skeleton_3d_editor_plugin.cpp 54 KB

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  1. /*************************************************************************/
  2. /* skeleton_3d_editor_plugin.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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_3d_editor_plugin.h"
  31. #include "core/io/resource_saver.h"
  32. #include "editor/editor_node.h"
  33. #include "editor/editor_properties.h"
  34. #include "editor/editor_scale.h"
  35. #include "editor/editor_undo_redo_manager.h"
  36. #include "editor/plugins/animation_player_editor_plugin.h"
  37. #include "node_3d_editor_plugin.h"
  38. #include "scene/3d/collision_shape_3d.h"
  39. #include "scene/3d/joint_3d.h"
  40. #include "scene/3d/mesh_instance_3d.h"
  41. #include "scene/3d/physics_body_3d.h"
  42. #include "scene/resources/capsule_shape_3d.h"
  43. #include "scene/resources/skeleton_profile.h"
  44. #include "scene/resources/sphere_shape_3d.h"
  45. #include "scene/resources/surface_tool.h"
  46. void BoneTransformEditor::create_editors() {
  47. const Color section_color = get_theme_color(SNAME("prop_subsection"), SNAME("Editor"));
  48. section = memnew(EditorInspectorSection);
  49. section->setup("trf_properties", label, this, section_color, true);
  50. section->unfold();
  51. add_child(section);
  52. enabled_checkbox = memnew(EditorPropertyCheck());
  53. enabled_checkbox->set_label("Pose Enabled");
  54. enabled_checkbox->set_selectable(false);
  55. enabled_checkbox->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
  56. section->get_vbox()->add_child(enabled_checkbox);
  57. // Position property.
  58. position_property = memnew(EditorPropertyVector3());
  59. position_property->setup(-10000, 10000, 0.001f, true);
  60. position_property->set_label("Position");
  61. position_property->set_selectable(false);
  62. position_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
  63. position_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
  64. section->get_vbox()->add_child(position_property);
  65. // Rotation property.
  66. rotation_property = memnew(EditorPropertyQuaternion());
  67. rotation_property->setup(-10000, 10000, 0.001f, true);
  68. rotation_property->set_label("Rotation");
  69. rotation_property->set_selectable(false);
  70. rotation_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
  71. rotation_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
  72. section->get_vbox()->add_child(rotation_property);
  73. // Scale property.
  74. scale_property = memnew(EditorPropertyVector3());
  75. scale_property->setup(-10000, 10000, 0.001f, true);
  76. scale_property->set_label("Scale");
  77. scale_property->set_selectable(false);
  78. scale_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
  79. scale_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
  80. section->get_vbox()->add_child(scale_property);
  81. // Transform/Matrix section.
  82. rest_section = memnew(EditorInspectorSection);
  83. rest_section->setup("trf_properties_transform", "Rest", this, section_color, true);
  84. section->get_vbox()->add_child(rest_section);
  85. // Transform/Matrix property.
  86. rest_matrix = memnew(EditorPropertyTransform3D());
  87. rest_matrix->setup(-10000, 10000, 0.001f, true);
  88. rest_matrix->set_label("Transform");
  89. rest_matrix->set_selectable(false);
  90. rest_section->get_vbox()->add_child(rest_matrix);
  91. }
  92. void BoneTransformEditor::_notification(int p_what) {
  93. switch (p_what) {
  94. case NOTIFICATION_ENTER_TREE: {
  95. create_editors();
  96. } break;
  97. }
  98. }
  99. void BoneTransformEditor::_value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
  100. if (updating) {
  101. return;
  102. }
  103. if (skeleton) {
  104. undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
  105. undo_redo->add_undo_property(skeleton, p_property, skeleton->get(p_property));
  106. undo_redo->add_do_property(skeleton, p_property, p_value);
  107. undo_redo->commit_action();
  108. }
  109. }
  110. BoneTransformEditor::BoneTransformEditor(Skeleton3D *p_skeleton) :
  111. skeleton(p_skeleton) {
  112. undo_redo = EditorNode::get_undo_redo();
  113. }
  114. void BoneTransformEditor::set_keyable(const bool p_keyable) {
  115. position_property->set_keying(p_keyable);
  116. rotation_property->set_keying(p_keyable);
  117. scale_property->set_keying(p_keyable);
  118. }
  119. void BoneTransformEditor::set_target(const String &p_prop) {
  120. enabled_checkbox->set_object_and_property(skeleton, p_prop + "enabled");
  121. enabled_checkbox->update_property();
  122. position_property->set_object_and_property(skeleton, p_prop + "position");
  123. position_property->update_property();
  124. rotation_property->set_object_and_property(skeleton, p_prop + "rotation");
  125. rotation_property->update_property();
  126. scale_property->set_object_and_property(skeleton, p_prop + "scale");
  127. scale_property->update_property();
  128. rest_matrix->set_object_and_property(skeleton, p_prop + "rest");
  129. rest_matrix->update_property();
  130. }
  131. void BoneTransformEditor::_property_keyed(const String &p_path, bool p_advance) {
  132. AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
  133. if (!te->has_keying()) {
  134. return;
  135. }
  136. PackedStringArray split = p_path.split("/");
  137. if (split.size() == 3 && split[0] == "bones") {
  138. int bone_idx = split[1].to_int();
  139. if (split[2] == "position") {
  140. te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, (Vector3)skeleton->get(p_path) / skeleton->get_motion_scale());
  141. }
  142. if (split[2] == "rotation") {
  143. te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_ROTATION_3D, skeleton->get(p_path));
  144. }
  145. if (split[2] == "scale") {
  146. te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_SCALE_3D, skeleton->get(p_path));
  147. }
  148. }
  149. }
  150. void BoneTransformEditor::_update_properties() {
  151. if (!skeleton) {
  152. return;
  153. }
  154. int selected = Skeleton3DEditor::get_singleton()->get_selected_bone();
  155. List<PropertyInfo> props;
  156. skeleton->get_property_list(&props);
  157. for (const PropertyInfo &E : props) {
  158. PackedStringArray split = E.name.split("/");
  159. if (split.size() == 3 && split[0] == "bones") {
  160. if (split[1].to_int() == selected) {
  161. if (split[2] == "enabled") {
  162. enabled_checkbox->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  163. enabled_checkbox->update_property();
  164. enabled_checkbox->queue_redraw();
  165. }
  166. if (split[2] == "position") {
  167. position_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  168. position_property->update_property();
  169. position_property->queue_redraw();
  170. }
  171. if (split[2] == "rotation") {
  172. rotation_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  173. rotation_property->update_property();
  174. rotation_property->queue_redraw();
  175. }
  176. if (split[2] == "scale") {
  177. scale_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  178. scale_property->update_property();
  179. scale_property->queue_redraw();
  180. }
  181. if (split[2] == "rest") {
  182. rest_matrix->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  183. rest_matrix->update_property();
  184. rest_matrix->queue_redraw();
  185. }
  186. }
  187. }
  188. }
  189. }
  190. Skeleton3DEditor *Skeleton3DEditor::singleton = nullptr;
  191. void Skeleton3DEditor::set_keyable(const bool p_keyable) {
  192. keyable = p_keyable;
  193. if (p_keyable) {
  194. animation_hb->show();
  195. } else {
  196. animation_hb->hide();
  197. }
  198. };
  199. void Skeleton3DEditor::set_bone_options_enabled(const bool p_bone_options_enabled) {
  200. skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_RESET_SELECTED_POSES, !p_bone_options_enabled);
  201. skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_SELECTED_POSES_TO_RESTS, !p_bone_options_enabled);
  202. };
  203. void Skeleton3DEditor::_on_click_skeleton_option(int p_skeleton_option) {
  204. if (!skeleton) {
  205. return;
  206. }
  207. switch (p_skeleton_option) {
  208. case SKELETON_OPTION_RESET_ALL_POSES: {
  209. reset_pose(true);
  210. break;
  211. }
  212. case SKELETON_OPTION_RESET_SELECTED_POSES: {
  213. reset_pose(false);
  214. break;
  215. }
  216. case SKELETON_OPTION_ALL_POSES_TO_RESTS: {
  217. pose_to_rest(true);
  218. break;
  219. }
  220. case SKELETON_OPTION_SELECTED_POSES_TO_RESTS: {
  221. pose_to_rest(false);
  222. break;
  223. }
  224. case SKELETON_OPTION_CREATE_PHYSICAL_SKELETON: {
  225. create_physical_skeleton();
  226. break;
  227. }
  228. case SKELETON_OPTION_EXPORT_SKELETON_PROFILE: {
  229. export_skeleton_profile();
  230. break;
  231. }
  232. }
  233. }
  234. void Skeleton3DEditor::reset_pose(const bool p_all_bones) {
  235. if (!skeleton) {
  236. return;
  237. }
  238. const int bone_len = skeleton->get_bone_count();
  239. if (!bone_len) {
  240. return;
  241. }
  242. Ref<EditorUndoRedoManager> &ur = EditorNode::get_undo_redo();
  243. ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
  244. if (p_all_bones) {
  245. for (int i = 0; i < bone_len; i++) {
  246. ur->add_undo_method(skeleton, "set_bone_pose_position", i, skeleton->get_bone_pose_position(i));
  247. ur->add_undo_method(skeleton, "set_bone_pose_rotation", i, skeleton->get_bone_pose_rotation(i));
  248. ur->add_undo_method(skeleton, "set_bone_pose_scale", i, skeleton->get_bone_pose_scale(i));
  249. }
  250. ur->add_do_method(skeleton, "reset_bone_poses");
  251. } else {
  252. // Todo: Do method with multiple bone selection.
  253. if (selected_bone == -1) {
  254. ur->commit_action();
  255. return;
  256. }
  257. ur->add_undo_method(skeleton, "set_bone_pose_position", selected_bone, skeleton->get_bone_pose_position(selected_bone));
  258. ur->add_undo_method(skeleton, "set_bone_pose_rotation", selected_bone, skeleton->get_bone_pose_rotation(selected_bone));
  259. ur->add_undo_method(skeleton, "set_bone_pose_scale", selected_bone, skeleton->get_bone_pose_scale(selected_bone));
  260. ur->add_do_method(skeleton, "reset_bone_pose", selected_bone);
  261. }
  262. ur->commit_action();
  263. }
  264. void Skeleton3DEditor::insert_keys(const bool p_all_bones) {
  265. if (!skeleton) {
  266. return;
  267. }
  268. bool pos_enabled = key_loc_button->is_pressed();
  269. bool rot_enabled = key_rot_button->is_pressed();
  270. bool scl_enabled = key_scale_button->is_pressed();
  271. int bone_len = skeleton->get_bone_count();
  272. Node *root = EditorNode::get_singleton()->get_tree()->get_root();
  273. String path = root->get_path_to(skeleton);
  274. AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
  275. te->make_insert_queue();
  276. for (int i = 0; i < bone_len; i++) {
  277. const String name = skeleton->get_bone_name(i);
  278. if (name.is_empty()) {
  279. continue;
  280. }
  281. if (pos_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_POSITION_3D))) {
  282. te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i) / skeleton->get_motion_scale());
  283. }
  284. if (rot_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_ROTATION_3D))) {
  285. te->insert_transform_key(skeleton, name, Animation::TYPE_ROTATION_3D, skeleton->get_bone_pose_rotation(i));
  286. }
  287. if (scl_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_SCALE_3D))) {
  288. te->insert_transform_key(skeleton, name, Animation::TYPE_SCALE_3D, skeleton->get_bone_pose_scale(i));
  289. }
  290. }
  291. te->commit_insert_queue();
  292. }
  293. void Skeleton3DEditor::pose_to_rest(const bool p_all_bones) {
  294. if (!skeleton) {
  295. return;
  296. }
  297. const int bone_len = skeleton->get_bone_count();
  298. if (!bone_len) {
  299. return;
  300. }
  301. Ref<EditorUndoRedoManager> &ur = EditorNode::get_undo_redo();
  302. ur->create_action(TTR("Set Bone Rest"), UndoRedo::MERGE_ENDS);
  303. if (p_all_bones) {
  304. for (int i = 0; i < bone_len; i++) {
  305. ur->add_do_method(skeleton, "set_bone_rest", i, skeleton->get_bone_pose(i));
  306. ur->add_undo_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i));
  307. }
  308. } else {
  309. // Todo: Do method with multiple bone selection.
  310. if (selected_bone == -1) {
  311. ur->commit_action();
  312. return;
  313. }
  314. ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_pose(selected_bone));
  315. ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone));
  316. }
  317. ur->commit_action();
  318. }
  319. void Skeleton3DEditor::create_physical_skeleton() {
  320. Ref<EditorUndoRedoManager> &ur = EditorNode::get_undo_redo();
  321. ERR_FAIL_COND(!get_tree());
  322. Node *owner = get_tree()->get_edited_scene_root();
  323. const int bc = skeleton->get_bone_count();
  324. if (!bc) {
  325. return;
  326. }
  327. Vector<BoneInfo> bones_infos;
  328. bones_infos.resize(bc);
  329. if (bc > 0) {
  330. ur->create_action(TTR("Create physical bones"), UndoRedo::MERGE_ALL);
  331. for (int bone_id = 0; bc > bone_id; ++bone_id) {
  332. const int parent = skeleton->get_bone_parent(bone_id);
  333. if (parent < 0) {
  334. bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
  335. } else {
  336. const int parent_parent = skeleton->get_bone_parent(parent);
  337. bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
  338. // Create physical bone on parent.
  339. if (!bones_infos[parent].physical_bone) {
  340. PhysicalBone3D *physical_bone = create_physical_bone(parent, bone_id, bones_infos);
  341. if (physical_bone && physical_bone->get_child(0)) {
  342. CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(physical_bone->get_child(0));
  343. if (collision_shape) {
  344. bones_infos.write[parent].physical_bone = physical_bone;
  345. ur->add_do_method(skeleton, "add_child", physical_bone);
  346. ur->add_do_method(physical_bone, "set_owner", owner);
  347. ur->add_do_method(collision_shape, "set_owner", owner);
  348. ur->add_do_property(physical_bone, "bone_name", skeleton->get_bone_name(parent));
  349. // Create joint between parent of parent.
  350. if (parent_parent != -1) {
  351. ur->add_do_method(physical_bone, "set_joint_type", PhysicalBone3D::JOINT_TYPE_PIN);
  352. }
  353. ur->add_do_method(Node3DEditor::get_singleton(), "_request_gizmo", physical_bone);
  354. ur->add_do_method(Node3DEditor::get_singleton(), "_request_gizmo", collision_shape);
  355. ur->add_do_reference(physical_bone);
  356. ur->add_undo_method(skeleton, "remove_child", physical_bone);
  357. }
  358. }
  359. }
  360. }
  361. }
  362. ur->commit_action();
  363. }
  364. }
  365. PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
  366. const Transform3D child_rest = skeleton->get_bone_rest(bone_child_id);
  367. const real_t half_height(child_rest.origin.length() * 0.5);
  368. const real_t radius(half_height * 0.2);
  369. CapsuleShape3D *bone_shape_capsule = memnew(CapsuleShape3D);
  370. bone_shape_capsule->set_height(half_height * 2);
  371. bone_shape_capsule->set_radius(radius);
  372. CollisionShape3D *bone_shape = memnew(CollisionShape3D);
  373. bone_shape->set_shape(bone_shape_capsule);
  374. bone_shape->set_name("CollisionShape3D");
  375. Transform3D capsule_transform;
  376. capsule_transform.basis.rows[0] = Vector3(1, 0, 0);
  377. capsule_transform.basis.rows[1] = Vector3(0, 0, 1);
  378. capsule_transform.basis.rows[2] = Vector3(0, -1, 0);
  379. bone_shape->set_transform(capsule_transform);
  380. /// Get an up vector not collinear with child rest origin
  381. Vector3 up = Vector3(0, 1, 0);
  382. if (up.cross(child_rest.origin).is_equal_approx(Vector3())) {
  383. up = Vector3(0, 0, 1);
  384. }
  385. Transform3D body_transform;
  386. body_transform.basis = Basis::looking_at(child_rest.origin, up);
  387. body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
  388. Transform3D joint_transform;
  389. joint_transform.origin = Vector3(0, 0, half_height);
  390. PhysicalBone3D *physical_bone = memnew(PhysicalBone3D);
  391. physical_bone->add_child(bone_shape);
  392. physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id));
  393. physical_bone->set_body_offset(body_transform);
  394. physical_bone->set_joint_offset(joint_transform);
  395. return physical_bone;
  396. }
  397. void Skeleton3DEditor::export_skeleton_profile() {
  398. file_dialog->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
  399. file_dialog->set_title(TTR("Export Skeleton Profile As..."));
  400. List<String> exts;
  401. ResourceLoader::get_recognized_extensions_for_type("SkeletonProfile", &exts);
  402. file_dialog->clear_filters();
  403. for (const String &K : exts) {
  404. file_dialog->add_filter("*." + K);
  405. }
  406. file_dialog->popup_file_dialog();
  407. }
  408. void Skeleton3DEditor::_file_selected(const String &p_file) {
  409. // Export SkeletonProfile.
  410. Ref<SkeletonProfile> sp(memnew(SkeletonProfile));
  411. // Build SkeletonProfile.
  412. sp->set_group_size(1);
  413. Vector<Vector2> handle_positions;
  414. Vector2 position_max;
  415. Vector2 position_min;
  416. int len = skeleton->get_bone_count();
  417. sp->set_bone_size(len);
  418. for (int i = 0; i < len; i++) {
  419. sp->set_bone_name(i, skeleton->get_bone_name(i));
  420. int parent = skeleton->get_bone_parent(i);
  421. if (parent >= 0) {
  422. sp->set_bone_parent(i, skeleton->get_bone_name(parent));
  423. }
  424. sp->set_reference_pose(i, skeleton->get_bone_rest(i));
  425. Transform3D grest = skeleton->get_bone_global_rest(i);
  426. handle_positions.append(Vector2(grest.origin.x, grest.origin.y));
  427. if (i == 0) {
  428. position_max = Vector2(grest.origin.x, grest.origin.y);
  429. position_min = Vector2(grest.origin.x, grest.origin.y);
  430. } else {
  431. position_max.x = MAX(grest.origin.x, position_max.x);
  432. position_max.y = MAX(grest.origin.y, position_max.y);
  433. position_min.x = MIN(grest.origin.x, position_min.x);
  434. position_min.y = MIN(grest.origin.y, position_min.y);
  435. }
  436. }
  437. // Layout handles provisionaly.
  438. Vector2 bound = Vector2(position_max.x - position_min.x, position_max.y - position_min.y);
  439. Vector2 center = Vector2((position_max.x + position_min.x) * 0.5, (position_max.y + position_min.y) * 0.5);
  440. float nrm = MAX(bound.x, bound.y);
  441. if (nrm > 0) {
  442. for (int i = 0; i < len; i++) {
  443. handle_positions.write[i] = (handle_positions[i] - center) / nrm * 0.9;
  444. sp->set_handle_offset(i, Vector2(0.5 + handle_positions[i].x, 0.5 - handle_positions[i].y));
  445. }
  446. }
  447. Error err = ResourceSaver::save(sp, p_file);
  448. if (err != OK) {
  449. EditorNode::get_singleton()->show_warning(vformat(TTR("Error saving file: %s"), p_file));
  450. return;
  451. }
  452. }
  453. Variant Skeleton3DEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  454. TreeItem *selected = joint_tree->get_selected();
  455. if (!selected) {
  456. return Variant();
  457. }
  458. Ref<Texture> icon = selected->get_icon(0);
  459. VBoxContainer *vb = memnew(VBoxContainer);
  460. HBoxContainer *hb = memnew(HBoxContainer);
  461. TextureRect *tf = memnew(TextureRect);
  462. tf->set_texture(icon);
  463. tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
  464. hb->add_child(tf);
  465. Label *label = memnew(Label(selected->get_text(0)));
  466. hb->add_child(label);
  467. vb->add_child(hb);
  468. hb->set_modulate(Color(1, 1, 1, 1));
  469. set_drag_preview(vb);
  470. Dictionary drag_data;
  471. drag_data["type"] = "nodes";
  472. drag_data["node"] = selected;
  473. return drag_data;
  474. }
  475. bool Skeleton3DEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  476. TreeItem *target = joint_tree->get_item_at_position(p_point);
  477. if (!target) {
  478. return false;
  479. }
  480. const String path = target->get_metadata(0);
  481. if (!path.begins_with("bones/")) {
  482. return false;
  483. }
  484. TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
  485. if (target == selected) {
  486. return false;
  487. }
  488. const String path2 = target->get_metadata(0);
  489. if (!path2.begins_with("bones/")) {
  490. return false;
  491. }
  492. return true;
  493. }
  494. void Skeleton3DEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  495. if (!can_drop_data_fw(p_point, p_data, p_from)) {
  496. return;
  497. }
  498. TreeItem *target = joint_tree->get_item_at_position(p_point);
  499. TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
  500. const BoneId target_boneidx = String(target->get_metadata(0)).get_slicec('/', 1).to_int();
  501. const BoneId selected_boneidx = String(selected->get_metadata(0)).get_slicec('/', 1).to_int();
  502. move_skeleton_bone(skeleton->get_path(), selected_boneidx, target_boneidx);
  503. }
  504. void Skeleton3DEditor::move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx) {
  505. Node *node = get_node_or_null(p_skeleton_path);
  506. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
  507. ERR_FAIL_NULL(skeleton);
  508. Ref<EditorUndoRedoManager> &ur = EditorNode::get_undo_redo();
  509. ur->create_action(TTR("Set Bone Parentage"));
  510. // If the target is a child of ourselves, we move only *us* and not our children.
  511. if (skeleton->is_bone_parent_of(p_target_boneidx, p_selected_boneidx)) {
  512. const BoneId parent_idx = skeleton->get_bone_parent(p_selected_boneidx);
  513. const int bone_count = skeleton->get_bone_count();
  514. for (BoneId i = 0; i < bone_count; ++i) {
  515. if (skeleton->get_bone_parent(i) == p_selected_boneidx) {
  516. ur->add_undo_method(skeleton, "set_bone_parent", i, skeleton->get_bone_parent(i));
  517. ur->add_do_method(skeleton, "set_bone_parent", i, parent_idx);
  518. skeleton->set_bone_parent(i, parent_idx);
  519. }
  520. }
  521. }
  522. ur->add_undo_method(skeleton, "set_bone_parent", p_selected_boneidx, skeleton->get_bone_parent(p_selected_boneidx));
  523. ur->add_do_method(skeleton, "set_bone_parent", p_selected_boneidx, p_target_boneidx);
  524. skeleton->set_bone_parent(p_selected_boneidx, p_target_boneidx);
  525. update_joint_tree();
  526. ur->commit_action();
  527. }
  528. void Skeleton3DEditor::_joint_tree_selection_changed() {
  529. TreeItem *selected = joint_tree->get_selected();
  530. if (selected) {
  531. const String path = selected->get_metadata(0);
  532. if (!path.begins_with("bones/")) {
  533. return;
  534. }
  535. const int b_idx = path.get_slicec('/', 1).to_int();
  536. selected_bone = b_idx;
  537. if (pose_editor) {
  538. const String bone_path = "bones/" + itos(b_idx) + "/";
  539. pose_editor->set_target(bone_path);
  540. pose_editor->set_keyable(keyable);
  541. }
  542. }
  543. if (pose_editor && pose_editor->is_inside_tree()) {
  544. pose_editor->set_visible(selected);
  545. }
  546. set_bone_options_enabled(selected);
  547. _update_properties();
  548. _update_gizmo_visible();
  549. }
  550. // May be not used with single select mode.
  551. void Skeleton3DEditor::_joint_tree_rmb_select(const Vector2 &p_pos, MouseButton p_button) {
  552. }
  553. void Skeleton3DEditor::_update_properties() {
  554. if (pose_editor) {
  555. pose_editor->_update_properties();
  556. }
  557. Node3DEditor::get_singleton()->update_transform_gizmo();
  558. }
  559. void Skeleton3DEditor::update_joint_tree() {
  560. joint_tree->clear();
  561. if (!skeleton) {
  562. return;
  563. }
  564. TreeItem *root = joint_tree->create_item();
  565. HashMap<int, TreeItem *> items;
  566. items.insert(-1, root);
  567. Ref<Texture> bone_icon = get_theme_icon(SNAME("BoneAttachment3D"), SNAME("EditorIcons"));
  568. Vector<int> bones_to_process = skeleton->get_parentless_bones();
  569. while (bones_to_process.size() > 0) {
  570. int current_bone_idx = bones_to_process[0];
  571. bones_to_process.erase(current_bone_idx);
  572. const int parent_idx = skeleton->get_bone_parent(current_bone_idx);
  573. TreeItem *parent_item = items.find(parent_idx)->value;
  574. TreeItem *joint_item = joint_tree->create_item(parent_item);
  575. items.insert(current_bone_idx, joint_item);
  576. joint_item->set_text(0, skeleton->get_bone_name(current_bone_idx));
  577. joint_item->set_icon(0, bone_icon);
  578. joint_item->set_selectable(0, true);
  579. joint_item->set_metadata(0, "bones/" + itos(current_bone_idx));
  580. // Add the bone's children to the list of bones to be processed.
  581. Vector<int> current_bone_child_bones = skeleton->get_bone_children(current_bone_idx);
  582. int child_bone_size = current_bone_child_bones.size();
  583. for (int i = 0; i < child_bone_size; i++) {
  584. bones_to_process.push_back(current_bone_child_bones[i]);
  585. }
  586. }
  587. }
  588. void Skeleton3DEditor::update_editors() {
  589. }
  590. void Skeleton3DEditor::create_editors() {
  591. set_h_size_flags(SIZE_EXPAND_FILL);
  592. set_focus_mode(FOCUS_ALL);
  593. Node3DEditor *ne = Node3DEditor::get_singleton();
  594. AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
  595. // Create File dialog.
  596. file_dialog = memnew(EditorFileDialog);
  597. file_dialog->connect("file_selected", callable_mp(this, &Skeleton3DEditor::_file_selected));
  598. add_child(file_dialog);
  599. // Create Top Menu Bar.
  600. separator = memnew(VSeparator);
  601. ne->add_control_to_menu_panel(separator);
  602. // Create Skeleton Option in Top Menu Bar.
  603. skeleton_options = memnew(MenuButton);
  604. ne->add_control_to_menu_panel(skeleton_options);
  605. skeleton_options->set_text(TTR("Skeleton3D"));
  606. skeleton_options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Skeleton3D"), SNAME("EditorIcons")));
  607. // Skeleton options.
  608. PopupMenu *p = skeleton_options->get_popup();
  609. p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_all_poses", TTR("Reset all bone Poses")), SKELETON_OPTION_RESET_ALL_POSES);
  610. p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_selected_poses", TTR("Reset selected Poses")), SKELETON_OPTION_RESET_SELECTED_POSES);
  611. p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/all_poses_to_rests", TTR("Apply all poses to rests")), SKELETON_OPTION_ALL_POSES_TO_RESTS);
  612. p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/selected_poses_to_rests", TTR("Apply selected poses to rests")), SKELETON_OPTION_SELECTED_POSES_TO_RESTS);
  613. p->add_item(TTR("Create physical skeleton"), SKELETON_OPTION_CREATE_PHYSICAL_SKELETON);
  614. p->add_item(TTR("Export skeleton profile"), SKELETON_OPTION_EXPORT_SKELETON_PROFILE);
  615. p->connect("id_pressed", callable_mp(this, &Skeleton3DEditor::_on_click_skeleton_option));
  616. set_bone_options_enabled(false);
  617. Vector<Variant> button_binds;
  618. button_binds.resize(1);
  619. edit_mode_button = memnew(Button);
  620. ne->add_control_to_menu_panel(edit_mode_button);
  621. edit_mode_button->set_flat(true);
  622. edit_mode_button->set_toggle_mode(true);
  623. edit_mode_button->set_focus_mode(FOCUS_NONE);
  624. edit_mode_button->set_tooltip_text(TTR("Edit Mode\nShow buttons on joints."));
  625. edit_mode_button->connect("toggled", callable_mp(this, &Skeleton3DEditor::edit_mode_toggled));
  626. edit_mode = false;
  627. if (skeleton) {
  628. skeleton->add_child(handles_mesh_instance);
  629. handles_mesh_instance->set_skeleton_path(NodePath(""));
  630. }
  631. // Keying buttons.
  632. animation_hb = memnew(HBoxContainer);
  633. ne->add_control_to_menu_panel(animation_hb);
  634. animation_hb->add_child(memnew(VSeparator));
  635. animation_hb->hide();
  636. key_loc_button = memnew(Button);
  637. key_loc_button->set_flat(true);
  638. key_loc_button->set_toggle_mode(true);
  639. key_loc_button->set_pressed(false);
  640. key_loc_button->set_focus_mode(FOCUS_NONE);
  641. key_loc_button->set_tooltip_text(TTR("Translation mask for inserting keys."));
  642. animation_hb->add_child(key_loc_button);
  643. key_rot_button = memnew(Button);
  644. key_rot_button->set_flat(true);
  645. key_rot_button->set_toggle_mode(true);
  646. key_rot_button->set_pressed(true);
  647. key_rot_button->set_focus_mode(FOCUS_NONE);
  648. key_rot_button->set_tooltip_text(TTR("Rotation mask for inserting keys."));
  649. animation_hb->add_child(key_rot_button);
  650. key_scale_button = memnew(Button);
  651. key_scale_button->set_flat(true);
  652. key_scale_button->set_toggle_mode(true);
  653. key_scale_button->set_pressed(false);
  654. key_scale_button->set_focus_mode(FOCUS_NONE);
  655. key_scale_button->set_tooltip_text(TTR("Scale mask for inserting keys."));
  656. animation_hb->add_child(key_scale_button);
  657. key_insert_button = memnew(Button);
  658. key_insert_button->set_flat(true);
  659. key_insert_button->set_focus_mode(FOCUS_NONE);
  660. key_insert_button->connect("pressed", callable_mp(this, &Skeleton3DEditor::insert_keys).bind(false));
  661. key_insert_button->set_tooltip_text(TTR("Insert key of bone poses already exist track."));
  662. key_insert_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_to_existing_tracks", TTR("Insert Key (Existing Tracks)"), Key::INSERT));
  663. animation_hb->add_child(key_insert_button);
  664. key_insert_all_button = memnew(Button);
  665. key_insert_all_button->set_flat(true);
  666. key_insert_all_button->set_focus_mode(FOCUS_NONE);
  667. key_insert_all_button->connect("pressed", callable_mp(this, &Skeleton3DEditor::insert_keys).bind(true));
  668. key_insert_all_button->set_tooltip_text(TTR("Insert key of all bone poses."));
  669. 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));
  670. animation_hb->add_child(key_insert_all_button);
  671. // Bone tree.
  672. const Color section_color = get_theme_color(SNAME("prop_subsection"), SNAME("Editor"));
  673. EditorInspectorSection *bones_section = memnew(EditorInspectorSection);
  674. bones_section->setup("bones", "Bones", skeleton, section_color, true);
  675. add_child(bones_section);
  676. bones_section->unfold();
  677. ScrollContainer *s_con = memnew(ScrollContainer);
  678. s_con->set_h_size_flags(SIZE_EXPAND_FILL);
  679. s_con->set_custom_minimum_size(Size2(1, 350) * EDSCALE);
  680. bones_section->get_vbox()->add_child(s_con);
  681. joint_tree = memnew(Tree);
  682. joint_tree->set_columns(1);
  683. joint_tree->set_focus_mode(Control::FOCUS_NONE);
  684. joint_tree->set_select_mode(Tree::SELECT_SINGLE);
  685. joint_tree->set_hide_root(true);
  686. joint_tree->set_v_size_flags(SIZE_EXPAND_FILL);
  687. joint_tree->set_h_size_flags(SIZE_EXPAND_FILL);
  688. joint_tree->set_allow_rmb_select(true);
  689. joint_tree->set_drag_forwarding(this);
  690. s_con->add_child(joint_tree);
  691. pose_editor = memnew(BoneTransformEditor(skeleton));
  692. pose_editor->set_label(TTR("Bone Transform"));
  693. pose_editor->set_visible(false);
  694. add_child(pose_editor);
  695. set_keyable(te->has_keying());
  696. }
  697. void Skeleton3DEditor::_notification(int p_what) {
  698. switch (p_what) {
  699. case NOTIFICATION_ENTER_TREE: {
  700. create_editors();
  701. update_joint_tree();
  702. update_editors();
  703. joint_tree->connect("item_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_selection_changed));
  704. joint_tree->connect("item_mouse_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_rmb_select));
  705. #ifdef TOOLS_ENABLED
  706. skeleton->connect("pose_updated", callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
  707. skeleton->connect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties));
  708. skeleton->connect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
  709. skeleton->connect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
  710. #endif
  711. get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed), Object::CONNECT_ONESHOT);
  712. } break;
  713. case NOTIFICATION_READY: {
  714. // Will trigger NOTIFICATION_THEME_CHANGED, but won't cause any loops if called here.
  715. add_theme_constant_override("separation", 0);
  716. } break;
  717. case NOTIFICATION_THEME_CHANGED: {
  718. edit_mode_button->set_icon(get_theme_icon(SNAME("ToolBoneSelect"), SNAME("EditorIcons")));
  719. key_loc_button->set_icon(get_theme_icon(SNAME("KeyPosition"), SNAME("EditorIcons")));
  720. key_rot_button->set_icon(get_theme_icon(SNAME("KeyRotation"), SNAME("EditorIcons")));
  721. key_scale_button->set_icon(get_theme_icon(SNAME("KeyScale"), SNAME("EditorIcons")));
  722. key_insert_button->set_icon(get_theme_icon(SNAME("Key"), SNAME("EditorIcons")));
  723. key_insert_all_button->set_icon(get_theme_icon(SNAME("NewKey"), SNAME("EditorIcons")));
  724. update_joint_tree();
  725. } break;
  726. }
  727. }
  728. void Skeleton3DEditor::_node_removed(Node *p_node) {
  729. if (skeleton && p_node == skeleton) {
  730. skeleton = nullptr;
  731. skeleton_options->hide();
  732. }
  733. _update_properties();
  734. }
  735. void Skeleton3DEditor::_bind_methods() {
  736. ClassDB::bind_method(D_METHOD("_node_removed"), &Skeleton3DEditor::_node_removed);
  737. ClassDB::bind_method(D_METHOD("_joint_tree_selection_changed"), &Skeleton3DEditor::_joint_tree_selection_changed);
  738. ClassDB::bind_method(D_METHOD("_joint_tree_rmb_select"), &Skeleton3DEditor::_joint_tree_rmb_select);
  739. ClassDB::bind_method(D_METHOD("_update_properties"), &Skeleton3DEditor::_update_properties);
  740. ClassDB::bind_method(D_METHOD("_on_click_skeleton_option"), &Skeleton3DEditor::_on_click_skeleton_option);
  741. ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &Skeleton3DEditor::get_drag_data_fw);
  742. ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &Skeleton3DEditor::can_drop_data_fw);
  743. ClassDB::bind_method(D_METHOD("drop_data_fw"), &Skeleton3DEditor::drop_data_fw);
  744. ClassDB::bind_method(D_METHOD("move_skeleton_bone"), &Skeleton3DEditor::move_skeleton_bone);
  745. ClassDB::bind_method(D_METHOD("_draw_gizmo"), &Skeleton3DEditor::_draw_gizmo);
  746. }
  747. void Skeleton3DEditor::edit_mode_toggled(const bool pressed) {
  748. edit_mode = pressed;
  749. _update_gizmo_visible();
  750. }
  751. Skeleton3DEditor::Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, Skeleton3D *p_skeleton) :
  752. editor_plugin(e_plugin),
  753. skeleton(p_skeleton) {
  754. singleton = this;
  755. // Handle.
  756. handle_material = Ref<ShaderMaterial>(memnew(ShaderMaterial));
  757. handle_shader = Ref<Shader>(memnew(Shader));
  758. handle_shader->set_code(R"(
  759. // Skeleton 3D gizmo handle shader.
  760. shader_type spatial;
  761. render_mode unshaded, shadows_disabled, depth_draw_always;
  762. uniform sampler2D texture_albedo : source_color;
  763. uniform float point_size : hint_range(0,128) = 32;
  764. void vertex() {
  765. if (!OUTPUT_IS_SRGB) {
  766. 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)) );
  767. }
  768. VERTEX = VERTEX;
  769. POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
  770. POSITION.z = mix(POSITION.z, 0, 0.999);
  771. POINT_SIZE = point_size;
  772. }
  773. void fragment() {
  774. vec4 albedo_tex = texture(texture_albedo,POINT_COORD);
  775. vec3 col = albedo_tex.rgb + COLOR.rgb;
  776. col = vec3(min(col.r,1.0),min(col.g,1.0),min(col.b,1.0));
  777. ALBEDO = col;
  778. if (albedo_tex.a < 0.5) { discard; }
  779. ALPHA = albedo_tex.a;
  780. }
  781. )");
  782. handle_material->set_shader(handle_shader);
  783. Ref<Texture2D> handle = EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("EditorBoneHandle"), SNAME("EditorIcons"));
  784. handle_material->set_shader_uniform("point_size", handle->get_width());
  785. handle_material->set_shader_uniform("texture_albedo", handle);
  786. handles_mesh_instance = memnew(MeshInstance3D);
  787. handles_mesh_instance->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);
  788. handles_mesh.instantiate();
  789. handles_mesh_instance->set_mesh(handles_mesh);
  790. }
  791. void Skeleton3DEditor::update_bone_original() {
  792. if (!skeleton) {
  793. return;
  794. }
  795. if (skeleton->get_bone_count() == 0 || selected_bone == -1) {
  796. return;
  797. }
  798. bone_original_position = skeleton->get_bone_pose_position(selected_bone);
  799. bone_original_rotation = skeleton->get_bone_pose_rotation(selected_bone);
  800. bone_original_scale = skeleton->get_bone_pose_scale(selected_bone);
  801. }
  802. void Skeleton3DEditor::_hide_handles() {
  803. handles_mesh_instance->hide();
  804. }
  805. void Skeleton3DEditor::_draw_gizmo() {
  806. if (!skeleton) {
  807. return;
  808. }
  809. // If you call get_bone_global_pose() while drawing the surface, such as toggle rest mode,
  810. // the skeleton update will be done first and
  811. // the drawing surface will be interrupted once and an error will occur.
  812. skeleton->force_update_all_dirty_bones();
  813. // Handles.
  814. if (edit_mode) {
  815. _draw_handles();
  816. } else {
  817. _hide_handles();
  818. }
  819. }
  820. void Skeleton3DEditor::_draw_handles() {
  821. handles_mesh_instance->show();
  822. const int bone_len = skeleton->get_bone_count();
  823. handles_mesh->clear_surfaces();
  824. handles_mesh->surface_begin(Mesh::PRIMITIVE_POINTS);
  825. for (int i = 0; i < bone_len; i++) {
  826. Color c;
  827. if (i == selected_bone) {
  828. c = Color(1, 1, 0);
  829. } else {
  830. c = Color(0.1, 0.25, 0.8);
  831. }
  832. Vector3 point = skeleton->get_bone_global_pose(i).origin;
  833. handles_mesh->surface_set_color(c);
  834. handles_mesh->surface_add_vertex(point);
  835. }
  836. handles_mesh->surface_end();
  837. handles_mesh->surface_set_material(0, handle_material);
  838. }
  839. TreeItem *Skeleton3DEditor::_find(TreeItem *p_node, const NodePath &p_path) {
  840. if (!p_node) {
  841. return nullptr;
  842. }
  843. NodePath np = p_node->get_metadata(0);
  844. if (np == p_path) {
  845. return p_node;
  846. }
  847. TreeItem *children = p_node->get_first_child();
  848. while (children) {
  849. TreeItem *n = _find(children, p_path);
  850. if (n) {
  851. return n;
  852. }
  853. children = children->get_next();
  854. }
  855. return nullptr;
  856. }
  857. void Skeleton3DEditor::_subgizmo_selection_change() {
  858. if (!skeleton) {
  859. return;
  860. }
  861. // Once validated by subgizmos_intersect_ray, but required if through inspector's bones tree.
  862. if (!edit_mode) {
  863. skeleton->clear_subgizmo_selection();
  864. return;
  865. }
  866. int selected = -1;
  867. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  868. if (se) {
  869. selected = se->get_selected_bone();
  870. }
  871. if (selected >= 0) {
  872. Vector<Ref<Node3DGizmo>> gizmos = skeleton->get_gizmos();
  873. for (int i = 0; i < gizmos.size(); i++) {
  874. Ref<EditorNode3DGizmo> gizmo = gizmos[i];
  875. if (!gizmo.is_valid()) {
  876. continue;
  877. }
  878. Ref<Skeleton3DGizmoPlugin> plugin = gizmo->get_plugin();
  879. if (!plugin.is_valid()) {
  880. continue;
  881. }
  882. skeleton->set_subgizmo_selection(gizmo, selected, skeleton->get_bone_global_pose(selected));
  883. break;
  884. }
  885. } else {
  886. skeleton->clear_subgizmo_selection();
  887. }
  888. }
  889. void Skeleton3DEditor::select_bone(int p_idx) {
  890. if (p_idx >= 0) {
  891. TreeItem *ti = _find(joint_tree->get_root(), "bones/" + itos(p_idx));
  892. if (ti) {
  893. // Make visible when it's collapsed.
  894. TreeItem *node = ti->get_parent();
  895. while (node && node != joint_tree->get_root()) {
  896. node->set_collapsed(false);
  897. node = node->get_parent();
  898. }
  899. ti->select(0);
  900. joint_tree->scroll_to_item(ti);
  901. }
  902. } else {
  903. selected_bone = -1;
  904. joint_tree->deselect_all();
  905. _joint_tree_selection_changed();
  906. }
  907. }
  908. Skeleton3DEditor::~Skeleton3DEditor() {
  909. if (skeleton) {
  910. select_bone(-1);
  911. #ifdef TOOLS_ENABLED
  912. skeleton->disconnect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
  913. skeleton->disconnect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
  914. skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
  915. skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties));
  916. skeleton->set_transform_gizmo_visible(true);
  917. #endif
  918. handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance);
  919. }
  920. edit_mode_toggled(false);
  921. handles_mesh_instance->queue_delete();
  922. Node3DEditor *ne = Node3DEditor::get_singleton();
  923. if (animation_hb) {
  924. ne->remove_control_from_menu_panel(animation_hb);
  925. memdelete(animation_hb);
  926. }
  927. if (separator) {
  928. ne->remove_control_from_menu_panel(separator);
  929. memdelete(separator);
  930. }
  931. if (skeleton_options) {
  932. ne->remove_control_from_menu_panel(skeleton_options);
  933. memdelete(skeleton_options);
  934. }
  935. if (edit_mode_button) {
  936. ne->remove_control_from_menu_panel(edit_mode_button);
  937. memdelete(edit_mode_button);
  938. }
  939. }
  940. bool EditorInspectorPluginSkeleton::can_handle(Object *p_object) {
  941. return Object::cast_to<Skeleton3D>(p_object) != nullptr;
  942. }
  943. void EditorInspectorPluginSkeleton::parse_begin(Object *p_object) {
  944. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_object);
  945. ERR_FAIL_COND(!skeleton);
  946. skel_editor = memnew(Skeleton3DEditor(this, skeleton));
  947. add_custom_control(skel_editor);
  948. }
  949. Skeleton3DEditorPlugin::Skeleton3DEditorPlugin() {
  950. skeleton_plugin = memnew(EditorInspectorPluginSkeleton);
  951. EditorInspector::add_inspector_plugin(skeleton_plugin);
  952. Ref<Skeleton3DGizmoPlugin> gizmo_plugin = Ref<Skeleton3DGizmoPlugin>(memnew(Skeleton3DGizmoPlugin));
  953. Node3DEditor::get_singleton()->add_gizmo_plugin(gizmo_plugin);
  954. }
  955. EditorPlugin::AfterGUIInput Skeleton3DEditorPlugin::forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) {
  956. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  957. Node3DEditor *ne = Node3DEditor::get_singleton();
  958. if (se->is_edit_mode()) {
  959. const Ref<InputEventMouseButton> mb = p_event;
  960. if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) {
  961. if (ne->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) {
  962. if (!ne->is_gizmo_visible()) {
  963. return EditorPlugin::AFTER_GUI_INPUT_STOP;
  964. }
  965. }
  966. if (mb->is_pressed()) {
  967. se->update_bone_original();
  968. }
  969. }
  970. return EditorPlugin::AFTER_GUI_INPUT_DESELECT;
  971. }
  972. return EditorPlugin::AFTER_GUI_INPUT_PASS;
  973. }
  974. bool Skeleton3DEditorPlugin::handles(Object *p_object) const {
  975. return p_object->is_class("Skeleton3D");
  976. }
  977. void Skeleton3DEditor::_bone_enabled_changed(const int p_bone_id) {
  978. _update_gizmo_visible();
  979. }
  980. void Skeleton3DEditor::_update_gizmo_visible() {
  981. _subgizmo_selection_change();
  982. if (edit_mode) {
  983. if (selected_bone == -1) {
  984. #ifdef TOOLS_ENABLED
  985. skeleton->set_transform_gizmo_visible(false);
  986. #endif
  987. } else {
  988. #ifdef TOOLS_ENABLED
  989. if (skeleton->is_bone_enabled(selected_bone) && !skeleton->is_show_rest_only()) {
  990. skeleton->set_transform_gizmo_visible(true);
  991. } else {
  992. skeleton->set_transform_gizmo_visible(false);
  993. }
  994. #endif
  995. }
  996. } else {
  997. #ifdef TOOLS_ENABLED
  998. skeleton->set_transform_gizmo_visible(true);
  999. #endif
  1000. }
  1001. _draw_gizmo();
  1002. }
  1003. int Skeleton3DEditor::get_selected_bone() const {
  1004. return selected_bone;
  1005. }
  1006. Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
  1007. unselected_mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
  1008. unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  1009. unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  1010. unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
  1011. unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
  1012. selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
  1013. selected_sh = Ref<Shader>(memnew(Shader));
  1014. selected_sh->set_code(R"(
  1015. // Skeleton 3D gizmo bones shader.
  1016. shader_type spatial;
  1017. render_mode unshaded, shadows_disabled;
  1018. void vertex() {
  1019. if (!OUTPUT_IS_SRGB) {
  1020. 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)) );
  1021. }
  1022. VERTEX = VERTEX;
  1023. POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
  1024. POSITION.z = mix(POSITION.z, 0, 0.998);
  1025. }
  1026. void fragment() {
  1027. ALBEDO = COLOR.rgb;
  1028. ALPHA = COLOR.a;
  1029. }
  1030. )");
  1031. selected_mat->set_shader(selected_sh);
  1032. // Register properties in editor settings.
  1033. EDITOR_DEF("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4));
  1034. EDITOR_DEF("editors/3d_gizmos/gizmo_colors/selected_bone", Color(0.8, 0.3, 0.0));
  1035. EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_axis_length", (float)0.1);
  1036. EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_shape", 1);
  1037. EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d_gizmos/gizmo_settings/bone_shape", PROPERTY_HINT_ENUM, "Wire,Octahedron"));
  1038. }
  1039. bool Skeleton3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
  1040. return Object::cast_to<Skeleton3D>(p_spatial) != nullptr;
  1041. }
  1042. String Skeleton3DGizmoPlugin::get_gizmo_name() const {
  1043. return "Skeleton3D";
  1044. }
  1045. int Skeleton3DGizmoPlugin::get_priority() const {
  1046. return -1;
  1047. }
  1048. int Skeleton3DGizmoPlugin::subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const {
  1049. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
  1050. ERR_FAIL_COND_V(!skeleton, -1);
  1051. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  1052. if (!se->is_edit_mode()) {
  1053. return -1;
  1054. }
  1055. if (Node3DEditor::get_singleton()->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) {
  1056. return -1;
  1057. }
  1058. // Select bone.
  1059. real_t grab_threshold = 4 * EDSCALE;
  1060. Vector3 ray_from = p_camera->get_global_transform().origin;
  1061. Transform3D gt = skeleton->get_global_transform();
  1062. int closest_idx = -1;
  1063. real_t closest_dist = 1e10;
  1064. const int bone_len = skeleton->get_bone_count();
  1065. for (int i = 0; i < bone_len; i++) {
  1066. Vector3 joint_pos_3d = gt.xform(skeleton->get_bone_global_pose(i).origin);
  1067. Vector2 joint_pos_2d = p_camera->unproject_position(joint_pos_3d);
  1068. real_t dist_3d = ray_from.distance_to(joint_pos_3d);
  1069. real_t dist_2d = p_point.distance_to(joint_pos_2d);
  1070. if (dist_2d < grab_threshold && dist_3d < closest_dist) {
  1071. closest_dist = dist_3d;
  1072. closest_idx = i;
  1073. }
  1074. }
  1075. if (closest_idx >= 0) {
  1076. WARN_PRINT("ray:");
  1077. WARN_PRINT(itos(closest_idx));
  1078. se->select_bone(closest_idx);
  1079. return closest_idx;
  1080. }
  1081. se->select_bone(-1);
  1082. return -1;
  1083. }
  1084. Transform3D Skeleton3DGizmoPlugin::get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const {
  1085. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
  1086. ERR_FAIL_COND_V(!skeleton, Transform3D());
  1087. return skeleton->get_bone_global_pose(p_id);
  1088. }
  1089. void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) {
  1090. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
  1091. ERR_FAIL_COND(!skeleton);
  1092. // Prepare for global to local.
  1093. Transform3D original_to_local = Transform3D();
  1094. int parent_idx = skeleton->get_bone_parent(p_id);
  1095. if (parent_idx >= 0) {
  1096. original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx);
  1097. }
  1098. Basis to_local = original_to_local.get_basis().inverse();
  1099. // Prepare transform.
  1100. Transform3D t = Transform3D();
  1101. // Basis.
  1102. t.basis = to_local * p_transform.get_basis();
  1103. // Origin.
  1104. Vector3 orig = skeleton->get_bone_pose(p_id).origin;
  1105. Vector3 sub = p_transform.origin - skeleton->get_bone_global_pose(p_id).origin;
  1106. t.origin = orig + to_local.xform(sub);
  1107. // Apply transform.
  1108. skeleton->set_bone_pose_position(p_id, t.origin);
  1109. skeleton->set_bone_pose_rotation(p_id, t.basis.get_rotation_quaternion());
  1110. skeleton->set_bone_pose_scale(p_id, t.basis.get_scale());
  1111. }
  1112. void Skeleton3DGizmoPlugin::commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel) {
  1113. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
  1114. ERR_FAIL_COND(!skeleton);
  1115. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  1116. Node3DEditor *ne = Node3DEditor::get_singleton();
  1117. Ref<EditorUndoRedoManager> &ur = EditorNode::get_undo_redo();
  1118. ur->create_action(TTR("Set Bone Transform"));
  1119. if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE) {
  1120. for (int i = 0; i < p_ids.size(); i++) {
  1121. ur->add_do_method(skeleton, "set_bone_pose_position", p_ids[i], skeleton->get_bone_pose_position(p_ids[i]));
  1122. ur->add_undo_method(skeleton, "set_bone_pose_position", p_ids[i], se->get_bone_original_position());
  1123. }
  1124. }
  1125. if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE) {
  1126. for (int i = 0; i < p_ids.size(); i++) {
  1127. ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
  1128. ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
  1129. }
  1130. }
  1131. if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE) {
  1132. for (int i = 0; i < p_ids.size(); i++) {
  1133. // If the axis is swapped by scaling, the rotation can be changed.
  1134. ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
  1135. ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
  1136. ur->add_do_method(skeleton, "set_bone_pose_scale", p_ids[i], skeleton->get_bone_pose_scale(p_ids[i]));
  1137. ur->add_undo_method(skeleton, "set_bone_pose_scale", p_ids[i], se->get_bone_original_scale());
  1138. }
  1139. }
  1140. ur->commit_action();
  1141. }
  1142. void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
  1143. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
  1144. p_gizmo->clear();
  1145. int selected = -1;
  1146. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  1147. if (se) {
  1148. selected = se->get_selected_bone();
  1149. }
  1150. Color bone_color = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_colors/skeleton");
  1151. Color selected_bone_color = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_colors/selected_bone");
  1152. real_t bone_axis_length = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_settings/bone_axis_length");
  1153. int bone_shape = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_settings/bone_shape");
  1154. LocalVector<Color> axis_colors;
  1155. axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")));
  1156. axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")));
  1157. axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")));
  1158. Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
  1159. surface_tool->begin(Mesh::PRIMITIVE_LINES);
  1160. if (p_gizmo->is_selected()) {
  1161. surface_tool->set_material(selected_mat);
  1162. } else {
  1163. unselected_mat->set_albedo(bone_color);
  1164. surface_tool->set_material(unselected_mat);
  1165. }
  1166. LocalVector<int> bones;
  1167. LocalVector<float> weights;
  1168. bones.resize(4);
  1169. weights.resize(4);
  1170. for (int i = 0; i < 4; i++) {
  1171. bones[i] = 0;
  1172. weights[i] = 0;
  1173. }
  1174. weights[0] = 1;
  1175. int current_bone_index = 0;
  1176. Vector<int> bones_to_process = skeleton->get_parentless_bones();
  1177. while (bones_to_process.size() > current_bone_index) {
  1178. int current_bone_idx = bones_to_process[current_bone_index];
  1179. current_bone_index++;
  1180. Color current_bone_color = (current_bone_idx == selected) ? selected_bone_color : bone_color;
  1181. Vector<int> child_bones_vector;
  1182. child_bones_vector = skeleton->get_bone_children(current_bone_idx);
  1183. int child_bones_size = child_bones_vector.size();
  1184. for (int i = 0; i < child_bones_size; i++) {
  1185. // Something wrong.
  1186. if (child_bones_vector[i] < 0) {
  1187. continue;
  1188. }
  1189. int child_bone_idx = child_bones_vector[i];
  1190. Vector3 v0 = skeleton->get_bone_global_rest(current_bone_idx).origin;
  1191. Vector3 v1 = skeleton->get_bone_global_rest(child_bone_idx).origin;
  1192. Vector3 d = (v1 - v0).normalized();
  1193. real_t dist = v0.distance_to(v1);
  1194. // Find closest axis.
  1195. int closest = -1;
  1196. real_t closest_d = 0.0;
  1197. for (int j = 0; j < 3; j++) {
  1198. real_t dp = Math::abs(skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));
  1199. if (j == 0 || dp > closest_d) {
  1200. closest = j;
  1201. }
  1202. }
  1203. // Draw bone.
  1204. switch (bone_shape) {
  1205. case 0: { // Wire shape.
  1206. surface_tool->set_color(current_bone_color);
  1207. bones[0] = current_bone_idx;
  1208. surface_tool->set_bones(bones);
  1209. surface_tool->set_weights(weights);
  1210. surface_tool->add_vertex(v0);
  1211. bones[0] = child_bone_idx;
  1212. surface_tool->set_bones(bones);
  1213. surface_tool->set_weights(weights);
  1214. surface_tool->add_vertex(v1);
  1215. } break;
  1216. case 1: { // Octahedron shape.
  1217. Vector3 first;
  1218. Vector3 points[6];
  1219. int point_idx = 0;
  1220. for (int j = 0; j < 3; j++) {
  1221. Vector3 axis;
  1222. if (first == Vector3()) {
  1223. axis = d.cross(d.cross(skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
  1224. first = axis;
  1225. } else {
  1226. axis = d.cross(first).normalized();
  1227. }
  1228. surface_tool->set_color(current_bone_color);
  1229. for (int k = 0; k < 2; k++) {
  1230. if (k == 1) {
  1231. axis = -axis;
  1232. }
  1233. Vector3 point = v0 + d * dist * 0.2;
  1234. point += axis * dist * 0.1;
  1235. bones[0] = current_bone_idx;
  1236. surface_tool->set_bones(bones);
  1237. surface_tool->set_weights(weights);
  1238. surface_tool->add_vertex(v0);
  1239. surface_tool->set_bones(bones);
  1240. surface_tool->set_weights(weights);
  1241. surface_tool->add_vertex(point);
  1242. surface_tool->set_bones(bones);
  1243. surface_tool->set_weights(weights);
  1244. surface_tool->add_vertex(point);
  1245. bones[0] = child_bone_idx;
  1246. surface_tool->set_bones(bones);
  1247. surface_tool->set_weights(weights);
  1248. surface_tool->add_vertex(v1);
  1249. points[point_idx++] = point;
  1250. }
  1251. }
  1252. surface_tool->set_color(current_bone_color);
  1253. SWAP(points[1], points[2]);
  1254. bones[0] = current_bone_idx;
  1255. for (int j = 0; j < 6; j++) {
  1256. surface_tool->set_bones(bones);
  1257. surface_tool->set_weights(weights);
  1258. surface_tool->add_vertex(points[j]);
  1259. surface_tool->set_bones(bones);
  1260. surface_tool->set_weights(weights);
  1261. surface_tool->add_vertex(points[(j + 1) % 6]);
  1262. }
  1263. } break;
  1264. }
  1265. // Axis as root of the bone.
  1266. for (int j = 0; j < 3; j++) {
  1267. bones[0] = current_bone_idx;
  1268. surface_tool->set_color(axis_colors[j]);
  1269. surface_tool->set_bones(bones);
  1270. surface_tool->set_weights(weights);
  1271. surface_tool->add_vertex(v0);
  1272. surface_tool->set_bones(bones);
  1273. surface_tool->set_weights(weights);
  1274. surface_tool->add_vertex(v0 + (skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
  1275. if (j == closest) {
  1276. continue;
  1277. }
  1278. }
  1279. // Axis at the end of the bone children.
  1280. if (i == child_bones_size - 1) {
  1281. for (int j = 0; j < 3; j++) {
  1282. bones[0] = child_bone_idx;
  1283. surface_tool->set_color(axis_colors[j]);
  1284. surface_tool->set_bones(bones);
  1285. surface_tool->set_weights(weights);
  1286. surface_tool->add_vertex(v1);
  1287. surface_tool->set_bones(bones);
  1288. surface_tool->set_weights(weights);
  1289. surface_tool->add_vertex(v1 + (skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
  1290. if (j == closest) {
  1291. continue;
  1292. }
  1293. }
  1294. }
  1295. // Add the bone's children to the list of bones to be processed.
  1296. bones_to_process.push_back(child_bones_vector[i]);
  1297. }
  1298. }
  1299. Ref<ArrayMesh> m = surface_tool->commit();
  1300. p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
  1301. }