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skeleton.cpp 23 KB

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  1. /*************************************************************************/
  2. /* skeleton.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  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.h"
  31. #include "core/message_queue.h"
  32. #include "core/project_settings.h"
  33. #include "scene/3d/physics_body.h"
  34. #include "scene/resources/surface_tool.h"
  35. bool Skeleton::_set(const StringName &p_path, const Variant &p_value) {
  36. String path = p_path;
  37. if (!path.begins_with("bones/"))
  38. return false;
  39. int which = path.get_slicec('/', 1).to_int();
  40. String what = path.get_slicec('/', 2);
  41. if (which == bones.size() && what == "name") {
  42. add_bone(p_value);
  43. return true;
  44. }
  45. ERR_FAIL_INDEX_V(which, bones.size(), false);
  46. if (what == "parent")
  47. set_bone_parent(which, p_value);
  48. else if (what == "rest")
  49. set_bone_rest(which, p_value);
  50. else if (what == "enabled")
  51. set_bone_enabled(which, p_value);
  52. else if (what == "pose")
  53. set_bone_pose(which, p_value);
  54. else if (what == "bound_children") {
  55. Array children = p_value;
  56. if (is_inside_tree()) {
  57. bones.write[which].nodes_bound.clear();
  58. for (int i = 0; i < children.size(); i++) {
  59. NodePath npath = children[i];
  60. ERR_CONTINUE(npath.operator String() == "");
  61. Node *node = get_node(npath);
  62. ERR_CONTINUE(!node);
  63. bind_child_node_to_bone(which, node);
  64. }
  65. }
  66. } else {
  67. return false;
  68. }
  69. return true;
  70. }
  71. bool Skeleton::_get(const StringName &p_path, Variant &r_ret) const {
  72. String path = p_path;
  73. if (!path.begins_with("bones/"))
  74. return false;
  75. int which = path.get_slicec('/', 1).to_int();
  76. String what = path.get_slicec('/', 2);
  77. ERR_FAIL_INDEX_V(which, bones.size(), false);
  78. if (what == "name")
  79. r_ret = get_bone_name(which);
  80. else if (what == "parent")
  81. r_ret = get_bone_parent(which);
  82. else if (what == "rest")
  83. r_ret = get_bone_rest(which);
  84. else if (what == "enabled")
  85. r_ret = is_bone_enabled(which);
  86. else if (what == "pose")
  87. r_ret = get_bone_pose(which);
  88. else if (what == "bound_children") {
  89. Array children;
  90. for (const List<uint32_t>::Element *E = bones[which].nodes_bound.front(); E; E = E->next()) {
  91. Object *obj = ObjectDB::get_instance(E->get());
  92. ERR_CONTINUE(!obj);
  93. Node *node = Object::cast_to<Node>(obj);
  94. ERR_CONTINUE(!node);
  95. NodePath npath = get_path_to(node);
  96. children.push_back(npath);
  97. }
  98. r_ret = children;
  99. } else
  100. return false;
  101. return true;
  102. }
  103. void Skeleton::_get_property_list(List<PropertyInfo> *p_list) const {
  104. for (int i = 0; i < bones.size(); i++) {
  105. String prep = "bones/" + itos(i) + "/";
  106. p_list->push_back(PropertyInfo(Variant::STRING, prep + "name"));
  107. p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1"));
  108. p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "rest"));
  109. p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled"));
  110. p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
  111. p_list->push_back(PropertyInfo(Variant::ARRAY, prep + "bound_children"));
  112. }
  113. }
  114. void Skeleton::_update_process_order() {
  115. if (!process_order_dirty)
  116. return;
  117. Bone *bonesptr = bones.ptrw();
  118. int len = bones.size();
  119. process_order.resize(len);
  120. int *order = process_order.ptrw();
  121. for (int i = 0; i < len; i++) {
  122. if (bonesptr[i].parent >= len) {
  123. //validate this just in case
  124. ERR_PRINTS("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
  125. bonesptr[i].parent = -1;
  126. }
  127. order[i] = i;
  128. bonesptr[i].sort_index = i;
  129. }
  130. //now check process order
  131. int pass_count = 0;
  132. while (pass_count < len * len) {
  133. //using bubblesort because of simplicity, it wont run every frame though.
  134. //bublesort worst case is O(n^2), and this may be an infinite loop if cyclic
  135. bool swapped = false;
  136. for (int i = 0; i < len; i++) {
  137. int parent_idx = bonesptr[order[i]].parent;
  138. if (parent_idx < 0)
  139. continue; //do nothing because it has no parent
  140. //swap indices
  141. int parent_order = bonesptr[parent_idx].sort_index;
  142. if (parent_order > i) {
  143. bonesptr[order[i]].sort_index = parent_order;
  144. bonesptr[parent_idx].sort_index = i;
  145. //swap order
  146. SWAP(order[i], order[parent_order]);
  147. swapped = true;
  148. }
  149. }
  150. if (!swapped)
  151. break;
  152. pass_count++;
  153. }
  154. if (pass_count == len * len) {
  155. ERR_PRINT("Skeleton parenthood graph is cyclic");
  156. }
  157. process_order_dirty = false;
  158. }
  159. void Skeleton::_notification(int p_what) {
  160. switch (p_what) {
  161. case NOTIFICATION_ENTER_WORLD: {
  162. VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform());
  163. } break;
  164. case NOTIFICATION_EXIT_WORLD: {
  165. } break;
  166. case NOTIFICATION_TRANSFORM_CHANGED: {
  167. VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform());
  168. } break;
  169. case NOTIFICATION_UPDATE_SKELETON: {
  170. VisualServer *vs = VisualServer::get_singleton();
  171. Bone *bonesptr = bones.ptrw();
  172. int len = bones.size();
  173. vs->skeleton_allocate(skeleton, len); // if same size, nothing really happens
  174. _update_process_order();
  175. const int *order = process_order.ptr();
  176. // pose changed, rebuild cache of inverses
  177. if (rest_global_inverse_dirty) {
  178. // calculate global rests and invert them
  179. for (int i = 0; i < len; i++) {
  180. Bone &b = bonesptr[order[i]];
  181. if (b.parent >= 0)
  182. b.rest_global_inverse = bonesptr[b.parent].rest_global_inverse * b.rest;
  183. else
  184. b.rest_global_inverse = b.rest;
  185. }
  186. for (int i = 0; i < len; i++) {
  187. Bone &b = bonesptr[order[i]];
  188. b.rest_global_inverse.affine_invert();
  189. }
  190. rest_global_inverse_dirty = false;
  191. }
  192. for (int i = 0; i < len; i++) {
  193. Bone &b = bonesptr[order[i]];
  194. if (b.disable_rest) {
  195. if (b.enabled) {
  196. Transform pose = b.pose;
  197. if (b.custom_pose_enable) {
  198. pose = b.custom_pose * pose;
  199. }
  200. if (b.parent >= 0) {
  201. b.pose_global = bonesptr[b.parent].pose_global * pose;
  202. } else {
  203. b.pose_global = pose;
  204. }
  205. } else {
  206. if (b.parent >= 0) {
  207. b.pose_global = bonesptr[b.parent].pose_global;
  208. } else {
  209. b.pose_global = Transform();
  210. }
  211. }
  212. } else {
  213. if (b.enabled) {
  214. Transform pose = b.pose;
  215. if (b.custom_pose_enable) {
  216. pose = b.custom_pose * pose;
  217. }
  218. if (b.parent >= 0) {
  219. b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
  220. } else {
  221. b.pose_global = b.rest * pose;
  222. }
  223. } else {
  224. if (b.parent >= 0) {
  225. b.pose_global = bonesptr[b.parent].pose_global * b.rest;
  226. } else {
  227. b.pose_global = b.rest;
  228. }
  229. }
  230. }
  231. b.transform_final = b.pose_global * b.rest_global_inverse;
  232. vs->skeleton_bone_set_transform(skeleton, order[i], b.transform_final);
  233. for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
  234. Object *obj = ObjectDB::get_instance(E->get());
  235. ERR_CONTINUE(!obj);
  236. Spatial *sp = Object::cast_to<Spatial>(obj);
  237. ERR_CONTINUE(!sp);
  238. sp->set_transform(b.pose_global);
  239. }
  240. }
  241. dirty = false;
  242. } break;
  243. }
  244. }
  245. Transform Skeleton::get_bone_transform(int p_bone) const {
  246. ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
  247. if (dirty)
  248. const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
  249. return bones[p_bone].pose_global * bones[p_bone].rest_global_inverse;
  250. }
  251. void Skeleton::set_bone_global_pose(int p_bone, const Transform &p_pose) {
  252. ERR_FAIL_INDEX(p_bone, bones.size());
  253. if (bones[p_bone].parent == -1) {
  254. set_bone_pose(p_bone, bones[p_bone].rest_global_inverse * p_pose); //fast
  255. } else {
  256. set_bone_pose(p_bone, bones[p_bone].rest.affine_inverse() * (get_bone_global_pose(bones[p_bone].parent).affine_inverse() * p_pose)); //slow
  257. }
  258. }
  259. Transform Skeleton::get_bone_global_pose(int p_bone) const {
  260. ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
  261. if (dirty)
  262. const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
  263. return bones[p_bone].pose_global;
  264. }
  265. RID Skeleton::get_skeleton() const {
  266. return skeleton;
  267. }
  268. // skeleton creation api
  269. void Skeleton::add_bone(const String &p_name) {
  270. ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
  271. for (int i = 0; i < bones.size(); i++) {
  272. ERR_FAIL_COND(bones[i].name == p_name);
  273. }
  274. Bone b;
  275. b.name = p_name;
  276. bones.push_back(b);
  277. process_order_dirty = true;
  278. rest_global_inverse_dirty = true;
  279. _make_dirty();
  280. update_gizmo();
  281. }
  282. int Skeleton::find_bone(const String &p_name) const {
  283. for (int i = 0; i < bones.size(); i++) {
  284. if (bones[i].name == p_name)
  285. return i;
  286. }
  287. return -1;
  288. }
  289. String Skeleton::get_bone_name(int p_bone) const {
  290. ERR_FAIL_INDEX_V(p_bone, bones.size(), "");
  291. return bones[p_bone].name;
  292. }
  293. bool Skeleton::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
  294. int parent_of_bone = get_bone_parent(p_bone);
  295. if (-1 == parent_of_bone)
  296. return false;
  297. if (parent_of_bone == p_parent_bone_id)
  298. return true;
  299. return is_bone_parent_of(parent_of_bone, p_parent_bone_id);
  300. }
  301. int Skeleton::get_bone_count() const {
  302. return bones.size();
  303. }
  304. void Skeleton::set_bone_parent(int p_bone, int p_parent) {
  305. ERR_FAIL_INDEX(p_bone, bones.size());
  306. ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
  307. bones.write[p_bone].parent = p_parent;
  308. rest_global_inverse_dirty = true;
  309. process_order_dirty = true;
  310. _make_dirty();
  311. }
  312. void Skeleton::unparent_bone_and_rest(int p_bone) {
  313. ERR_FAIL_INDEX(p_bone, bones.size());
  314. _update_process_order();
  315. int parent = bones[p_bone].parent;
  316. while (parent >= 0) {
  317. bones.write[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
  318. parent = bones[parent].parent;
  319. }
  320. bones.write[p_bone].parent = -1;
  321. bones.write[p_bone].rest_global_inverse = bones[p_bone].rest.affine_inverse(); //same thing
  322. process_order_dirty = true;
  323. _make_dirty();
  324. }
  325. void Skeleton::set_bone_ignore_animation(int p_bone, bool p_ignore) {
  326. ERR_FAIL_INDEX(p_bone, bones.size());
  327. bones.write[p_bone].ignore_animation = p_ignore;
  328. }
  329. bool Skeleton::is_bone_ignore_animation(int p_bone) const {
  330. ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
  331. return bones[p_bone].ignore_animation;
  332. }
  333. void Skeleton::set_bone_disable_rest(int p_bone, bool p_disable) {
  334. ERR_FAIL_INDEX(p_bone, bones.size());
  335. bones.write[p_bone].disable_rest = p_disable;
  336. }
  337. bool Skeleton::is_bone_rest_disabled(int p_bone) const {
  338. ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
  339. return bones[p_bone].disable_rest;
  340. }
  341. int Skeleton::get_bone_parent(int p_bone) const {
  342. ERR_FAIL_INDEX_V(p_bone, bones.size(), -1);
  343. return bones[p_bone].parent;
  344. }
  345. void Skeleton::set_bone_rest(int p_bone, const Transform &p_rest) {
  346. ERR_FAIL_INDEX(p_bone, bones.size());
  347. bones.write[p_bone].rest = p_rest;
  348. rest_global_inverse_dirty = true;
  349. _make_dirty();
  350. }
  351. Transform Skeleton::get_bone_rest(int p_bone) const {
  352. ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
  353. return bones[p_bone].rest;
  354. }
  355. void Skeleton::set_bone_enabled(int p_bone, bool p_enabled) {
  356. ERR_FAIL_INDEX(p_bone, bones.size());
  357. bones.write[p_bone].enabled = p_enabled;
  358. rest_global_inverse_dirty = true;
  359. _make_dirty();
  360. }
  361. bool Skeleton::is_bone_enabled(int p_bone) const {
  362. ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
  363. return bones[p_bone].enabled;
  364. }
  365. void Skeleton::bind_child_node_to_bone(int p_bone, Node *p_node) {
  366. ERR_FAIL_NULL(p_node);
  367. ERR_FAIL_INDEX(p_bone, bones.size());
  368. uint32_t id = p_node->get_instance_id();
  369. for (const List<uint32_t>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
  370. if (E->get() == id)
  371. return; // already here
  372. }
  373. bones.write[p_bone].nodes_bound.push_back(id);
  374. }
  375. void Skeleton::unbind_child_node_from_bone(int p_bone, Node *p_node) {
  376. ERR_FAIL_NULL(p_node);
  377. ERR_FAIL_INDEX(p_bone, bones.size());
  378. uint32_t id = p_node->get_instance_id();
  379. bones.write[p_bone].nodes_bound.erase(id);
  380. }
  381. void Skeleton::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const {
  382. ERR_FAIL_INDEX(p_bone, bones.size());
  383. for (const List<uint32_t>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
  384. Object *obj = ObjectDB::get_instance(E->get());
  385. ERR_CONTINUE(!obj);
  386. p_bound->push_back(Object::cast_to<Node>(obj));
  387. }
  388. }
  389. void Skeleton::clear_bones() {
  390. bones.clear();
  391. rest_global_inverse_dirty = true;
  392. process_order_dirty = true;
  393. _make_dirty();
  394. }
  395. // posing api
  396. void Skeleton::set_bone_pose(int p_bone, const Transform &p_pose) {
  397. ERR_FAIL_INDEX(p_bone, bones.size());
  398. ERR_FAIL_COND(!is_inside_tree());
  399. bones.write[p_bone].pose = p_pose;
  400. _make_dirty();
  401. }
  402. Transform Skeleton::get_bone_pose(int p_bone) const {
  403. ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
  404. return bones[p_bone].pose;
  405. }
  406. void Skeleton::set_bone_custom_pose(int p_bone, const Transform &p_custom_pose) {
  407. ERR_FAIL_INDEX(p_bone, bones.size());
  408. //ERR_FAIL_COND( !is_inside_scene() );
  409. bones.write[p_bone].custom_pose_enable = (p_custom_pose != Transform());
  410. bones.write[p_bone].custom_pose = p_custom_pose;
  411. _make_dirty();
  412. }
  413. Transform Skeleton::get_bone_custom_pose(int p_bone) const {
  414. ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
  415. return bones[p_bone].custom_pose;
  416. }
  417. void Skeleton::_make_dirty() {
  418. if (dirty)
  419. return;
  420. MessageQueue::get_singleton()->push_notification(this, NOTIFICATION_UPDATE_SKELETON);
  421. dirty = true;
  422. }
  423. int Skeleton::get_process_order(int p_idx) {
  424. ERR_FAIL_INDEX_V(p_idx, bones.size(), -1);
  425. _update_process_order();
  426. return process_order[p_idx];
  427. }
  428. void Skeleton::localize_rests() {
  429. _update_process_order();
  430. for (int i = bones.size() - 1; i >= 0; i--) {
  431. int idx = process_order[i];
  432. if (bones[idx].parent >= 0) {
  433. set_bone_rest(idx, bones[bones[idx].parent].rest.affine_inverse() * bones[idx].rest);
  434. }
  435. }
  436. }
  437. #ifndef _3D_DISABLED
  438. void Skeleton::bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone) {
  439. ERR_FAIL_INDEX(p_bone, bones.size());
  440. ERR_FAIL_COND(bones[p_bone].physical_bone);
  441. ERR_FAIL_COND(!p_physical_bone);
  442. bones.write[p_bone].physical_bone = p_physical_bone;
  443. _rebuild_physical_bones_cache();
  444. }
  445. void Skeleton::unbind_physical_bone_from_bone(int p_bone) {
  446. ERR_FAIL_INDEX(p_bone, bones.size());
  447. bones.write[p_bone].physical_bone = NULL;
  448. _rebuild_physical_bones_cache();
  449. }
  450. PhysicalBone *Skeleton::get_physical_bone(int p_bone) {
  451. ERR_FAIL_INDEX_V(p_bone, bones.size(), NULL);
  452. return bones[p_bone].physical_bone;
  453. }
  454. PhysicalBone *Skeleton::get_physical_bone_parent(int p_bone) {
  455. ERR_FAIL_INDEX_V(p_bone, bones.size(), NULL);
  456. if (bones[p_bone].cache_parent_physical_bone) {
  457. return bones[p_bone].cache_parent_physical_bone;
  458. }
  459. return _get_physical_bone_parent(p_bone);
  460. }
  461. PhysicalBone *Skeleton::_get_physical_bone_parent(int p_bone) {
  462. ERR_FAIL_INDEX_V(p_bone, bones.size(), NULL);
  463. const int parent_bone = bones[p_bone].parent;
  464. if (0 > parent_bone) {
  465. return NULL;
  466. }
  467. PhysicalBone *pb = bones[parent_bone].physical_bone;
  468. if (pb) {
  469. return pb;
  470. } else {
  471. return get_physical_bone_parent(parent_bone);
  472. }
  473. }
  474. void Skeleton::_rebuild_physical_bones_cache() {
  475. const int b_size = bones.size();
  476. for (int i = 0; i < b_size; ++i) {
  477. PhysicalBone *parent_pb = _get_physical_bone_parent(i);
  478. if (parent_pb != bones[i].physical_bone) {
  479. bones.write[i].cache_parent_physical_bone = parent_pb;
  480. if (bones[i].physical_bone)
  481. bones[i].physical_bone->_on_bone_parent_changed();
  482. }
  483. }
  484. }
  485. void _pb_stop_simulation(Node *p_node) {
  486. for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
  487. _pb_stop_simulation(p_node->get_child(i));
  488. }
  489. PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node);
  490. if (pb) {
  491. pb->set_simulate_physics(false);
  492. pb->set_static_body(false);
  493. }
  494. }
  495. void Skeleton::physical_bones_stop_simulation() {
  496. _pb_stop_simulation(this);
  497. }
  498. void _pb_start_simulation(const Skeleton *p_skeleton, Node *p_node, const Vector<int> &p_sim_bones) {
  499. for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
  500. _pb_start_simulation(p_skeleton, p_node->get_child(i), p_sim_bones);
  501. }
  502. PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node);
  503. if (pb) {
  504. bool sim = false;
  505. for (int i = p_sim_bones.size() - 1; 0 <= i; --i) {
  506. if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
  507. sim = true;
  508. break;
  509. }
  510. }
  511. pb->set_simulate_physics(true);
  512. if (sim) {
  513. pb->set_static_body(false);
  514. } else {
  515. pb->set_static_body(true);
  516. }
  517. }
  518. }
  519. void Skeleton::physical_bones_start_simulation_on(const Array &p_bones) {
  520. Vector<int> sim_bones;
  521. if (p_bones.size() <= 0) {
  522. sim_bones.push_back(0); // if no bones is specified, activate ragdoll on full body
  523. } else {
  524. sim_bones.resize(p_bones.size());
  525. int c = 0;
  526. for (int i = sim_bones.size() - 1; 0 <= i; --i) {
  527. if (Variant::STRING == p_bones.get(i).get_type()) {
  528. int bone_id = find_bone(p_bones.get(i));
  529. if (bone_id != -1)
  530. sim_bones.write[c++] = bone_id;
  531. }
  532. }
  533. sim_bones.resize(c);
  534. }
  535. _pb_start_simulation(this, this, sim_bones);
  536. }
  537. void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RID p_exception) {
  538. for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
  539. _physical_bones_add_remove_collision_exception(p_add, p_node->get_child(i), p_exception);
  540. }
  541. CollisionObject *co = Object::cast_to<CollisionObject>(p_node);
  542. if (co) {
  543. if (p_add) {
  544. PhysicsServer::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception);
  545. } else {
  546. PhysicsServer::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception);
  547. }
  548. }
  549. }
  550. void Skeleton::physical_bones_add_collision_exception(RID p_exception) {
  551. _physical_bones_add_remove_collision_exception(true, this, p_exception);
  552. }
  553. void Skeleton::physical_bones_remove_collision_exception(RID p_exception) {
  554. _physical_bones_add_remove_collision_exception(false, this, p_exception);
  555. }
  556. #endif // _3D_DISABLED
  557. void Skeleton::set_use_bones_in_world_transform(bool p_enable) {
  558. use_bones_in_world_transform = p_enable;
  559. if (is_inside_tree()) {
  560. VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform());
  561. }
  562. }
  563. bool Skeleton::is_using_bones_in_world_transform() const {
  564. return use_bones_in_world_transform;
  565. }
  566. void Skeleton::_bind_methods() {
  567. ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton::add_bone);
  568. ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton::find_bone);
  569. ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton::get_bone_name);
  570. ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton::get_bone_parent);
  571. ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton::set_bone_parent);
  572. ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton::get_bone_count);
  573. ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton::unparent_bone_and_rest);
  574. ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton::get_bone_rest);
  575. ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton::set_bone_rest);
  576. ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton::set_bone_disable_rest);
  577. ClassDB::bind_method(D_METHOD("is_bone_rest_disabled", "bone_idx"), &Skeleton::is_bone_rest_disabled);
  578. ClassDB::bind_method(D_METHOD("bind_child_node_to_bone", "bone_idx", "node"), &Skeleton::bind_child_node_to_bone);
  579. ClassDB::bind_method(D_METHOD("unbind_child_node_from_bone", "bone_idx", "node"), &Skeleton::unbind_child_node_from_bone);
  580. ClassDB::bind_method(D_METHOD("get_bound_child_nodes_to_bone", "bone_idx"), &Skeleton::_get_bound_child_nodes_to_bone);
  581. ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton::clear_bones);
  582. ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton::get_bone_pose);
  583. ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton::set_bone_pose);
  584. ClassDB::bind_method(D_METHOD("set_bone_global_pose", "bone_idx", "pose"), &Skeleton::set_bone_global_pose);
  585. ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton::get_bone_global_pose);
  586. ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton::get_bone_custom_pose);
  587. ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton::set_bone_custom_pose);
  588. ClassDB::bind_method(D_METHOD("get_bone_transform", "bone_idx"), &Skeleton::get_bone_transform);
  589. ClassDB::bind_method(D_METHOD("set_use_bones_in_world_transform", "enable"), &Skeleton::set_use_bones_in_world_transform);
  590. ClassDB::bind_method(D_METHOD("is_using_bones_in_world_transform"), &Skeleton::is_using_bones_in_world_transform);
  591. #ifndef _3D_DISABLED
  592. ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation);
  593. ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton::physical_bones_start_simulation_on, DEFVAL(Array()));
  594. ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton::physical_bones_add_collision_exception);
  595. ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton::physical_bones_remove_collision_exception);
  596. #endif // _3D_DISABLED
  597. ClassDB::bind_method(D_METHOD("set_bone_ignore_animation", "bone", "ignore"), &Skeleton::set_bone_ignore_animation);
  598. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones_in_world_transform"), "set_use_bones_in_world_transform", "is_using_bones_in_world_transform");
  599. BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
  600. }
  601. Skeleton::Skeleton() {
  602. rest_global_inverse_dirty = true;
  603. dirty = false;
  604. process_order_dirty = true;
  605. skeleton = VisualServer::get_singleton()->skeleton_create();
  606. set_notify_transform(true);
  607. use_bones_in_world_transform = false;
  608. }
  609. Skeleton::~Skeleton() {
  610. VisualServer::get_singleton()->free(skeleton);
  611. }