skeleton_3d.cpp 46 KB

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  1. /**************************************************************************/
  2. /* skeleton_3d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "skeleton_3d.h"
  31. #include "skeleton_3d.compat.inc"
  32. #include "scene/3d/skeleton_modifier_3d.h"
  33. #if !defined(DISABLE_DEPRECATED) && !defined(PHYSICS_3D_DISABLED)
  34. #include "scene/3d/physics/physical_bone_simulator_3d.h"
  35. #endif // _DISABLE_DEPRECATED && PHYSICS_3D_DISABLED
  36. void SkinReference::_skin_changed() {
  37. if (skeleton_node) {
  38. skeleton_node->_make_dirty();
  39. }
  40. skeleton_version = 0;
  41. }
  42. void SkinReference::_bind_methods() {
  43. ClassDB::bind_method(D_METHOD("get_skeleton"), &SkinReference::get_skeleton);
  44. ClassDB::bind_method(D_METHOD("get_skin"), &SkinReference::get_skin);
  45. }
  46. RID SkinReference::get_skeleton() const {
  47. return skeleton;
  48. }
  49. Ref<Skin> SkinReference::get_skin() const {
  50. return skin;
  51. }
  52. SkinReference::~SkinReference() {
  53. ERR_FAIL_NULL(RenderingServer::get_singleton());
  54. if (skeleton_node) {
  55. skeleton_node->skin_bindings.erase(this);
  56. }
  57. RS::get_singleton()->free_rid(skeleton);
  58. }
  59. ///////////////////////////////////////
  60. bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
  61. #if !defined(DISABLE_DEPRECATED) && !defined(PHYSICS_3D_DISABLED)
  62. if (p_path == SNAME("animate_physical_bones")) {
  63. set_animate_physical_bones(p_value);
  64. return true;
  65. }
  66. #endif // _DISABLE_DEPRECATED && PHYSICS_3D_DISABLED
  67. String path = p_path;
  68. if (!path.begins_with("bones/")) {
  69. return false;
  70. }
  71. uint32_t which = path.get_slicec('/', 1).to_int();
  72. String what = path.get_slicec('/', 2);
  73. if (which == bones.size() && what == "name") {
  74. add_bone(p_value);
  75. return true;
  76. }
  77. ERR_FAIL_UNSIGNED_INDEX_V(which, bones.size(), false);
  78. if (what == "parent") {
  79. set_bone_parent(which, p_value);
  80. } else if (what == "rest") {
  81. set_bone_rest(which, p_value);
  82. } else if (what == "enabled") {
  83. set_bone_enabled(which, p_value);
  84. } else if (what == "position") {
  85. set_bone_pose_position(which, p_value);
  86. } else if (what == "rotation") {
  87. set_bone_pose_rotation(which, p_value);
  88. } else if (what == "scale") {
  89. set_bone_pose_scale(which, p_value);
  90. } else if (what == "bone_meta") {
  91. set_bone_meta(which, path.get_slicec('/', 3), p_value);
  92. #ifndef DISABLE_DEPRECATED
  93. } else if (what == "pose" || what == "bound_children") {
  94. // Kept for compatibility from 3.x to 4.x.
  95. WARN_DEPRECATED_MSG("Skeleton uses old pose format, which is deprecated (and loads slower). Consider re-importing or re-saving the scene." +
  96. (is_inside_tree() ? vformat(" Path: \"%s\"", get_path()) : String()));
  97. if (what == "pose") {
  98. // Old Skeleton poses were relative to rest, new ones are absolute, so we need to recompute the pose.
  99. // Skeleton3D nodes were always written with rest before pose, so this *SHOULD* work...
  100. Transform3D rest = get_bone_rest(which);
  101. Transform3D pose = rest * (Transform3D)p_value;
  102. set_bone_pose_position(which, pose.origin);
  103. set_bone_pose_rotation(which, pose.basis.get_rotation_quaternion());
  104. set_bone_pose_scale(which, pose.basis.get_scale());
  105. } else { // bound_children
  106. // This handles the case where the pose was set to the rest position; the pose property would == Transform() and would not be saved to the scene by default.
  107. // However, the bound_children property was always saved regardless of value, and it was always saved after both pose and rest.
  108. // We don't do anything else with bound_children, as it's not present on Skeleton3D.
  109. Vector3 pos = get_bone_pose_position(which);
  110. Quaternion rot = get_bone_pose_rotation(which);
  111. Vector3 scale = get_bone_pose_scale(which);
  112. Transform3D rest = get_bone_rest(which);
  113. if (rest != Transform3D() && pos == Vector3() && rot == Quaternion() && scale == Vector3(1, 1, 1)) {
  114. set_bone_pose_position(which, rest.origin);
  115. set_bone_pose_rotation(which, rest.basis.get_rotation_quaternion());
  116. set_bone_pose_scale(which, rest.basis.get_scale());
  117. }
  118. }
  119. #endif
  120. } else {
  121. return false;
  122. }
  123. return true;
  124. }
  125. bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
  126. #if !defined(DISABLE_DEPRECATED) && !defined(PHYSICS_3D_DISABLED)
  127. if (p_path == SNAME("animate_physical_bones")) {
  128. r_ret = get_animate_physical_bones();
  129. return true;
  130. }
  131. #endif // _DISABLE_DEPRECATED && PHYSICS_3D_DISABLED
  132. String path = p_path;
  133. if (!path.begins_with("bones/")) {
  134. return false;
  135. }
  136. uint32_t which = path.get_slicec('/', 1).to_int();
  137. String what = path.get_slicec('/', 2);
  138. ERR_FAIL_UNSIGNED_INDEX_V(which, bones.size(), false);
  139. if (what == "name") {
  140. r_ret = get_bone_name(which);
  141. } else if (what == "parent") {
  142. r_ret = get_bone_parent(which);
  143. } else if (what == "rest") {
  144. r_ret = get_bone_rest(which);
  145. } else if (what == "enabled") {
  146. r_ret = is_bone_enabled(which);
  147. } else if (what == "position") {
  148. r_ret = get_bone_pose_position(which);
  149. } else if (what == "rotation") {
  150. r_ret = get_bone_pose_rotation(which);
  151. } else if (what == "scale") {
  152. r_ret = get_bone_pose_scale(which);
  153. } else if (what == "bone_meta") {
  154. r_ret = get_bone_meta(which, path.get_slicec('/', 3));
  155. } else {
  156. return false;
  157. }
  158. return true;
  159. }
  160. void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
  161. for (uint32_t i = 0; i < bones.size(); i++) {
  162. const String prep = vformat("%s/%d/", "bones", i);
  163. int enabled_usage = PROPERTY_USAGE_NO_EDITOR;
  164. int xform_usage = PROPERTY_USAGE_NO_EDITOR;
  165. if (is_show_rest_only()) {
  166. enabled_usage |= PROPERTY_USAGE_READ_ONLY;
  167. xform_usage |= PROPERTY_USAGE_READ_ONLY;
  168. } else if (!is_bone_enabled(i)) {
  169. xform_usage |= PROPERTY_USAGE_READ_ONLY;
  170. }
  171. p_list->push_back(PropertyInfo(Variant::STRING, prep + "name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  172. p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1", PROPERTY_USAGE_NO_EDITOR));
  173. p_list->push_back(PropertyInfo(Variant::TRANSFORM3D, prep + "rest", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_READ_ONLY));
  174. p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled", PROPERTY_HINT_NONE, "", enabled_usage));
  175. p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + "position", PROPERTY_HINT_NONE, "", xform_usage));
  176. p_list->push_back(PropertyInfo(Variant::QUATERNION, prep + "rotation", PROPERTY_HINT_NONE, "", xform_usage));
  177. p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + "scale", PROPERTY_HINT_NONE, "", xform_usage));
  178. for (const KeyValue<StringName, Variant> &K : bones[i].metadata) {
  179. PropertyInfo pi = PropertyInfo(bones[i].metadata[K.key].get_type(), prep + "bone_meta/" + K.key, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR);
  180. p_list->push_back(pi);
  181. }
  182. }
  183. }
  184. void Skeleton3D::_update_process_order() const {
  185. if (!process_order_dirty) {
  186. return;
  187. }
  188. Bone *bonesptr = bones.ptr();
  189. int len = bones.size();
  190. parentless_bones.clear();
  191. for (int i = 0; i < len; i++) {
  192. bonesptr[i].child_bones.clear();
  193. }
  194. for (int i = 0; i < len; i++) {
  195. if (bonesptr[i].parent >= len) {
  196. // Validate this just in case.
  197. ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
  198. bonesptr[i].parent = -1;
  199. }
  200. if (bonesptr[i].parent != -1) {
  201. int parent_bone_idx = bonesptr[i].parent;
  202. // Check to see if this node is already added to the parent.
  203. if (!bonesptr[parent_bone_idx].child_bones.has(i)) {
  204. // Add the child node.
  205. bonesptr[parent_bone_idx].child_bones.push_back(i);
  206. } else {
  207. ERR_PRINT("Skeleton3D parenthood graph is cyclic");
  208. }
  209. } else {
  210. parentless_bones.push_back(i);
  211. }
  212. }
  213. concatenated_bone_names = StringName();
  214. _update_bones_nested_set();
  215. process_order_dirty = false;
  216. const_cast<Skeleton3D *>(this)->emit_signal("bone_list_changed");
  217. }
  218. void Skeleton3D::_update_bone_names() const {
  219. String names;
  220. for (uint32_t i = 0; i < bones.size(); i++) {
  221. if (i > 0) {
  222. names += ",";
  223. }
  224. names += bones[i].name;
  225. }
  226. concatenated_bone_names = StringName(names);
  227. }
  228. StringName Skeleton3D::get_concatenated_bone_names() const {
  229. if (concatenated_bone_names == StringName()) {
  230. _update_bone_names();
  231. }
  232. return concatenated_bone_names;
  233. }
  234. #if !defined(DISABLE_DEPRECATED) && !defined(PHYSICS_3D_DISABLED)
  235. void Skeleton3D::setup_simulator() {
  236. if (simulator && simulator->get_parent() == this) {
  237. remove_child(simulator);
  238. simulator->queue_free();
  239. }
  240. PhysicalBoneSimulator3D *sim = memnew(PhysicalBoneSimulator3D);
  241. simulator = sim;
  242. sim->is_compat = true;
  243. sim->set_active(false); // Don't run unneeded process.
  244. add_child(simulator, false, INTERNAL_MODE_BACK);
  245. set_animate_physical_bones(animate_physical_bones);
  246. }
  247. #endif // _DISABLE_DEPRECATED && PHYSICS_3D_DISABLED
  248. void Skeleton3D::_notification(int p_what) {
  249. switch (p_what) {
  250. case NOTIFICATION_ENTER_TREE: {
  251. _process_changed();
  252. #if !defined(DISABLE_DEPRECATED) && !defined(PHYSICS_3D_DISABLED)
  253. setup_simulator();
  254. #endif // _DISABLE_DEPRECATED && PHYSICS_3D_DISABLED
  255. } break;
  256. case NOTIFICATION_POST_ENTER_TREE: {
  257. _make_dirty();
  258. _make_modifiers_dirty();
  259. force_update_all_dirty_bones();
  260. update_flags |= UPDATE_FLAG_POSE;
  261. _notification(NOTIFICATION_UPDATE_SKELETON);
  262. } break;
  263. #ifdef TOOLS_ENABLED
  264. case NOTIFICATION_EDITOR_PRE_SAVE: {
  265. saving = true;
  266. } break;
  267. case NOTIFICATION_EDITOR_POST_SAVE: {
  268. saving = false;
  269. } break;
  270. #endif // TOOLS_ENABLED
  271. case NOTIFICATION_UPDATE_SKELETON: {
  272. // Update bone transforms to apply unprocessed poses.
  273. force_update_all_dirty_bones();
  274. updating = true;
  275. Bone *bonesptr = bones.ptr();
  276. int len = bones.size();
  277. LocalVector<bool> bone_global_pose_dirty_backup;
  278. // Process modifiers.
  279. LocalVector<BonePoseBackup> bones_backup;
  280. _find_modifiers();
  281. if (!modifiers.is_empty()) {
  282. bones_backup.resize(bones.size());
  283. // Store unmodified bone poses.
  284. for (uint32_t i = 0; i < bones.size(); i++) {
  285. bones_backup[i].save(bonesptr[i]);
  286. }
  287. // Store dirty flags for global bone poses.
  288. bone_global_pose_dirty_backup = bone_global_pose_dirty;
  289. if (update_flags & UPDATE_FLAG_MODIFIER) {
  290. _process_modifiers();
  291. }
  292. }
  293. // Abort if pose is not changed.
  294. if (!(update_flags & UPDATE_FLAG_POSE)) {
  295. updating = false;
  296. update_flags = UPDATE_FLAG_NONE;
  297. return;
  298. }
  299. emit_signal(SceneStringName(skeleton_updated));
  300. // Update skins.
  301. RenderingServer *rs = RenderingServer::get_singleton();
  302. for (SkinReference *E : skin_bindings) {
  303. const Skin *skin = E->skin.operator->();
  304. RID skeleton = E->skeleton;
  305. uint32_t bind_count = skin->get_bind_count();
  306. if (E->bind_count != bind_count) {
  307. RS::get_singleton()->skeleton_allocate_data(skeleton, bind_count);
  308. E->bind_count = bind_count;
  309. E->skin_bone_indices.resize(bind_count);
  310. E->skin_bone_indices_ptrs = E->skin_bone_indices.ptrw();
  311. }
  312. if (E->skeleton_version != version) {
  313. for (uint32_t i = 0; i < bind_count; i++) {
  314. StringName bind_name = skin->get_bind_name(i);
  315. if (bind_name != StringName()) {
  316. // Bind name used, use this.
  317. bool found = false;
  318. for (int j = 0; j < len; j++) {
  319. if (bonesptr[j].name == bind_name) {
  320. E->skin_bone_indices_ptrs[i] = j;
  321. found = true;
  322. break;
  323. }
  324. }
  325. if (!found) {
  326. ERR_PRINT("Skin bind #" + itos(i) + " contains named bind '" + String(bind_name) + "' but Skeleton3D has no bone by that name.");
  327. E->skin_bone_indices_ptrs[i] = 0;
  328. }
  329. } else if (skin->get_bind_bone(i) >= 0) {
  330. int bind_index = skin->get_bind_bone(i);
  331. if (bind_index >= len) {
  332. ERR_PRINT("Skin bind #" + itos(i) + " contains bone index bind: " + itos(bind_index) + " , which is greater than the skeleton bone count: " + itos(len) + ".");
  333. E->skin_bone_indices_ptrs[i] = 0;
  334. } else {
  335. E->skin_bone_indices_ptrs[i] = bind_index;
  336. }
  337. } else {
  338. ERR_PRINT("Skin bind #" + itos(i) + " does not contain a name nor a bone index.");
  339. E->skin_bone_indices_ptrs[i] = 0;
  340. }
  341. }
  342. E->skeleton_version = version;
  343. }
  344. for (uint32_t i = 0; i < bind_count; i++) {
  345. uint32_t bone_index = E->skin_bone_indices_ptrs[i];
  346. ERR_CONTINUE(bone_index >= (uint32_t)len);
  347. rs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].global_pose * skin->get_bind_pose(i));
  348. }
  349. }
  350. if (!modifiers.is_empty()) {
  351. // Restore unmodified bone poses.
  352. for (uint32_t i = 0; i < bones.size(); i++) {
  353. bones_backup[i].restore(bones[i]);
  354. }
  355. // Restore dirty flags for global bone poses.
  356. bone_global_pose_dirty = bone_global_pose_dirty_backup;
  357. }
  358. updating = false;
  359. update_flags = UPDATE_FLAG_NONE;
  360. } break;
  361. case NOTIFICATION_INTERNAL_PROCESS: {
  362. advance(get_process_delta_time());
  363. } break;
  364. case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
  365. advance(get_physics_process_delta_time());
  366. } break;
  367. }
  368. }
  369. void Skeleton3D::advance(double p_delta) {
  370. _find_modifiers();
  371. if (!modifiers.is_empty()) {
  372. update_delta += p_delta; // Accumulate delta for manual advance as it needs to process in deferred update.
  373. _update_deferred(UPDATE_FLAG_MODIFIER);
  374. }
  375. }
  376. void Skeleton3D::set_modifier_callback_mode_process(Skeleton3D::ModifierCallbackModeProcess p_mode) {
  377. if (modifier_callback_mode_process == p_mode) {
  378. return;
  379. }
  380. modifier_callback_mode_process = p_mode;
  381. _process_changed();
  382. }
  383. Skeleton3D::ModifierCallbackModeProcess Skeleton3D::get_modifier_callback_mode_process() const {
  384. return modifier_callback_mode_process;
  385. }
  386. void Skeleton3D::_process_changed() {
  387. if (modifier_callback_mode_process == MODIFIER_CALLBACK_MODE_PROCESS_IDLE) {
  388. set_process_internal(true);
  389. set_physics_process_internal(false);
  390. } else if (modifier_callback_mode_process == MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS) {
  391. set_process_internal(false);
  392. set_physics_process_internal(true);
  393. } else {
  394. set_process_internal(false);
  395. set_physics_process_internal(false);
  396. }
  397. }
  398. void Skeleton3D::_make_modifiers_dirty() {
  399. modifiers_dirty = true;
  400. _update_deferred(UPDATE_FLAG_MODIFIER);
  401. }
  402. void Skeleton3D::_update_bones_nested_set() const {
  403. nested_set_offset_to_bone_index.resize(bones.size());
  404. bone_global_pose_dirty.resize(bones.size());
  405. _make_bone_global_poses_dirty();
  406. int offset = 0;
  407. for (int bone : parentless_bones) {
  408. offset += _update_bone_nested_set(bone, offset);
  409. }
  410. }
  411. int Skeleton3D::_update_bone_nested_set(int p_bone, int p_offset) const {
  412. Bone &bone = bones[p_bone];
  413. int offset = p_offset + 1;
  414. int span = 1;
  415. for (int child_bone : bone.child_bones) {
  416. int subspan = _update_bone_nested_set(child_bone, offset);
  417. offset += subspan;
  418. span += subspan;
  419. }
  420. nested_set_offset_to_bone_index[p_offset] = p_bone;
  421. bone.nested_set_offset = p_offset;
  422. bone.nested_set_span = span;
  423. return span;
  424. }
  425. void Skeleton3D::_make_bone_global_poses_dirty() const {
  426. for (uint32_t i = 0; i < bone_global_pose_dirty.size(); i++) {
  427. bone_global_pose_dirty[i] = true;
  428. }
  429. }
  430. void Skeleton3D::_make_bone_global_pose_subtree_dirty(int p_bone) const {
  431. if (process_order_dirty) {
  432. return;
  433. }
  434. const Bone &bone = bones[p_bone];
  435. int span_offset = bone.nested_set_offset;
  436. // No need to make subtree dirty when bone is already dirty.
  437. if (bone_global_pose_dirty[span_offset]) {
  438. return;
  439. }
  440. // Make global poses of subtree dirty.
  441. int span_end = span_offset + bone.nested_set_span;
  442. for (int i = span_offset; i < span_end; i++) {
  443. bone_global_pose_dirty[i] = true;
  444. }
  445. }
  446. void Skeleton3D::_update_bone_global_pose(int p_bone) const {
  447. const int bone_size = bones.size();
  448. ERR_FAIL_INDEX(p_bone, bone_size);
  449. _update_process_order();
  450. // Global pose is already calculated.
  451. int nested_set_offset = bones[p_bone].nested_set_offset;
  452. if (!bone_global_pose_dirty[nested_set_offset]) {
  453. return;
  454. }
  455. thread_local LocalVector<int> bone_list;
  456. bone_list.clear();
  457. Transform3D global_pose;
  458. // Create list of parent bones for which the global pose needs to be recalculated.
  459. for (int bone = p_bone; bone >= 0; bone = bones[bone].parent) {
  460. int offset = bones[bone].nested_set_offset;
  461. // Stop searching when global pose is not dirty.
  462. if (!bone_global_pose_dirty[offset]) {
  463. global_pose = bones[bone].global_pose;
  464. break;
  465. }
  466. bone_list.push_back(bone);
  467. }
  468. // Calculate global poses for all parent bones and the current bone.
  469. for (int i = bone_list.size() - 1; i >= 0; i--) {
  470. int bone_idx = bone_list[i];
  471. Bone &bone = bones[bone_idx];
  472. bool bone_enabled = bone.enabled && !show_rest_only;
  473. Transform3D bone_pose = bone_enabled ? get_bone_pose(bone_idx) : get_bone_rest(bone_idx);
  474. global_pose *= bone_pose;
  475. #ifndef DISABLE_DEPRECATED
  476. if (bone.global_pose_override_amount >= CMP_EPSILON) {
  477. global_pose = global_pose.interpolate_with(bone.global_pose_override, bone.global_pose_override_amount);
  478. }
  479. #endif // _DISABLE_DEPRECATED
  480. bone.global_pose = global_pose;
  481. bone_global_pose_dirty[bone.nested_set_offset] = false;
  482. }
  483. }
  484. Transform3D Skeleton3D::get_bone_global_pose(int p_bone) const {
  485. const int bone_size = bones.size();
  486. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  487. _update_bone_global_pose(p_bone);
  488. return bones[p_bone].global_pose;
  489. }
  490. void Skeleton3D::set_bone_global_pose(int p_bone, const Transform3D &p_pose) {
  491. const int bone_size = bones.size();
  492. ERR_FAIL_INDEX(p_bone, bone_size);
  493. Transform3D pt;
  494. if (bones[p_bone].parent >= 0) {
  495. pt = get_bone_global_pose(bones[p_bone].parent);
  496. }
  497. Transform3D t = pt.affine_inverse() * p_pose;
  498. set_bone_pose(p_bone, t);
  499. }
  500. void Skeleton3D::set_motion_scale(float p_motion_scale) {
  501. if (p_motion_scale <= 0) {
  502. motion_scale = 1;
  503. ERR_FAIL_MSG("Motion scale must be larger than 0.");
  504. }
  505. motion_scale = p_motion_scale;
  506. }
  507. float Skeleton3D::get_motion_scale() const {
  508. ERR_FAIL_COND_V(motion_scale <= 0, 1);
  509. return motion_scale;
  510. }
  511. // Skeleton creation api
  512. uint64_t Skeleton3D::get_version() const {
  513. return version;
  514. }
  515. int Skeleton3D::add_bone(const String &p_name) {
  516. ERR_FAIL_COND_V_MSG(p_name.is_empty() || p_name.contains_char(':') || p_name.contains_char('/'), -1, vformat("Bone name cannot be empty or contain ':' or '/'.", p_name));
  517. ERR_FAIL_COND_V_MSG(name_to_bone_index.has(p_name), -1, vformat("Skeleton3D \"%s\" already has a bone with name \"%s\".", to_string(), p_name));
  518. Bone b;
  519. b.name = p_name;
  520. bones.push_back(b);
  521. int new_idx = bones.size() - 1;
  522. name_to_bone_index.insert(p_name, new_idx);
  523. process_order_dirty = true;
  524. version++;
  525. rest_dirty = true;
  526. _make_dirty();
  527. update_gizmos();
  528. return new_idx;
  529. }
  530. int Skeleton3D::find_bone(const String &p_name) const {
  531. const int *bone_index_ptr = name_to_bone_index.getptr(p_name);
  532. return bone_index_ptr != nullptr ? *bone_index_ptr : -1;
  533. }
  534. String Skeleton3D::get_bone_name(int p_bone) const {
  535. const int bone_size = bones.size();
  536. ERR_FAIL_INDEX_V(p_bone, bone_size, "");
  537. return bones[p_bone].name;
  538. }
  539. void Skeleton3D::set_bone_name(int p_bone, const String &p_name) {
  540. const int bone_size = bones.size();
  541. ERR_FAIL_INDEX(p_bone, bone_size);
  542. const int *bone_index_ptr = name_to_bone_index.getptr(p_name);
  543. if (bone_index_ptr != nullptr) {
  544. ERR_FAIL_COND_MSG(*bone_index_ptr != p_bone, "Skeleton3D: '" + get_name() + "', bone name: '" + p_name + "' already exists.");
  545. return; // No need to rename, the bone already has the given name.
  546. }
  547. name_to_bone_index.erase(bones[p_bone].name);
  548. bones[p_bone].name = p_name;
  549. name_to_bone_index.insert(p_name, p_bone);
  550. version++;
  551. }
  552. Variant Skeleton3D::get_bone_meta(int p_bone, const StringName &p_key) const {
  553. const int bone_size = bones.size();
  554. ERR_FAIL_INDEX_V(p_bone, bone_size, Variant());
  555. if (!bones[p_bone].metadata.has(p_key)) {
  556. return Variant();
  557. }
  558. return bones[p_bone].metadata[p_key];
  559. }
  560. TypedArray<StringName> Skeleton3D::_get_bone_meta_list_bind(int p_bone) const {
  561. const int bone_size = bones.size();
  562. ERR_FAIL_INDEX_V(p_bone, bone_size, TypedArray<StringName>());
  563. TypedArray<StringName> _metaret;
  564. for (const KeyValue<StringName, Variant> &K : bones[p_bone].metadata) {
  565. _metaret.push_back(K.key);
  566. }
  567. return _metaret;
  568. }
  569. void Skeleton3D::get_bone_meta_list(int p_bone, List<StringName> *p_list) const {
  570. const int bone_size = bones.size();
  571. ERR_FAIL_INDEX(p_bone, bone_size);
  572. for (const KeyValue<StringName, Variant> &K : bones[p_bone].metadata) {
  573. p_list->push_back(K.key);
  574. }
  575. }
  576. bool Skeleton3D::has_bone_meta(int p_bone, const StringName &p_key) const {
  577. const int bone_size = bones.size();
  578. ERR_FAIL_INDEX_V(p_bone, bone_size, false);
  579. return bones[p_bone].metadata.has(p_key);
  580. }
  581. void Skeleton3D::set_bone_meta(int p_bone, const StringName &p_key, const Variant &p_value) {
  582. const int bone_size = bones.size();
  583. ERR_FAIL_INDEX(p_bone, bone_size);
  584. if (p_value.get_type() == Variant::NIL) {
  585. if (bones[p_bone].metadata.has(p_key)) {
  586. bones[p_bone].metadata.erase(p_key);
  587. }
  588. return;
  589. }
  590. bones[p_bone].metadata.insert(p_key, p_value, false);
  591. }
  592. bool Skeleton3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
  593. int parent_of_bone = get_bone_parent(p_bone);
  594. if (-1 == parent_of_bone) {
  595. return false;
  596. }
  597. if (parent_of_bone == p_parent_bone_id) {
  598. return true;
  599. }
  600. return is_bone_parent_of(parent_of_bone, p_parent_bone_id);
  601. }
  602. int Skeleton3D::get_bone_count() const {
  603. return bones.size();
  604. }
  605. void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
  606. const int bone_size = bones.size();
  607. ERR_FAIL_INDEX(p_bone, bone_size);
  608. ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
  609. ERR_FAIL_COND(p_bone == p_parent);
  610. bones[p_bone].parent = p_parent;
  611. process_order_dirty = true;
  612. rest_dirty = true;
  613. _make_dirty();
  614. }
  615. void Skeleton3D::unparent_bone_and_rest(int p_bone) {
  616. const int bone_size = bones.size();
  617. ERR_FAIL_INDEX(p_bone, bone_size);
  618. _update_process_order();
  619. int parent = bones[p_bone].parent;
  620. while (parent >= 0) {
  621. bones[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
  622. parent = bones[parent].parent;
  623. }
  624. bones[p_bone].parent = -1;
  625. process_order_dirty = true;
  626. rest_dirty = true;
  627. _make_dirty();
  628. }
  629. int Skeleton3D::get_bone_parent(int p_bone) const {
  630. const int bone_size = bones.size();
  631. ERR_FAIL_INDEX_V(p_bone, bone_size, -1);
  632. if (process_order_dirty) {
  633. _update_process_order();
  634. }
  635. return bones[p_bone].parent;
  636. }
  637. Vector<int> Skeleton3D::get_bone_children(int p_bone) const {
  638. const int bone_size = bones.size();
  639. ERR_FAIL_INDEX_V(p_bone, bone_size, Vector<int>());
  640. if (process_order_dirty) {
  641. _update_process_order();
  642. }
  643. return bones[p_bone].child_bones;
  644. }
  645. Vector<int> Skeleton3D::get_parentless_bones() const {
  646. if (process_order_dirty) {
  647. _update_process_order();
  648. }
  649. return parentless_bones;
  650. }
  651. void Skeleton3D::set_bone_rest(int p_bone, const Transform3D &p_rest) {
  652. const int bone_size = bones.size();
  653. ERR_FAIL_INDEX(p_bone, bone_size);
  654. bones[p_bone].rest = p_rest;
  655. rest_dirty = true;
  656. _make_dirty();
  657. _make_bone_global_pose_subtree_dirty(p_bone);
  658. }
  659. Transform3D Skeleton3D::get_bone_rest(int p_bone) const {
  660. const int bone_size = bones.size();
  661. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  662. return bones[p_bone].rest;
  663. }
  664. Transform3D Skeleton3D::get_bone_global_rest(int p_bone) const {
  665. const int bone_size = bones.size();
  666. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  667. if (rest_dirty) {
  668. _force_update_all_bone_transforms();
  669. }
  670. return bones[p_bone].global_rest;
  671. }
  672. void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
  673. const int bone_size = bones.size();
  674. ERR_FAIL_INDEX(p_bone, bone_size);
  675. bones[p_bone].enabled = p_enabled;
  676. emit_signal(SceneStringName(bone_enabled_changed), p_bone);
  677. _make_dirty();
  678. _make_bone_global_pose_subtree_dirty(p_bone);
  679. }
  680. bool Skeleton3D::is_bone_enabled(int p_bone) const {
  681. const int bone_size = bones.size();
  682. ERR_FAIL_INDEX_V(p_bone, bone_size, false);
  683. return bones[p_bone].enabled;
  684. }
  685. void Skeleton3D::set_show_rest_only(bool p_enabled) {
  686. show_rest_only = p_enabled;
  687. emit_signal(SceneStringName(show_rest_only_changed));
  688. _make_dirty();
  689. _make_bone_global_poses_dirty();
  690. }
  691. bool Skeleton3D::is_show_rest_only() const {
  692. return show_rest_only;
  693. }
  694. void Skeleton3D::clear_bones() {
  695. bones.clear();
  696. name_to_bone_index.clear();
  697. // All these structures contain references to now invalid bone indices.
  698. skin_bindings.clear();
  699. bone_global_pose_dirty.clear();
  700. parentless_bones.clear();
  701. nested_set_offset_to_bone_index.clear();
  702. process_order_dirty = true;
  703. version++;
  704. _make_dirty();
  705. }
  706. // Posing api
  707. void Skeleton3D::set_bone_pose(int p_bone, const Transform3D &p_pose) {
  708. const int bone_size = bones.size();
  709. ERR_FAIL_INDEX(p_bone, bone_size);
  710. bones[p_bone].pose_position = p_pose.origin;
  711. bones[p_bone].pose_rotation = p_pose.basis.get_rotation_quaternion();
  712. bones[p_bone].pose_scale = p_pose.basis.get_scale();
  713. bones[p_bone].pose_cache_dirty = true;
  714. if (is_inside_tree()) {
  715. _make_dirty();
  716. _make_bone_global_pose_subtree_dirty(p_bone);
  717. }
  718. }
  719. void Skeleton3D::set_bone_pose_position(int p_bone, const Vector3 &p_position) {
  720. const int bone_size = bones.size();
  721. ERR_FAIL_INDEX(p_bone, bone_size);
  722. bones[p_bone].pose_position = p_position;
  723. bones[p_bone].pose_cache_dirty = true;
  724. if (is_inside_tree()) {
  725. _make_dirty();
  726. _make_bone_global_pose_subtree_dirty(p_bone);
  727. }
  728. }
  729. void Skeleton3D::set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation) {
  730. const int bone_size = bones.size();
  731. ERR_FAIL_INDEX(p_bone, bone_size);
  732. bones[p_bone].pose_rotation = p_rotation;
  733. bones[p_bone].pose_cache_dirty = true;
  734. if (is_inside_tree()) {
  735. _make_dirty();
  736. _make_bone_global_pose_subtree_dirty(p_bone);
  737. }
  738. }
  739. void Skeleton3D::set_bone_pose_scale(int p_bone, const Vector3 &p_scale) {
  740. const int bone_size = bones.size();
  741. ERR_FAIL_INDEX(p_bone, bone_size);
  742. bones[p_bone].pose_scale = p_scale;
  743. bones[p_bone].pose_cache_dirty = true;
  744. if (is_inside_tree()) {
  745. _make_dirty();
  746. _make_bone_global_pose_subtree_dirty(p_bone);
  747. }
  748. }
  749. Vector3 Skeleton3D::get_bone_pose_position(int p_bone) const {
  750. const int bone_size = bones.size();
  751. ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3());
  752. return bones[p_bone].pose_position;
  753. }
  754. Quaternion Skeleton3D::get_bone_pose_rotation(int p_bone) const {
  755. const int bone_size = bones.size();
  756. ERR_FAIL_INDEX_V(p_bone, bone_size, Quaternion());
  757. return bones[p_bone].pose_rotation;
  758. }
  759. Vector3 Skeleton3D::get_bone_pose_scale(int p_bone) const {
  760. const int bone_size = bones.size();
  761. ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3());
  762. return bones[p_bone].pose_scale;
  763. }
  764. void Skeleton3D::reset_bone_pose(int p_bone) {
  765. const int bone_size = bones.size();
  766. ERR_FAIL_INDEX(p_bone, bone_size);
  767. set_bone_pose_position(p_bone, bones[p_bone].rest.origin);
  768. set_bone_pose_rotation(p_bone, bones[p_bone].rest.basis.get_rotation_quaternion());
  769. set_bone_pose_scale(p_bone, bones[p_bone].rest.basis.get_scale());
  770. }
  771. void Skeleton3D::reset_bone_poses() {
  772. for (uint32_t i = 0; i < bones.size(); i++) {
  773. reset_bone_pose(i);
  774. }
  775. }
  776. Transform3D Skeleton3D::get_bone_pose(int p_bone) const {
  777. const int bone_size = bones.size();
  778. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  779. bones[p_bone].update_pose_cache();
  780. return bones[p_bone].pose_cache;
  781. }
  782. void Skeleton3D::_make_dirty() {
  783. if (dirty) {
  784. return;
  785. }
  786. dirty = true;
  787. _update_deferred(modifiers.is_empty() ? UPDATE_FLAG_POSE : (UpdateFlag)(UPDATE_FLAG_POSE | UPDATE_FLAG_MODIFIER));
  788. }
  789. void Skeleton3D::_update_deferred(UpdateFlag p_update_flag) {
  790. if (is_inside_tree()) {
  791. #ifdef TOOLS_ENABLED
  792. if (saving) {
  793. update_flags |= p_update_flag;
  794. _notification(NOTIFICATION_UPDATE_SKELETON);
  795. return;
  796. }
  797. #endif // TOOLS_ENABLED
  798. if (update_flags == UPDATE_FLAG_NONE && !updating) {
  799. notify_deferred_thread_group(NOTIFICATION_UPDATE_SKELETON); // It must never be called more than once in a single frame.
  800. }
  801. update_flags |= p_update_flag;
  802. }
  803. }
  804. void Skeleton3D::localize_rests() {
  805. Vector<int> bones_to_process = get_parentless_bones();
  806. while (bones_to_process.size() > 0) {
  807. int current_bone_idx = bones_to_process[0];
  808. bones_to_process.erase(current_bone_idx);
  809. if (bones[current_bone_idx].parent >= 0) {
  810. set_bone_rest(current_bone_idx, bones[bones[current_bone_idx].parent].rest.affine_inverse() * bones[current_bone_idx].rest);
  811. }
  812. // Add the bone's children to the list of bones to be processed.
  813. int child_bone_size = bones[current_bone_idx].child_bones.size();
  814. for (int i = 0; i < child_bone_size; i++) {
  815. bones_to_process.push_back(bones[current_bone_idx].child_bones[i]);
  816. }
  817. }
  818. }
  819. void Skeleton3D::_skin_changed() {
  820. _make_dirty();
  821. }
  822. Ref<Skin> Skeleton3D::create_skin_from_rest_transforms() {
  823. Ref<Skin> skin;
  824. skin.instantiate();
  825. skin->set_bind_count(bones.size());
  826. // Pose changed, rebuild cache of inverses.
  827. const Bone *bonesptr = bones.ptr();
  828. uint32_t len = bones.size();
  829. // Calculate global rests and invert them.
  830. LocalVector<int> bones_to_process;
  831. bones_to_process = get_parentless_bones();
  832. while (bones_to_process.size() > 0) {
  833. int current_bone_idx = bones_to_process[0];
  834. const Bone &b = bonesptr[current_bone_idx];
  835. bones_to_process.erase(current_bone_idx);
  836. LocalVector<int> child_bones_vector;
  837. child_bones_vector = get_bone_children(current_bone_idx);
  838. int child_bones_size = child_bones_vector.size();
  839. if (b.parent < 0) {
  840. skin->set_bind_pose(current_bone_idx, b.rest);
  841. }
  842. for (int i = 0; i < child_bones_size; i++) {
  843. int child_bone_idx = child_bones_vector[i];
  844. const Bone &cb = bonesptr[child_bone_idx];
  845. skin->set_bind_pose(child_bone_idx, skin->get_bind_pose(current_bone_idx) * cb.rest);
  846. // Add the bone's children to the list of bones to be processed.
  847. bones_to_process.push_back(child_bones_vector[i]);
  848. }
  849. }
  850. for (uint32_t i = 0; i < len; i++) {
  851. // The inverse is what is actually required.
  852. skin->set_bind_bone(i, i);
  853. skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse());
  854. }
  855. return skin;
  856. }
  857. Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
  858. ERR_FAIL_COND_V(p_skin.is_null(), Ref<SkinReference>());
  859. for (const SkinReference *E : skin_bindings) {
  860. if (E->skin == p_skin) {
  861. return Ref<SkinReference>(E);
  862. }
  863. }
  864. Ref<SkinReference> skin_ref;
  865. skin_ref.instantiate();
  866. skin_ref->skeleton_node = this;
  867. skin_ref->bind_count = 0;
  868. skin_ref->skeleton = RenderingServer::get_singleton()->skeleton_create();
  869. skin_ref->skeleton_node = this;
  870. skin_ref->skin = p_skin;
  871. skin_bindings.insert(skin_ref.operator->());
  872. skin_ref->skin->connect_changed(callable_mp(skin_ref.operator->(), &SkinReference::_skin_changed));
  873. _make_dirty(); // Skin needs to be updated, so update skeleton.
  874. return skin_ref;
  875. }
  876. void Skeleton3D::force_update_deferred() {
  877. _make_dirty();
  878. }
  879. void Skeleton3D::force_update_all_dirty_bones() {
  880. _force_update_all_dirty_bones();
  881. }
  882. void Skeleton3D::_force_update_all_dirty_bones() const {
  883. if (!dirty) {
  884. return;
  885. }
  886. _force_update_all_bone_transforms();
  887. }
  888. void Skeleton3D::force_update_all_bone_transforms() {
  889. _force_update_all_bone_transforms();
  890. }
  891. void Skeleton3D::_force_update_all_bone_transforms() const {
  892. _update_process_order();
  893. for (int i = 0; i < parentless_bones.size(); i++) {
  894. _force_update_bone_children_transforms(parentless_bones[i]);
  895. }
  896. if (rest_dirty) {
  897. rest_dirty = false;
  898. const_cast<Skeleton3D *>(this)->emit_signal(SNAME("rest_updated"));
  899. } else {
  900. rest_dirty = false;
  901. }
  902. dirty = false;
  903. if (updating) {
  904. return;
  905. }
  906. const_cast<Skeleton3D *>(this)->emit_signal(SceneStringName(pose_updated));
  907. }
  908. void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
  909. _force_update_bone_children_transforms(p_bone_idx);
  910. }
  911. void Skeleton3D::_force_update_bone_children_transforms(int p_bone_idx) const {
  912. const int bone_size = bones.size();
  913. ERR_FAIL_INDEX(p_bone_idx, bone_size);
  914. _update_process_order();
  915. Bone *bonesptr = bones.ptr();
  916. // Loop through nested set.
  917. for (int offset = 0; offset < bone_size; offset++) {
  918. if (rest_dirty) {
  919. int current_bone_idx = nested_set_offset_to_bone_index[offset];
  920. Bone &b = bonesptr[current_bone_idx];
  921. b.global_rest = b.parent >= 0 ? bonesptr[b.parent].global_rest * b.rest : b.rest; // Rest needs update apert from pose.
  922. }
  923. if (!bone_global_pose_dirty[offset]) {
  924. continue;
  925. }
  926. int current_bone_idx = nested_set_offset_to_bone_index[offset];
  927. Bone &b = bonesptr[current_bone_idx];
  928. bool bone_enabled = b.enabled && !show_rest_only;
  929. if (bone_enabled) {
  930. b.update_pose_cache();
  931. Transform3D pose = b.pose_cache;
  932. if (b.parent >= 0) {
  933. b.global_pose = bonesptr[b.parent].global_pose * pose;
  934. } else {
  935. b.global_pose = pose;
  936. }
  937. } else {
  938. if (b.parent >= 0) {
  939. b.global_pose = bonesptr[b.parent].global_pose * b.rest;
  940. } else {
  941. b.global_pose = b.rest;
  942. }
  943. }
  944. #ifndef DISABLE_DEPRECATED
  945. if (bone_enabled) {
  946. Transform3D pose = b.pose_cache;
  947. if (b.parent >= 0) {
  948. b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * pose;
  949. } else {
  950. b.pose_global_no_override = pose;
  951. }
  952. } else {
  953. if (b.parent >= 0) {
  954. b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * b.rest;
  955. } else {
  956. b.pose_global_no_override = b.rest;
  957. }
  958. }
  959. if (b.global_pose_override_amount >= CMP_EPSILON) {
  960. b.global_pose = b.global_pose.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
  961. }
  962. if (b.global_pose_override_reset) {
  963. b.global_pose_override_amount = 0.0;
  964. }
  965. #endif // _DISABLE_DEPRECATED
  966. bone_global_pose_dirty[offset] = false;
  967. }
  968. }
  969. void Skeleton3D::_find_modifiers() {
  970. if (!modifiers_dirty) {
  971. return;
  972. }
  973. modifiers.clear();
  974. for (int i = 0; i < get_child_count(); i++) {
  975. SkeletonModifier3D *c = Object::cast_to<SkeletonModifier3D>(get_child(i));
  976. if (c) {
  977. modifiers.push_back(c->get_instance_id());
  978. }
  979. }
  980. modifiers_dirty = false;
  981. }
  982. void Skeleton3D::_process_modifiers() {
  983. for (const ObjectID &oid : modifiers) {
  984. Object *t_obj = ObjectDB::get_instance(oid);
  985. if (!t_obj) {
  986. continue;
  987. }
  988. SkeletonModifier3D *mod = cast_to<SkeletonModifier3D>(t_obj);
  989. if (!mod) {
  990. continue;
  991. }
  992. #ifdef TOOLS_ENABLED
  993. if (saving && !mod->is_processed_on_saving()) {
  994. continue;
  995. }
  996. #endif // TOOLS_ENABLED
  997. real_t influence = mod->get_influence();
  998. if (influence < 1.0) {
  999. LocalVector<Transform3D> old_poses;
  1000. for (int i = 0; i < get_bone_count(); i++) {
  1001. old_poses.push_back(get_bone_pose(i));
  1002. }
  1003. mod->process_modification(update_delta);
  1004. LocalVector<Transform3D> new_poses;
  1005. for (int i = 0; i < get_bone_count(); i++) {
  1006. new_poses.push_back(get_bone_pose(i));
  1007. }
  1008. for (int i = 0; i < get_bone_count(); i++) {
  1009. if (old_poses[i] == new_poses[i]) {
  1010. continue; // Avoid unneeded calculation.
  1011. }
  1012. set_bone_pose(i, old_poses[i].interpolate_with(new_poses[i], influence));
  1013. }
  1014. } else {
  1015. mod->process_modification(update_delta);
  1016. }
  1017. force_update_all_dirty_bones();
  1018. }
  1019. update_delta = 0; // Reset accumulated delta.
  1020. }
  1021. void Skeleton3D::add_child_notify(Node *p_child) {
  1022. if (Object::cast_to<SkeletonModifier3D>(p_child)) {
  1023. _make_modifiers_dirty();
  1024. }
  1025. }
  1026. void Skeleton3D::move_child_notify(Node *p_child) {
  1027. if (Object::cast_to<SkeletonModifier3D>(p_child)) {
  1028. _make_modifiers_dirty();
  1029. }
  1030. }
  1031. void Skeleton3D::remove_child_notify(Node *p_child) {
  1032. if (Object::cast_to<SkeletonModifier3D>(p_child)) {
  1033. _make_modifiers_dirty();
  1034. }
  1035. }
  1036. void Skeleton3D::_bind_methods() {
  1037. ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton3D::add_bone);
  1038. ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton3D::find_bone);
  1039. ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton3D::get_bone_name);
  1040. ClassDB::bind_method(D_METHOD("set_bone_name", "bone_idx", "name"), &Skeleton3D::set_bone_name);
  1041. ClassDB::bind_method(D_METHOD("get_bone_meta", "bone_idx", "key"), &Skeleton3D::get_bone_meta);
  1042. ClassDB::bind_method(D_METHOD("get_bone_meta_list", "bone_idx"), &Skeleton3D::_get_bone_meta_list_bind);
  1043. ClassDB::bind_method(D_METHOD("has_bone_meta", "bone_idx", "key"), &Skeleton3D::has_bone_meta);
  1044. ClassDB::bind_method(D_METHOD("set_bone_meta", "bone_idx", "key", "value"), &Skeleton3D::set_bone_meta);
  1045. ClassDB::bind_method(D_METHOD("get_concatenated_bone_names"), &Skeleton3D::get_concatenated_bone_names);
  1046. ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton3D::get_bone_parent);
  1047. ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton3D::set_bone_parent);
  1048. ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton3D::get_bone_count);
  1049. ClassDB::bind_method(D_METHOD("get_version"), &Skeleton3D::get_version);
  1050. ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton3D::unparent_bone_and_rest);
  1051. ClassDB::bind_method(D_METHOD("get_bone_children", "bone_idx"), &Skeleton3D::get_bone_children);
  1052. ClassDB::bind_method(D_METHOD("get_parentless_bones"), &Skeleton3D::get_parentless_bones);
  1053. ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton3D::get_bone_rest);
  1054. ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton3D::set_bone_rest);
  1055. ClassDB::bind_method(D_METHOD("get_bone_global_rest", "bone_idx"), &Skeleton3D::get_bone_global_rest);
  1056. ClassDB::bind_method(D_METHOD("create_skin_from_rest_transforms"), &Skeleton3D::create_skin_from_rest_transforms);
  1057. ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton3D::register_skin);
  1058. ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton3D::localize_rests);
  1059. ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton3D::clear_bones);
  1060. ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton3D::get_bone_pose);
  1061. ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton3D::set_bone_pose);
  1062. ClassDB::bind_method(D_METHOD("set_bone_pose_position", "bone_idx", "position"), &Skeleton3D::set_bone_pose_position);
  1063. ClassDB::bind_method(D_METHOD("set_bone_pose_rotation", "bone_idx", "rotation"), &Skeleton3D::set_bone_pose_rotation);
  1064. ClassDB::bind_method(D_METHOD("set_bone_pose_scale", "bone_idx", "scale"), &Skeleton3D::set_bone_pose_scale);
  1065. ClassDB::bind_method(D_METHOD("get_bone_pose_position", "bone_idx"), &Skeleton3D::get_bone_pose_position);
  1066. ClassDB::bind_method(D_METHOD("get_bone_pose_rotation", "bone_idx"), &Skeleton3D::get_bone_pose_rotation);
  1067. ClassDB::bind_method(D_METHOD("get_bone_pose_scale", "bone_idx"), &Skeleton3D::get_bone_pose_scale);
  1068. ClassDB::bind_method(D_METHOD("reset_bone_pose", "bone_idx"), &Skeleton3D::reset_bone_pose);
  1069. ClassDB::bind_method(D_METHOD("reset_bone_poses"), &Skeleton3D::reset_bone_poses);
  1070. ClassDB::bind_method(D_METHOD("is_bone_enabled", "bone_idx"), &Skeleton3D::is_bone_enabled);
  1071. ClassDB::bind_method(D_METHOD("set_bone_enabled", "bone_idx", "enabled"), &Skeleton3D::set_bone_enabled, DEFVAL(true));
  1072. ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton3D::get_bone_global_pose);
  1073. ClassDB::bind_method(D_METHOD("set_bone_global_pose", "bone_idx", "pose"), &Skeleton3D::set_bone_global_pose);
  1074. ClassDB::bind_method(D_METHOD("force_update_all_bone_transforms"), &Skeleton3D::force_update_all_bone_transforms);
  1075. ClassDB::bind_method(D_METHOD("force_update_bone_child_transform", "bone_idx"), &Skeleton3D::force_update_bone_children_transforms);
  1076. ClassDB::bind_method(D_METHOD("set_motion_scale", "motion_scale"), &Skeleton3D::set_motion_scale);
  1077. ClassDB::bind_method(D_METHOD("get_motion_scale"), &Skeleton3D::get_motion_scale);
  1078. ClassDB::bind_method(D_METHOD("set_show_rest_only", "enabled"), &Skeleton3D::set_show_rest_only);
  1079. ClassDB::bind_method(D_METHOD("is_show_rest_only"), &Skeleton3D::is_show_rest_only);
  1080. ClassDB::bind_method(D_METHOD("set_modifier_callback_mode_process", "mode"), &Skeleton3D::set_modifier_callback_mode_process);
  1081. ClassDB::bind_method(D_METHOD("get_modifier_callback_mode_process"), &Skeleton3D::get_modifier_callback_mode_process);
  1082. ClassDB::bind_method(D_METHOD("advance", "delta"), &Skeleton3D::advance);
  1083. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "motion_scale", PROPERTY_HINT_RANGE, "0.001,10,0.001,or_greater"), "set_motion_scale", "get_motion_scale");
  1084. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "show_rest_only"), "set_show_rest_only", "is_show_rest_only");
  1085. ADD_GROUP("Modifier", "modifier_");
  1086. ADD_PROPERTY(PropertyInfo(Variant::INT, "modifier_callback_mode_process", PROPERTY_HINT_ENUM, "Physics,Idle,Manual"), "set_modifier_callback_mode_process", "get_modifier_callback_mode_process");
  1087. ADD_SIGNAL(MethodInfo("rest_updated"));
  1088. ADD_SIGNAL(MethodInfo("pose_updated"));
  1089. ADD_SIGNAL(MethodInfo("skeleton_updated"));
  1090. ADD_SIGNAL(MethodInfo("bone_enabled_changed", PropertyInfo(Variant::INT, "bone_idx")));
  1091. ADD_SIGNAL(MethodInfo("bone_list_changed"));
  1092. ADD_SIGNAL(MethodInfo("show_rest_only_changed"));
  1093. BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
  1094. BIND_ENUM_CONSTANT(MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS);
  1095. BIND_ENUM_CONSTANT(MODIFIER_CALLBACK_MODE_PROCESS_IDLE);
  1096. BIND_ENUM_CONSTANT(MODIFIER_CALLBACK_MODE_PROCESS_MANUAL);
  1097. #ifndef DISABLE_DEPRECATED
  1098. ClassDB::bind_method(D_METHOD("clear_bones_global_pose_override"), &Skeleton3D::clear_bones_global_pose_override);
  1099. ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_global_pose_override, DEFVAL(false));
  1100. ClassDB::bind_method(D_METHOD("get_bone_global_pose_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_override);
  1101. ClassDB::bind_method(D_METHOD("get_bone_global_pose_no_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_no_override);
  1102. #ifndef PHYSICS_3D_DISABLED
  1103. ClassDB::bind_method(D_METHOD("set_animate_physical_bones", "enabled"), &Skeleton3D::set_animate_physical_bones);
  1104. ClassDB::bind_method(D_METHOD("get_animate_physical_bones"), &Skeleton3D::get_animate_physical_bones);
  1105. ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton3D::physical_bones_stop_simulation);
  1106. ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton3D::physical_bones_start_simulation_on, DEFVAL(Array()));
  1107. ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton3D::physical_bones_add_collision_exception);
  1108. ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception);
  1109. ADD_GROUP("Deprecated", "");
  1110. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones");
  1111. #endif // PHYSICS_3D_DISABLED
  1112. #endif // _DISABLE_DEPRECATED
  1113. }
  1114. #ifndef DISABLE_DEPRECATED
  1115. void Skeleton3D::clear_bones_global_pose_override() {
  1116. for (uint32_t i = 0; i < bones.size(); i += 1) {
  1117. bones[i].global_pose_override_amount = 0;
  1118. bones[i].global_pose_override_reset = true;
  1119. }
  1120. _make_dirty();
  1121. _make_bone_global_poses_dirty();
  1122. }
  1123. void Skeleton3D::set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) {
  1124. const int bone_size = bones.size();
  1125. ERR_FAIL_INDEX(p_bone, bone_size);
  1126. bones[p_bone].global_pose_override_amount = p_amount;
  1127. bones[p_bone].global_pose_override = p_pose;
  1128. bones[p_bone].global_pose_override_reset = !p_persistent;
  1129. _make_dirty();
  1130. _make_bone_global_pose_subtree_dirty(p_bone);
  1131. }
  1132. Transform3D Skeleton3D::get_bone_global_pose_override(int p_bone) const {
  1133. const int bone_size = bones.size();
  1134. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  1135. return bones[p_bone].global_pose_override;
  1136. }
  1137. Transform3D Skeleton3D::get_bone_global_pose_no_override(int p_bone) const {
  1138. const int bone_size = bones.size();
  1139. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  1140. _force_update_all_dirty_bones();
  1141. return bones[p_bone].pose_global_no_override;
  1142. }
  1143. #ifndef PHYSICS_3D_DISABLED
  1144. Node *Skeleton3D::get_simulator() {
  1145. return simulator;
  1146. }
  1147. void Skeleton3D::set_animate_physical_bones(bool p_enabled) {
  1148. animate_physical_bones = p_enabled;
  1149. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1150. if (!sim) {
  1151. return;
  1152. }
  1153. sim->set_active(animate_physical_bones || sim->is_simulating_physics());
  1154. }
  1155. bool Skeleton3D::get_animate_physical_bones() const {
  1156. return animate_physical_bones;
  1157. }
  1158. void Skeleton3D::physical_bones_stop_simulation() {
  1159. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1160. if (!sim) {
  1161. return;
  1162. }
  1163. sim->physical_bones_stop_simulation();
  1164. sim->set_active(animate_physical_bones || sim->is_simulating_physics());
  1165. }
  1166. void Skeleton3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) {
  1167. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1168. if (!sim) {
  1169. return;
  1170. }
  1171. sim->set_active(true);
  1172. sim->physical_bones_start_simulation_on(p_bones);
  1173. }
  1174. void Skeleton3D::physical_bones_add_collision_exception(RID p_exception) {
  1175. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1176. if (!sim) {
  1177. return;
  1178. }
  1179. sim->physical_bones_add_collision_exception(p_exception);
  1180. }
  1181. void Skeleton3D::physical_bones_remove_collision_exception(RID p_exception) {
  1182. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1183. if (!sim) {
  1184. return;
  1185. }
  1186. sim->physical_bones_remove_collision_exception(p_exception);
  1187. }
  1188. #endif // PHYSICS_3D_DISABLED
  1189. #endif // _DISABLE_DEPRECATED
  1190. Skeleton3D::Skeleton3D() {
  1191. }
  1192. Skeleton3D::~Skeleton3D() {
  1193. // Some skins may remain bound.
  1194. for (SkinReference *E : skin_bindings) {
  1195. E->skeleton_node = nullptr;
  1196. }
  1197. }