoPlugin::get_priority() const {
|
|
return -1;
|
|
}
|
|
|
|
int Skeleton3DGizmoPlugin::subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const {
|
|
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
|
|
ERR_FAIL_COND_V(!skeleton, -1);
|
|
|
|
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
|
|
|
|
if (!se->is_edit_mode()) {
|
|
return -1;
|
|
}
|
|
|
|
if (Node3DEditor::get_singleton()->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) {
|
|
return -1;
|
|
}
|
|
|
|
// Select bone.
|
|
real_t grab_threshold = 4 * EDSCALE;
|
|
Vector3 ray_from = p_camera->get_global_transform().origin;
|
|
Transform3D gt = skeleton->get_global_transform();
|
|
int closest_idx = -1;
|
|
real_t closest_dist = 1e10;
|
|
const int bone_len = skeleton->get_bone_count();
|
|
for (int i = 0; i < bone_len; i++) {
|
|
Vector3 joint_pos_3d = gt.xform(skeleton->get_bone_global_pose(i).origin);
|
|
Vector2 joint_pos_2d = p_camera->unproject_position(joint_pos_3d);
|
|
real_t dist_3d = ray_from.distance_to(joint_pos_3d);
|
|
real_t dist_2d = p_point.distance_to(joint_pos_2d);
|
|
if (dist_2d < grab_threshold && dist_3d < closest_dist) {
|
|
closest_dist = dist_3d;
|
|
closest_idx = i;
|
|
}
|
|
}
|
|
|
|
if (closest_idx >= 0) {
|
|
WARN_PRINT("ray:");
|
|
WARN_PRINT(itos(closest_idx));
|
|
se->select_bone(closest_idx);
|
|
return closest_idx;
|
|
}
|
|
|
|
se->select_bone(-1);
|
|
return -1;
|
|
}
|
|
|
|
Transform3D Skeleton3DGizmoPlugin::get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const {
|
|
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
|
|
ERR_FAIL_COND_V(!skeleton, Transform3D());
|
|
|
|
return skeleton->get_bone_global_pose(p_id);
|
|
}
|
|
|
|
void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) {
|
|
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
|
|
ERR_FAIL_COND(!skeleton);
|
|
|
|
// Prepare for global to local.
|
|
Transform3D original_to_local = Transform3D();
|
|
int parent_idx = skeleton->get_bone_parent(p_id);
|
|
if (parent_idx >= 0) {
|
|
original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx);
|
|
}
|
|
Basis to_local = original_to_local.get_basis().inverse();
|
|
|
|
// Prepare transform.
|
|
Transform3D t = Transform3D();
|
|
|
|
// Basis.
|
|
t.basis = to_local * p_transform.get_basis();
|
|
|
|
// Origin.
|
|
Vector3 orig = Vector3();
|
|
orig = skeleton->get_bone_pose(p_id).origin;
|
|
Vector3 sub = p_transform.origin - skeleton->get_bone_global_pose(p_id).origin;
|
|
t.origin = orig + to_local.xform(sub);
|
|
|
|
// Apply transform.
|
|
skeleton->set_bone_pose_position(p_id, t.origin);
|
|
skeleton->set_bone_pose_rotation(p_id, t.basis.get_rotation_quaternion());
|
|
skeleton->set_bone_pose_scale(p_id, t.basis.get_scale());
|
|
}
|
|
|
|
void Skeleton3DGizmoPlugin::commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel) {
|
|
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
|
|
ERR_FAIL_COND(!skeleton);
|
|
|
|
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
|
|
Node3DEditor *ne = Node3DEditor::get_singleton();
|
|
|
|
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
|
|
ur->create_action(TTR("Set Bone Transform"));
|
|
if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE) {
|
|
for (int i = 0; i < p_ids.size(); i++) {
|
|
ur->add_do_method(skeleton, "set_bone_pose_position", p_ids[i], skeleton->get_bone_pose_position(p_ids[i]));
|
|
ur->add_undo_method(skeleton, "set_bone_pose_position", p_ids[i], se->get_bone_original_position());
|
|
}
|
|
}
|
|
if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE) {
|
|
for (int i = 0; i < p_ids.size(); i++) {
|
|
ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
|
|
ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
|
|
}
|
|
}
|
|
if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE) {
|
|
for (int i = 0; i < p_ids.size(); i++) {
|
|
// If the axis is swapped by scaling, the rotation can be changed.
|
|
ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
|
|
ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
|
|
ur->add_do_method(skeleton, "set_bone_pose_scale", p_ids[i], skeleton->get_bone_pose_scale(p_ids[i]));
|
|
ur->add_undo_method(skeleton, "set_bone_pose_scale", p_ids[i], se->get_bone_original_scale());
|
|
}
|
|
}
|
|
ur->commit_action();
|
|
}
|
|
|
|
void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
|
|
p_gizmo->clear();
|
|
|
|
int selected = -1;
|
|
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
|
|
if (se) {
|
|
selected = se->get_selected_bone();
|
|
}
|
|
|
|
Color bone_color = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_colors/skeleton");
|
|
Color selected_bone_color = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_colors/selected_bone");
|
|
real_t bone_axis_length = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_settings/bone_axis_length");
|
|
int bone_shape = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_settings/bone_shape");
|
|
|
|
LocalVector<Color> axis_colors;
|
|
axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")));
|
|
axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")));
|
|
axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")));
|
|
|
|
Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
|
|
surface_tool->begin(Mesh::PRIMITIVE_LINES);
|
|
|
|
if (p_gizmo->is_selected()) {
|
|
surface_tool->set_material(selected_mat);
|
|
} else {
|
|
unselected_mat->set_albedo(bone_color);
|
|
surface_tool->set_material(unselected_mat);
|
|
}
|
|
|
|
Vector<Transform3D> grests;
|
|
grests.resize(skeleton->get_bone_count());
|
|
|
|
LocalVector<int> bones;
|
|
LocalVector<float> weights;
|
|
bones.resize(4);
|
|
weights.resize(4);
|
|
for (int i = 0; i < 4; i++) {
|
|
bones[i] = 0;
|
|
weights[i] = 0;
|
|
}
|
|
weights[0] = 1;
|
|
|
|
int current_bone_index = 0;
|
|
Vector<int> bones_to_process = skeleton->get_parentless_bones();
|
|
|
|
while (bones_to_process.size() > current_bone_index) {
|
|
int current_bone_idx = bones_to_process[current_bone_index];
|
|
current_bone_index++;
|
|
|
|
Color current_bone_color = (current_bone_idx == selected) ? selected_bone_color : bone_color;
|
|
|
|
Vector<int> child_bones_vector;
|
|
child_bones_vector = skeleton->get_bone_children(current_bone_idx);
|
|
int child_bones_size = child_bones_vector.size();
|
|
|
|
// You have children but no parent, then you must be a root/parentless bone.
|
|
if (skeleton->get_bone_parent(current_bone_idx) < 0) {
|
|
grests.write[current_bone_idx] = skeleton->get_bone_rest(current_bone_idx);
|
|
}
|
|
|
|
for (int i = 0; i < child_bones_size; i++) {
|
|
// Something wrong.
|
|
if (child_bones_vector[i] < 0) {
|
|
continue;
|
|
}
|
|
|
|
int child_bone_idx = child_bones_vector[i];
|
|
|
|
grests.write[child_bone_idx] = grests[current_bone_idx] * skeleton->get_bone_rest(child_bone_idx);
|
|
|
|
Vector3 v0 = grests[current_bone_idx].origin;
|
|
Vector3 v1 = grests[child_bone_idx].origin;
|
|
Vector3 d = (v1 - v0).normalized();
|
|
real_t dist = v0.distance_to(v1);
|
|
|
|
// Find closest axis.
|
|
int closest = -1;
|
|
real_t closest_d = 0.0;
|
|
for (int j = 0; j < 3; j++) {
|
|
real_t dp = Math::abs(grests[current_bone_idx].basis[j].normalized().dot(d));
|
|
if (j == 0 || dp > closest_d) {
|
|
closest = j;
|
|
}
|
|
}
|
|
|
|
// Draw bone.
|
|
switch (bone_shape) {
|
|
case 0: { // Wire shape.
|
|
surface_tool->set_color(current_bone_color);
|
|
bones[0] = current_bone_idx;
|
|
surface_tool->set_bones(bones);
|
|
surface_tool->set_weights(weights);
|
|
surface_tool->add_vertex(v0);
|
|
bones[0] = child_bone_idx;
|
|
surface_tool->set_bones(bones);
|
|
surface_tool->set_weights(weights);
|
|
surface_tool->add_vertex(v1);
|
|
} break;
|
|
|
|
case 1: { // Octahedron shape.
|
|
Vector3 first;
|
|
Vector3 points[6];
|
|
int point_idx = 0;
|
|
for (int j = 0; j < 3; j++) {
|
|
Vector3 axis;
|
|
if (first == Vector3()) {
|
|
axis = d.cross(d.cross(grests[current_bone_idx].basis[j])).normalized();
|
|
first = axis;
|
|
} else {
|
|
axis = d.cross(first).normalized();
|
|
}
|
|
|
|
surface_tool->set_color(current_bone_color);
|
|
for (int k = 0; k < 2; k++) {
|
|
if (k == 1) {
|
|
axis = -axis;
|
|
}
|
|
Vector3 point = v0 + d * dist * 0.2;
|
|
point += axis * dist * 0.1;
|
|
|
|
bones[0] = current_bone_idx;
|
|
surface_tool->set_bones(bones);
|
|
surface_tool->set_weights(weights);
|
|
surface_tool->add_vertex(v0);
|
|
surface_tool->set_bones(bones);
|
|
surface_tool->set_weights(weights);
|
|
surface_tool->add_vertex(point);
|
|
|
|
surface_tool->set_bones(bones);
|
|
surface_tool->set_weights(weights);
|
|
surface_tool->add_vertex(point);
|
|
bones[0] = child_bone_idx;
|
|
surface_tool->set_bones(bones);
|
|
surface_tool->set_weights(weights);
|
|
surface_tool->add_vertex(v1);
|
|
points[point_idx++] = point;
|
|
}
|
|
}
|
|
surface_tool->set_color(current_bone_color);
|
|
SWAP(points[1], points[2]);
|
|
bones[0] = current_bone_idx;
|
|
for (int j = 0; j < 6; j++) {
|
|
surface_tool->set_bones(bones);
|
|
surface_tool->set_weights(weights);
|
|
surface_tool->add_vertex(points[j]);
|
|
surface_tool->set_bones(bones);
|
|
surface_tool->set_weights(weights);
|
|
surface_tool->add_vertex(points[(j + 1) % 6]);
|
|
}
|
|
} break;
|
|
}
|
|
|
|
// Axis as root of the bone.
|
|
for (int j = 0; j < 3; j++) {
|
|
bones[0] = current_bone_idx;
|
|
surface_tool->set_color(axis_colors[j]);
|
|
surface_tool->set_bones(bones);
|
|
surface_tool->set_weights(weights);
|
|
surface_tool->add_vertex(v0);
|
|
surface_tool->set_bones(bones);
|
|
surface_tool->set_weights(weights);
|
|
surface_tool->add_vertex(v0 + (grests[current_bone_idx].basis.inverse())[j].normalized() * dist * bone_axis_length);
|
|
|
|
if (j == closest) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Axis at the end of the bone children.
|
|
if (i == child_bones_size - 1) {
|
|
for (int j = 0; j < 3; j++) {
|
|
bones[0] = child_bone_idx;
|
|
surface_tool->set_color(axis_colors[j]);
|
|
surface_tool->set_bones(bones);
|
|
surface_tool->set_weights(weights);
|
|
surface_tool->add_vertex(v1);
|
|
surface_tool->set_bones(bones);
|
|
surface_tool->set_weights(weights);
|
|
surface_tool->add_vertex(v1 + (grests[child_bone_idx].basis.inverse())[j].normalized() * dist * bone_axis_length);
|
|
|
|
if (j == closest) {
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add the bone's children to the list of bones to be processed.
|
|
bones_to_process.push_back(child_bones_vector[i]);
|
|
}
|
|
}
|
|
|
|
Ref<ArrayMesh> m = surface_tool->commit();
|
|
p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
|
|
}
|