skeleton_3d.cpp 43 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) 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.h"
  31. #include "core/object/message_queue.h"
  32. #include "core/variant/type_info.h"
  33. #include "scene/3d/physics_body_3d.h"
  34. #include "scene/resources/skeleton_modification_3d.h"
  35. #include "scene/resources/surface_tool.h"
  36. #include "scene/scene_string_names.h"
  37. void SkinReference::_skin_changed() {
  38. if (skeleton_node) {
  39. skeleton_node->_make_dirty();
  40. }
  41. skeleton_version = 0;
  42. }
  43. void SkinReference::_bind_methods() {
  44. ClassDB::bind_method(D_METHOD("_skin_changed"), &SkinReference::_skin_changed);
  45. ClassDB::bind_method(D_METHOD("get_skeleton"), &SkinReference::get_skeleton);
  46. ClassDB::bind_method(D_METHOD("get_skin"), &SkinReference::get_skin);
  47. }
  48. RID SkinReference::get_skeleton() const {
  49. return skeleton;
  50. }
  51. Ref<Skin> SkinReference::get_skin() const {
  52. return skin;
  53. }
  54. SkinReference::~SkinReference() {
  55. if (skeleton_node) {
  56. skeleton_node->skin_bindings.erase(this);
  57. }
  58. RS::get_singleton()->free(skeleton);
  59. }
  60. ///////////////////////////////////////
  61. bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
  62. String path = p_path;
  63. #ifndef _3D_DISABLED
  64. if (path.begins_with("modification_stack")) {
  65. set_modification_stack(p_value);
  66. return true;
  67. }
  68. #endif //_3D_DISABLED
  69. if (!path.begins_with("bones/")) {
  70. return false;
  71. }
  72. int which = path.get_slicec('/', 1).to_int();
  73. String what = path.get_slicec('/', 2);
  74. if (which == bones.size() && what == "name") {
  75. add_bone(p_value);
  76. return true;
  77. }
  78. ERR_FAIL_INDEX_V(which, bones.size(), false);
  79. if (what == "parent") {
  80. set_bone_parent(which, p_value);
  81. } else if (what == "rest") {
  82. set_bone_rest(which, p_value);
  83. } else if (what == "enabled") {
  84. set_bone_enabled(which, p_value);
  85. } else if (what == "position") {
  86. set_bone_pose_position(which, p_value);
  87. } else if (what == "rotation") {
  88. set_bone_pose_rotation(which, p_value);
  89. } else if (what == "scale") {
  90. set_bone_pose_scale(which, p_value);
  91. } else {
  92. return false;
  93. }
  94. return true;
  95. }
  96. bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
  97. String path = p_path;
  98. #ifndef _3D_DISABLED
  99. if (path.begins_with("modification_stack")) {
  100. r_ret = modification_stack;
  101. return true;
  102. }
  103. #endif //_3D_DISABLED
  104. if (!path.begins_with("bones/")) {
  105. return false;
  106. }
  107. int which = path.get_slicec('/', 1).to_int();
  108. String what = path.get_slicec('/', 2);
  109. ERR_FAIL_INDEX_V(which, bones.size(), false);
  110. if (what == "name") {
  111. r_ret = get_bone_name(which);
  112. } else if (what == "parent") {
  113. r_ret = get_bone_parent(which);
  114. } else if (what == "rest") {
  115. r_ret = get_bone_rest(which);
  116. } else if (what == "enabled") {
  117. r_ret = is_bone_enabled(which);
  118. } else if (what == "position") {
  119. r_ret = get_bone_pose_position(which);
  120. } else if (what == "rotation") {
  121. r_ret = get_bone_pose_rotation(which);
  122. } else if (what == "scale") {
  123. r_ret = get_bone_pose_scale(which);
  124. } else {
  125. return false;
  126. }
  127. return true;
  128. }
  129. void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
  130. for (int i = 0; i < bones.size(); i++) {
  131. const String prep = vformat("%s/%d/", PNAME("bones"), i);
  132. p_list->push_back(PropertyInfo(Variant::STRING, prep + PNAME("name"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  133. p_list->push_back(PropertyInfo(Variant::INT, prep + PNAME("parent"), PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1", PROPERTY_USAGE_NO_EDITOR));
  134. p_list->push_back(PropertyInfo(Variant::TRANSFORM3D, prep + PNAME("rest"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  135. p_list->push_back(PropertyInfo(Variant::BOOL, prep + PNAME("enabled"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  136. p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + PNAME("position"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  137. p_list->push_back(PropertyInfo(Variant::QUATERNION, prep + PNAME("rotation"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  138. p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + PNAME("scale"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  139. }
  140. #ifndef _3D_DISABLED
  141. p_list->push_back(
  142. PropertyInfo(Variant::OBJECT, "modification_stack",
  143. PROPERTY_HINT_RESOURCE_TYPE,
  144. "SkeletonModificationStack3D",
  145. PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
  146. #endif //_3D_DISABLED
  147. for (PropertyInfo &E : *p_list) {
  148. _validate_property(E);
  149. }
  150. }
  151. void Skeleton3D::_validate_property(PropertyInfo &p_property) const {
  152. PackedStringArray split = p_property.name.split("/");
  153. if (split.size() == 3 && split[0] == "bones") {
  154. if (split[2] == "rest") {
  155. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  156. }
  157. if (is_show_rest_only()) {
  158. if (split[2] == "enabled") {
  159. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  160. }
  161. if (split[2] == "position") {
  162. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  163. }
  164. if (split[2] == "rotation") {
  165. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  166. }
  167. if (split[2] == "scale") {
  168. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  169. }
  170. } else if (!is_bone_enabled(split[1].to_int())) {
  171. if (split[2] == "position") {
  172. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  173. }
  174. if (split[2] == "rotation") {
  175. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  176. }
  177. if (split[2] == "scale") {
  178. p_property.usage |= PROPERTY_USAGE_READ_ONLY;
  179. }
  180. }
  181. }
  182. }
  183. void Skeleton3D::_update_process_order() {
  184. if (!process_order_dirty) {
  185. return;
  186. }
  187. Bone *bonesptr = bones.ptrw();
  188. int len = bones.size();
  189. parentless_bones.clear();
  190. for (int i = 0; i < len; i++) {
  191. bonesptr[i].child_bones.clear();
  192. }
  193. for (int i = 0; i < len; i++) {
  194. if (bonesptr[i].parent >= len) {
  195. // Validate this just in case.
  196. ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
  197. bonesptr[i].parent = -1;
  198. }
  199. if (bonesptr[i].parent != -1) {
  200. int parent_bone_idx = bonesptr[i].parent;
  201. // Check to see if this node is already added to the parent.
  202. if (bonesptr[parent_bone_idx].child_bones.find(i) < 0) {
  203. // Add the child node.
  204. bonesptr[parent_bone_idx].child_bones.push_back(i);
  205. } else {
  206. ERR_PRINT("Skeleton3D parenthood graph is cyclic");
  207. }
  208. } else {
  209. parentless_bones.push_back(i);
  210. }
  211. }
  212. process_order_dirty = false;
  213. }
  214. void Skeleton3D::_notification(int p_what) {
  215. switch (p_what) {
  216. case NOTIFICATION_UPDATE_SKELETON: {
  217. RenderingServer *rs = RenderingServer::get_singleton();
  218. Bone *bonesptr = bones.ptrw();
  219. int len = bones.size();
  220. dirty = false;
  221. // Update bone transforms.
  222. force_update_all_bone_transforms();
  223. // Update skins.
  224. for (SkinReference *E : skin_bindings) {
  225. const Skin *skin = E->skin.operator->();
  226. RID skeleton = E->skeleton;
  227. uint32_t bind_count = skin->get_bind_count();
  228. if (E->bind_count != bind_count) {
  229. RS::get_singleton()->skeleton_allocate_data(skeleton, bind_count);
  230. E->bind_count = bind_count;
  231. E->skin_bone_indices.resize(bind_count);
  232. E->skin_bone_indices_ptrs = E->skin_bone_indices.ptrw();
  233. }
  234. if (E->skeleton_version != version) {
  235. for (uint32_t i = 0; i < bind_count; i++) {
  236. StringName bind_name = skin->get_bind_name(i);
  237. if (bind_name != StringName()) {
  238. // Bind name used, use this.
  239. bool found = false;
  240. for (int j = 0; j < len; j++) {
  241. if (bonesptr[j].name == bind_name) {
  242. E->skin_bone_indices_ptrs[i] = j;
  243. found = true;
  244. break;
  245. }
  246. }
  247. if (!found) {
  248. ERR_PRINT("Skin bind #" + itos(i) + " contains named bind '" + String(bind_name) + "' but Skeleton3D has no bone by that name.");
  249. E->skin_bone_indices_ptrs[i] = 0;
  250. }
  251. } else if (skin->get_bind_bone(i) >= 0) {
  252. int bind_index = skin->get_bind_bone(i);
  253. if (bind_index >= len) {
  254. ERR_PRINT("Skin bind #" + itos(i) + " contains bone index bind: " + itos(bind_index) + " , which is greater than the skeleton bone count: " + itos(len) + ".");
  255. E->skin_bone_indices_ptrs[i] = 0;
  256. } else {
  257. E->skin_bone_indices_ptrs[i] = bind_index;
  258. }
  259. } else {
  260. ERR_PRINT("Skin bind #" + itos(i) + " does not contain a name nor a bone index.");
  261. E->skin_bone_indices_ptrs[i] = 0;
  262. }
  263. }
  264. E->skeleton_version = version;
  265. }
  266. for (uint32_t i = 0; i < bind_count; i++) {
  267. uint32_t bone_index = E->skin_bone_indices_ptrs[i];
  268. ERR_CONTINUE(bone_index >= (uint32_t)len);
  269. rs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].pose_global * skin->get_bind_pose(i));
  270. }
  271. }
  272. emit_signal(SceneStringNames::get_singleton()->pose_updated);
  273. } break;
  274. #ifndef _3D_DISABLED
  275. case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
  276. // This is active only if the skeleton animates the physical bones
  277. // and the state of the bone is not active.
  278. if (animate_physical_bones) {
  279. for (int i = 0; i < bones.size(); i += 1) {
  280. if (bones[i].physical_bone) {
  281. if (bones[i].physical_bone->is_simulating_physics() == false) {
  282. bones[i].physical_bone->reset_to_rest_position();
  283. }
  284. }
  285. }
  286. }
  287. if (modification_stack.is_valid()) {
  288. execute_modifications(get_physics_process_delta_time(), SkeletonModificationStack3D::EXECUTION_MODE::execution_mode_physics_process);
  289. }
  290. } break;
  291. case NOTIFICATION_INTERNAL_PROCESS: {
  292. if (modification_stack.is_valid()) {
  293. execute_modifications(get_process_delta_time(), SkeletonModificationStack3D::EXECUTION_MODE::execution_mode_process);
  294. }
  295. } break;
  296. case NOTIFICATION_READY: {
  297. set_physics_process_internal(true);
  298. set_process_internal(true);
  299. if (modification_stack.is_valid()) {
  300. set_modification_stack(modification_stack);
  301. }
  302. } break;
  303. #endif // _3D_DISABLED
  304. }
  305. }
  306. void Skeleton3D::clear_bones_global_pose_override() {
  307. for (int i = 0; i < bones.size(); i += 1) {
  308. bones.write[i].global_pose_override_amount = 0;
  309. bones.write[i].global_pose_override_reset = true;
  310. }
  311. _make_dirty();
  312. }
  313. void Skeleton3D::set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) {
  314. const int bone_size = bones.size();
  315. ERR_FAIL_INDEX(p_bone, bone_size);
  316. bones.write[p_bone].global_pose_override_amount = p_amount;
  317. bones.write[p_bone].global_pose_override = p_pose;
  318. bones.write[p_bone].global_pose_override_reset = !p_persistent;
  319. _make_dirty();
  320. }
  321. Transform3D Skeleton3D::get_bone_global_pose_override(int p_bone) const {
  322. const int bone_size = bones.size();
  323. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  324. return bones[p_bone].global_pose_override;
  325. }
  326. Transform3D Skeleton3D::get_bone_global_pose(int p_bone) const {
  327. const int bone_size = bones.size();
  328. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  329. if (dirty) {
  330. const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
  331. }
  332. return bones[p_bone].pose_global;
  333. }
  334. Transform3D Skeleton3D::get_bone_global_pose_no_override(int p_bone) const {
  335. const int bone_size = bones.size();
  336. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  337. if (dirty) {
  338. const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
  339. }
  340. return bones[p_bone].pose_global_no_override;
  341. }
  342. void Skeleton3D::clear_bones_local_pose_override() {
  343. for (int i = 0; i < bones.size(); i += 1) {
  344. bones.write[i].local_pose_override_amount = 0;
  345. }
  346. _make_dirty();
  347. }
  348. void Skeleton3D::set_bone_local_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) {
  349. const int bone_size = bones.size();
  350. ERR_FAIL_INDEX(p_bone, bone_size);
  351. bones.write[p_bone].local_pose_override_amount = p_amount;
  352. bones.write[p_bone].local_pose_override = p_pose;
  353. bones.write[p_bone].local_pose_override_reset = !p_persistent;
  354. _make_dirty();
  355. }
  356. Transform3D Skeleton3D::get_bone_local_pose_override(int p_bone) const {
  357. const int bone_size = bones.size();
  358. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  359. return bones[p_bone].local_pose_override;
  360. }
  361. void Skeleton3D::update_bone_rest_forward_vector(int p_bone, bool p_force_update) {
  362. const int bone_size = bones.size();
  363. ERR_FAIL_INDEX(p_bone, bone_size);
  364. if (bones[p_bone].rest_bone_forward_vector.length_squared() > 0 && p_force_update == false) {
  365. update_bone_rest_forward_axis(p_bone, p_force_update);
  366. }
  367. // If it is a child/leaf bone...
  368. if (get_bone_parent(p_bone) > 0) {
  369. bones.write[p_bone].rest_bone_forward_vector = bones[p_bone].rest.origin.normalized();
  370. } else {
  371. // If it has children...
  372. Vector<int> child_bones = get_bone_children(p_bone);
  373. if (child_bones.size() > 0) {
  374. Vector3 combined_child_dir = Vector3(0, 0, 0);
  375. for (int i = 0; i < child_bones.size(); i++) {
  376. combined_child_dir += bones[child_bones[i]].rest.origin.normalized();
  377. }
  378. combined_child_dir = combined_child_dir / child_bones.size();
  379. bones.write[p_bone].rest_bone_forward_vector = combined_child_dir.normalized();
  380. } else {
  381. WARN_PRINT_ONCE("Cannot calculate forward direction for bone " + itos(p_bone));
  382. WARN_PRINT_ONCE("Assuming direction of (0, 1, 0) for bone");
  383. bones.write[p_bone].rest_bone_forward_vector = Vector3(0, 1, 0);
  384. }
  385. }
  386. update_bone_rest_forward_axis(p_bone, p_force_update);
  387. }
  388. void Skeleton3D::update_bone_rest_forward_axis(int p_bone, bool p_force_update) {
  389. const int bone_size = bones.size();
  390. ERR_FAIL_INDEX(p_bone, bone_size);
  391. if (bones[p_bone].rest_bone_forward_axis > -1 && p_force_update == false) {
  392. return;
  393. }
  394. Vector3 forward_axis_absolute = bones[p_bone].rest_bone_forward_vector.abs();
  395. if (forward_axis_absolute.x > forward_axis_absolute.y && forward_axis_absolute.x > forward_axis_absolute.z) {
  396. if (bones[p_bone].rest_bone_forward_vector.x > 0) {
  397. bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_X_FORWARD;
  398. } else {
  399. bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_NEGATIVE_X_FORWARD;
  400. }
  401. } else if (forward_axis_absolute.y > forward_axis_absolute.x && forward_axis_absolute.y > forward_axis_absolute.z) {
  402. if (bones[p_bone].rest_bone_forward_vector.y > 0) {
  403. bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_Y_FORWARD;
  404. } else {
  405. bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_NEGATIVE_Y_FORWARD;
  406. }
  407. } else {
  408. if (bones[p_bone].rest_bone_forward_vector.z > 0) {
  409. bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_Z_FORWARD;
  410. } else {
  411. bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_NEGATIVE_Z_FORWARD;
  412. }
  413. }
  414. }
  415. Vector3 Skeleton3D::get_bone_axis_forward_vector(int p_bone) {
  416. const int bone_size = bones.size();
  417. ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3(0, 0, 0));
  418. return bones[p_bone].rest_bone_forward_vector;
  419. }
  420. int Skeleton3D::get_bone_axis_forward_enum(int p_bone) {
  421. const int bone_size = bones.size();
  422. ERR_FAIL_INDEX_V(p_bone, bone_size, -1);
  423. return bones[p_bone].rest_bone_forward_axis;
  424. }
  425. void Skeleton3D::set_motion_scale(float p_motion_scale) {
  426. if (p_motion_scale <= 0) {
  427. motion_scale = 1;
  428. ERR_FAIL_MSG("Motion scale must be larger than 0.");
  429. }
  430. motion_scale = p_motion_scale;
  431. }
  432. float Skeleton3D::get_motion_scale() const {
  433. ERR_FAIL_COND_V(motion_scale <= 0, 1);
  434. return motion_scale;
  435. }
  436. // Skeleton creation api
  437. void Skeleton3D::add_bone(const String &p_name) {
  438. ERR_FAIL_COND(p_name.is_empty() || p_name.contains(":") || p_name.contains("/"));
  439. for (int i = 0; i < bones.size(); i++) {
  440. ERR_FAIL_COND(bones[i].name == p_name);
  441. }
  442. Bone b;
  443. b.name = p_name;
  444. bones.push_back(b);
  445. process_order_dirty = true;
  446. version++;
  447. rest_dirty = true;
  448. _make_dirty();
  449. update_gizmos();
  450. }
  451. int Skeleton3D::find_bone(const String &p_name) const {
  452. for (int i = 0; i < bones.size(); i++) {
  453. if (bones[i].name == p_name) {
  454. return i;
  455. }
  456. }
  457. return -1;
  458. }
  459. String Skeleton3D::get_bone_name(int p_bone) const {
  460. const int bone_size = bones.size();
  461. ERR_FAIL_INDEX_V(p_bone, bone_size, "");
  462. return bones[p_bone].name;
  463. }
  464. void Skeleton3D::set_bone_name(int p_bone, const String &p_name) {
  465. const int bone_size = bones.size();
  466. ERR_FAIL_INDEX(p_bone, bone_size);
  467. for (int i = 0; i < bone_size; i++) {
  468. if (i != p_bone) {
  469. ERR_FAIL_COND(bones[i].name == p_name);
  470. }
  471. }
  472. bones.write[p_bone].name = p_name;
  473. }
  474. bool Skeleton3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
  475. int parent_of_bone = get_bone_parent(p_bone);
  476. if (-1 == parent_of_bone) {
  477. return false;
  478. }
  479. if (parent_of_bone == p_parent_bone_id) {
  480. return true;
  481. }
  482. return is_bone_parent_of(parent_of_bone, p_parent_bone_id);
  483. }
  484. int Skeleton3D::get_bone_count() const {
  485. return bones.size();
  486. }
  487. void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
  488. const int bone_size = bones.size();
  489. ERR_FAIL_INDEX(p_bone, bone_size);
  490. ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
  491. ERR_FAIL_COND(p_bone == p_parent);
  492. bones.write[p_bone].parent = p_parent;
  493. process_order_dirty = true;
  494. rest_dirty = true;
  495. _make_dirty();
  496. }
  497. void Skeleton3D::unparent_bone_and_rest(int p_bone) {
  498. const int bone_size = bones.size();
  499. ERR_FAIL_INDEX(p_bone, bone_size);
  500. _update_process_order();
  501. int parent = bones[p_bone].parent;
  502. while (parent >= 0) {
  503. bones.write[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
  504. parent = bones[parent].parent;
  505. }
  506. bones.write[p_bone].parent = -1;
  507. process_order_dirty = true;
  508. rest_dirty = true;
  509. _make_dirty();
  510. }
  511. int Skeleton3D::get_bone_parent(int p_bone) const {
  512. const int bone_size = bones.size();
  513. ERR_FAIL_INDEX_V(p_bone, bone_size, -1);
  514. if (process_order_dirty) {
  515. const_cast<Skeleton3D *>(this)->_update_process_order();
  516. }
  517. return bones[p_bone].parent;
  518. }
  519. Vector<int> Skeleton3D::get_bone_children(int p_bone) const {
  520. const int bone_size = bones.size();
  521. ERR_FAIL_INDEX_V(p_bone, bone_size, Vector<int>());
  522. if (process_order_dirty) {
  523. const_cast<Skeleton3D *>(this)->_update_process_order();
  524. }
  525. return bones[p_bone].child_bones;
  526. }
  527. Vector<int> Skeleton3D::get_parentless_bones() const {
  528. if (process_order_dirty) {
  529. const_cast<Skeleton3D *>(this)->_update_process_order();
  530. }
  531. return parentless_bones;
  532. }
  533. void Skeleton3D::set_bone_rest(int p_bone, const Transform3D &p_rest) {
  534. const int bone_size = bones.size();
  535. ERR_FAIL_INDEX(p_bone, bone_size);
  536. bones.write[p_bone].rest = p_rest;
  537. rest_dirty = true;
  538. _make_dirty();
  539. }
  540. Transform3D Skeleton3D::get_bone_rest(int p_bone) const {
  541. const int bone_size = bones.size();
  542. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  543. return bones[p_bone].rest;
  544. }
  545. Transform3D Skeleton3D::get_bone_global_rest(int p_bone) const {
  546. const int bone_size = bones.size();
  547. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  548. if (rest_dirty) {
  549. const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
  550. }
  551. return bones[p_bone].global_rest;
  552. }
  553. void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
  554. const int bone_size = bones.size();
  555. ERR_FAIL_INDEX(p_bone, bone_size);
  556. bones.write[p_bone].enabled = p_enabled;
  557. emit_signal(SceneStringNames::get_singleton()->bone_enabled_changed, p_bone);
  558. _make_dirty();
  559. }
  560. bool Skeleton3D::is_bone_enabled(int p_bone) const {
  561. const int bone_size = bones.size();
  562. ERR_FAIL_INDEX_V(p_bone, bone_size, false);
  563. return bones[p_bone].enabled;
  564. }
  565. void Skeleton3D::set_show_rest_only(bool p_enabled) {
  566. show_rest_only = p_enabled;
  567. emit_signal(SceneStringNames::get_singleton()->show_rest_only_changed);
  568. _make_dirty();
  569. }
  570. bool Skeleton3D::is_show_rest_only() const {
  571. return show_rest_only;
  572. }
  573. void Skeleton3D::clear_bones() {
  574. bones.clear();
  575. process_order_dirty = true;
  576. version++;
  577. _make_dirty();
  578. }
  579. // Posing api
  580. void Skeleton3D::set_bone_pose_position(int p_bone, const Vector3 &p_position) {
  581. const int bone_size = bones.size();
  582. ERR_FAIL_INDEX(p_bone, bone_size);
  583. bones.write[p_bone].pose_position = p_position;
  584. bones.write[p_bone].pose_cache_dirty = true;
  585. if (is_inside_tree()) {
  586. _make_dirty();
  587. }
  588. }
  589. void Skeleton3D::set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation) {
  590. const int bone_size = bones.size();
  591. ERR_FAIL_INDEX(p_bone, bone_size);
  592. bones.write[p_bone].pose_rotation = p_rotation;
  593. bones.write[p_bone].pose_cache_dirty = true;
  594. if (is_inside_tree()) {
  595. _make_dirty();
  596. }
  597. }
  598. void Skeleton3D::set_bone_pose_scale(int p_bone, const Vector3 &p_scale) {
  599. const int bone_size = bones.size();
  600. ERR_FAIL_INDEX(p_bone, bone_size);
  601. bones.write[p_bone].pose_scale = p_scale;
  602. bones.write[p_bone].pose_cache_dirty = true;
  603. if (is_inside_tree()) {
  604. _make_dirty();
  605. }
  606. }
  607. Vector3 Skeleton3D::get_bone_pose_position(int p_bone) const {
  608. const int bone_size = bones.size();
  609. ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3());
  610. return bones[p_bone].pose_position;
  611. }
  612. Quaternion Skeleton3D::get_bone_pose_rotation(int p_bone) const {
  613. const int bone_size = bones.size();
  614. ERR_FAIL_INDEX_V(p_bone, bone_size, Quaternion());
  615. return bones[p_bone].pose_rotation;
  616. }
  617. Vector3 Skeleton3D::get_bone_pose_scale(int p_bone) const {
  618. const int bone_size = bones.size();
  619. ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3());
  620. return bones[p_bone].pose_scale;
  621. }
  622. void Skeleton3D::reset_bone_pose(int p_bone) {
  623. const int bone_size = bones.size();
  624. ERR_FAIL_INDEX(p_bone, bone_size);
  625. set_bone_pose_position(p_bone, bones[p_bone].rest.origin);
  626. set_bone_pose_rotation(p_bone, bones[p_bone].rest.basis.get_rotation_quaternion());
  627. set_bone_pose_scale(p_bone, bones[p_bone].rest.basis.get_scale());
  628. }
  629. void Skeleton3D::reset_bone_poses() {
  630. for (int i = 0; i < bones.size(); i++) {
  631. reset_bone_pose(i);
  632. }
  633. }
  634. Transform3D Skeleton3D::get_bone_pose(int p_bone) const {
  635. const int bone_size = bones.size();
  636. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  637. ((Skeleton3D *)this)->bones.write[p_bone].update_pose_cache();
  638. return bones[p_bone].pose_cache;
  639. }
  640. void Skeleton3D::_make_dirty() {
  641. if (dirty) {
  642. return;
  643. }
  644. MessageQueue::get_singleton()->push_notification(this, NOTIFICATION_UPDATE_SKELETON);
  645. dirty = true;
  646. }
  647. void Skeleton3D::localize_rests() {
  648. Vector<int> bones_to_process = get_parentless_bones();
  649. while (bones_to_process.size() > 0) {
  650. int current_bone_idx = bones_to_process[0];
  651. bones_to_process.erase(current_bone_idx);
  652. if (bones[current_bone_idx].parent >= 0) {
  653. set_bone_rest(current_bone_idx, bones[bones[current_bone_idx].parent].rest.affine_inverse() * bones[current_bone_idx].rest);
  654. }
  655. // Add the bone's children to the list of bones to be processed.
  656. int child_bone_size = bones[current_bone_idx].child_bones.size();
  657. for (int i = 0; i < child_bone_size; i++) {
  658. bones_to_process.push_back(bones[current_bone_idx].child_bones[i]);
  659. }
  660. }
  661. }
  662. void Skeleton3D::set_animate_physical_bones(bool p_enabled) {
  663. animate_physical_bones = p_enabled;
  664. if (Engine::get_singleton()->is_editor_hint() == false) {
  665. bool sim = false;
  666. for (int i = 0; i < bones.size(); i += 1) {
  667. if (bones[i].physical_bone) {
  668. bones[i].physical_bone->reset_physics_simulation_state();
  669. if (bones[i].physical_bone->is_simulating_physics()) {
  670. sim = true;
  671. }
  672. }
  673. }
  674. set_physics_process_internal(sim == false && p_enabled);
  675. }
  676. }
  677. bool Skeleton3D::get_animate_physical_bones() const {
  678. return animate_physical_bones;
  679. }
  680. void Skeleton3D::bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone) {
  681. const int bone_size = bones.size();
  682. ERR_FAIL_INDEX(p_bone, bone_size);
  683. ERR_FAIL_COND(bones[p_bone].physical_bone);
  684. ERR_FAIL_COND(!p_physical_bone);
  685. bones.write[p_bone].physical_bone = p_physical_bone;
  686. _rebuild_physical_bones_cache();
  687. }
  688. void Skeleton3D::unbind_physical_bone_from_bone(int p_bone) {
  689. const int bone_size = bones.size();
  690. ERR_FAIL_INDEX(p_bone, bone_size);
  691. bones.write[p_bone].physical_bone = nullptr;
  692. _rebuild_physical_bones_cache();
  693. }
  694. PhysicalBone3D *Skeleton3D::get_physical_bone(int p_bone) {
  695. const int bone_size = bones.size();
  696. ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr);
  697. return bones[p_bone].physical_bone;
  698. }
  699. PhysicalBone3D *Skeleton3D::get_physical_bone_parent(int p_bone) {
  700. const int bone_size = bones.size();
  701. ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr);
  702. if (bones[p_bone].cache_parent_physical_bone) {
  703. return bones[p_bone].cache_parent_physical_bone;
  704. }
  705. return _get_physical_bone_parent(p_bone);
  706. }
  707. PhysicalBone3D *Skeleton3D::_get_physical_bone_parent(int p_bone) {
  708. const int bone_size = bones.size();
  709. ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr);
  710. const int parent_bone = bones[p_bone].parent;
  711. if (0 > parent_bone) {
  712. return nullptr;
  713. }
  714. PhysicalBone3D *pb = bones[parent_bone].physical_bone;
  715. if (pb) {
  716. return pb;
  717. } else {
  718. return get_physical_bone_parent(parent_bone);
  719. }
  720. }
  721. void Skeleton3D::_rebuild_physical_bones_cache() {
  722. const int b_size = bones.size();
  723. for (int i = 0; i < b_size; ++i) {
  724. PhysicalBone3D *parent_pb = _get_physical_bone_parent(i);
  725. if (parent_pb != bones[i].cache_parent_physical_bone) {
  726. bones.write[i].cache_parent_physical_bone = parent_pb;
  727. if (bones[i].physical_bone) {
  728. bones[i].physical_bone->_on_bone_parent_changed();
  729. }
  730. }
  731. }
  732. }
  733. void _pb_stop_simulation(Node *p_node) {
  734. for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
  735. _pb_stop_simulation(p_node->get_child(i));
  736. }
  737. PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
  738. if (pb) {
  739. pb->set_simulate_physics(false);
  740. }
  741. }
  742. void Skeleton3D::physical_bones_stop_simulation() {
  743. _pb_stop_simulation(this);
  744. if (Engine::get_singleton()->is_editor_hint() == false && animate_physical_bones) {
  745. set_physics_process_internal(true);
  746. }
  747. }
  748. void _pb_start_simulation(const Skeleton3D *p_skeleton, Node *p_node, const Vector<int> &p_sim_bones) {
  749. for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
  750. _pb_start_simulation(p_skeleton, p_node->get_child(i), p_sim_bones);
  751. }
  752. PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
  753. if (pb) {
  754. for (int i = p_sim_bones.size() - 1; 0 <= i; --i) {
  755. if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
  756. pb->set_simulate_physics(true);
  757. break;
  758. }
  759. }
  760. }
  761. }
  762. void Skeleton3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) {
  763. set_physics_process_internal(false);
  764. Vector<int> sim_bones;
  765. if (p_bones.size() <= 0) {
  766. sim_bones.push_back(0); // If no bones is specified, activate ragdoll on full body.
  767. } else {
  768. sim_bones.resize(p_bones.size());
  769. int c = 0;
  770. for (int i = sim_bones.size() - 1; 0 <= i; --i) {
  771. int bone_id = find_bone(p_bones[i]);
  772. if (bone_id != -1) {
  773. sim_bones.write[c++] = bone_id;
  774. }
  775. }
  776. sim_bones.resize(c);
  777. }
  778. _pb_start_simulation(this, this, sim_bones);
  779. }
  780. void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RID p_exception) {
  781. for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
  782. _physical_bones_add_remove_collision_exception(p_add, p_node->get_child(i), p_exception);
  783. }
  784. CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_node);
  785. if (co) {
  786. if (p_add) {
  787. PhysicsServer3D::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception);
  788. } else {
  789. PhysicsServer3D::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception);
  790. }
  791. }
  792. }
  793. void Skeleton3D::physical_bones_add_collision_exception(RID p_exception) {
  794. _physical_bones_add_remove_collision_exception(true, this, p_exception);
  795. }
  796. void Skeleton3D::physical_bones_remove_collision_exception(RID p_exception) {
  797. _physical_bones_add_remove_collision_exception(false, this, p_exception);
  798. }
  799. void Skeleton3D::_skin_changed() {
  800. _make_dirty();
  801. }
  802. Ref<Skin> Skeleton3D::create_skin_from_rest_transforms() {
  803. Ref<Skin> skin;
  804. skin.instantiate();
  805. skin->set_bind_count(bones.size());
  806. // Pose changed, rebuild cache of inverses.
  807. const Bone *bonesptr = bones.ptr();
  808. int len = bones.size();
  809. // Calculate global rests and invert them.
  810. LocalVector<int> bones_to_process;
  811. bones_to_process = get_parentless_bones();
  812. while (bones_to_process.size() > 0) {
  813. int current_bone_idx = bones_to_process[0];
  814. const Bone &b = bonesptr[current_bone_idx];
  815. bones_to_process.erase(current_bone_idx);
  816. LocalVector<int> child_bones_vector;
  817. child_bones_vector = get_bone_children(current_bone_idx);
  818. int child_bones_size = child_bones_vector.size();
  819. if (b.parent < 0) {
  820. skin->set_bind_pose(current_bone_idx, b.rest);
  821. }
  822. for (int i = 0; i < child_bones_size; i++) {
  823. int child_bone_idx = child_bones_vector[i];
  824. const Bone &cb = bonesptr[child_bone_idx];
  825. skin->set_bind_pose(child_bone_idx, skin->get_bind_pose(current_bone_idx) * cb.rest);
  826. // Add the bone's children to the list of bones to be processed.
  827. bones_to_process.push_back(child_bones_vector[i]);
  828. }
  829. }
  830. for (int i = 0; i < len; i++) {
  831. // The inverse is what is actually required.
  832. skin->set_bind_bone(i, i);
  833. skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse());
  834. }
  835. return skin;
  836. }
  837. Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
  838. ERR_FAIL_COND_V(p_skin.is_null(), Ref<SkinReference>());
  839. for (const SkinReference *E : skin_bindings) {
  840. if (E->skin == p_skin) {
  841. return Ref<SkinReference>(E);
  842. }
  843. }
  844. Ref<SkinReference> skin_ref;
  845. skin_ref.instantiate();
  846. skin_ref->skeleton_node = this;
  847. skin_ref->bind_count = 0;
  848. skin_ref->skeleton = RenderingServer::get_singleton()->skeleton_create();
  849. skin_ref->skeleton_node = this;
  850. skin_ref->skin = p_skin;
  851. skin_bindings.insert(skin_ref.operator->());
  852. skin_ref->skin->connect("changed", Callable(skin_ref.operator->(), "_skin_changed"));
  853. _make_dirty(); // Skin needs to be updated, so update skeleton.
  854. return skin_ref;
  855. }
  856. void Skeleton3D::force_update_all_dirty_bones() {
  857. if (dirty) {
  858. const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
  859. }
  860. }
  861. void Skeleton3D::force_update_all_bone_transforms() {
  862. _update_process_order();
  863. for (int i = 0; i < parentless_bones.size(); i++) {
  864. force_update_bone_children_transforms(parentless_bones[i]);
  865. }
  866. }
  867. void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
  868. const int bone_size = bones.size();
  869. ERR_FAIL_INDEX(p_bone_idx, bone_size);
  870. Bone *bonesptr = bones.ptrw();
  871. List<int> bones_to_process = List<int>();
  872. bones_to_process.push_back(p_bone_idx);
  873. while (bones_to_process.size() > 0) {
  874. int current_bone_idx = bones_to_process[0];
  875. bones_to_process.erase(current_bone_idx);
  876. Bone &b = bonesptr[current_bone_idx];
  877. bool bone_enabled = b.enabled && !show_rest_only;
  878. if (bone_enabled) {
  879. b.update_pose_cache();
  880. Transform3D pose = b.pose_cache;
  881. if (b.parent >= 0) {
  882. b.pose_global = bonesptr[b.parent].pose_global * pose;
  883. b.pose_global_no_override = b.pose_global;
  884. } else {
  885. b.pose_global = pose;
  886. b.pose_global_no_override = b.pose_global;
  887. }
  888. } else {
  889. if (b.parent >= 0) {
  890. b.pose_global = bonesptr[b.parent].pose_global * b.rest;
  891. b.pose_global_no_override = b.pose_global;
  892. } else {
  893. b.pose_global = b.rest;
  894. b.pose_global_no_override = b.pose_global;
  895. }
  896. }
  897. if (rest_dirty) {
  898. b.global_rest = b.parent >= 0 ? bonesptr[b.parent].global_rest * b.rest : b.rest;
  899. }
  900. if (b.local_pose_override_amount >= CMP_EPSILON) {
  901. Transform3D override_local_pose;
  902. if (b.parent >= 0) {
  903. override_local_pose = bonesptr[b.parent].pose_global * b.local_pose_override;
  904. } else {
  905. override_local_pose = b.local_pose_override;
  906. }
  907. b.pose_global = b.pose_global.interpolate_with(override_local_pose, b.local_pose_override_amount);
  908. }
  909. if (b.global_pose_override_amount >= CMP_EPSILON) {
  910. b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
  911. }
  912. if (b.local_pose_override_reset) {
  913. b.local_pose_override_amount = 0.0;
  914. }
  915. if (b.global_pose_override_reset) {
  916. b.global_pose_override_amount = 0.0;
  917. }
  918. // Add the bone's children to the list of bones to be processed.
  919. int child_bone_size = b.child_bones.size();
  920. for (int i = 0; i < child_bone_size; i++) {
  921. bones_to_process.push_back(b.child_bones[i]);
  922. }
  923. emit_signal(SceneStringNames::get_singleton()->bone_pose_changed, current_bone_idx);
  924. }
  925. rest_dirty = false;
  926. }
  927. // Helper functions
  928. Transform3D Skeleton3D::global_pose_to_world_transform(Transform3D p_global_pose) {
  929. return get_global_transform() * p_global_pose;
  930. }
  931. Transform3D Skeleton3D::world_transform_to_global_pose(Transform3D p_world_transform) {
  932. return get_global_transform().affine_inverse() * p_world_transform;
  933. }
  934. Transform3D Skeleton3D::global_pose_to_local_pose(int p_bone_idx, Transform3D p_global_pose) {
  935. const int bone_size = bones.size();
  936. ERR_FAIL_INDEX_V(p_bone_idx, bone_size, Transform3D());
  937. if (bones[p_bone_idx].parent >= 0) {
  938. int parent_bone_idx = bones[p_bone_idx].parent;
  939. Transform3D conversion_transform = get_bone_global_pose(parent_bone_idx).affine_inverse();
  940. return conversion_transform * p_global_pose;
  941. } else {
  942. return p_global_pose;
  943. }
  944. }
  945. Transform3D Skeleton3D::local_pose_to_global_pose(int p_bone_idx, Transform3D p_local_pose) {
  946. const int bone_size = bones.size();
  947. ERR_FAIL_INDEX_V(p_bone_idx, bone_size, Transform3D());
  948. if (bones[p_bone_idx].parent >= 0) {
  949. int parent_bone_idx = bones[p_bone_idx].parent;
  950. return bones[parent_bone_idx].pose_global * p_local_pose;
  951. } else {
  952. return p_local_pose;
  953. }
  954. }
  955. Basis Skeleton3D::global_pose_z_forward_to_bone_forward(int p_bone_idx, Basis p_basis) {
  956. const int bone_size = bones.size();
  957. ERR_FAIL_INDEX_V(p_bone_idx, bone_size, Basis());
  958. Basis return_basis = p_basis;
  959. if (bones[p_bone_idx].rest_bone_forward_axis < 0) {
  960. update_bone_rest_forward_vector(p_bone_idx, true);
  961. }
  962. if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_X_FORWARD) {
  963. return_basis.rotate_local(Vector3(0, 1, 0), (Math_PI / 2.0));
  964. } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_NEGATIVE_X_FORWARD) {
  965. return_basis.rotate_local(Vector3(0, 1, 0), -(Math_PI / 2.0));
  966. } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_Y_FORWARD) {
  967. return_basis.rotate_local(Vector3(1, 0, 0), -(Math_PI / 2.0));
  968. } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_NEGATIVE_Y_FORWARD) {
  969. return_basis.rotate_local(Vector3(1, 0, 0), (Math_PI / 2.0));
  970. } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_Z_FORWARD) {
  971. // Do nothing!
  972. } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_NEGATIVE_Z_FORWARD) {
  973. return_basis.rotate_local(Vector3(0, 0, 1), Math_PI);
  974. }
  975. return return_basis;
  976. }
  977. // Modifications
  978. #ifndef _3D_DISABLED
  979. void Skeleton3D::set_modification_stack(Ref<SkeletonModificationStack3D> p_stack) {
  980. if (modification_stack.is_valid()) {
  981. modification_stack->is_setup = false;
  982. modification_stack->set_skeleton(nullptr);
  983. }
  984. modification_stack = p_stack;
  985. if (modification_stack.is_valid()) {
  986. modification_stack->set_skeleton(this);
  987. modification_stack->setup();
  988. }
  989. }
  990. Ref<SkeletonModificationStack3D> Skeleton3D::get_modification_stack() {
  991. return modification_stack;
  992. }
  993. void Skeleton3D::execute_modifications(real_t p_delta, int p_execution_mode) {
  994. if (!modification_stack.is_valid()) {
  995. return;
  996. }
  997. // Needed to avoid the issue where the stack looses reference to the skeleton when the scene is saved.
  998. if (modification_stack->skeleton != this) {
  999. modification_stack->set_skeleton(this);
  1000. }
  1001. modification_stack->execute(p_delta, p_execution_mode);
  1002. }
  1003. #endif // _3D_DISABLED
  1004. void Skeleton3D::_bind_methods() {
  1005. ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton3D::add_bone);
  1006. ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton3D::find_bone);
  1007. ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton3D::get_bone_name);
  1008. ClassDB::bind_method(D_METHOD("set_bone_name", "bone_idx", "name"), &Skeleton3D::set_bone_name);
  1009. ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton3D::get_bone_parent);
  1010. ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton3D::set_bone_parent);
  1011. ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton3D::get_bone_count);
  1012. ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton3D::unparent_bone_and_rest);
  1013. ClassDB::bind_method(D_METHOD("get_bone_children", "bone_idx"), &Skeleton3D::get_bone_children);
  1014. ClassDB::bind_method(D_METHOD("get_parentless_bones"), &Skeleton3D::get_parentless_bones);
  1015. ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton3D::get_bone_rest);
  1016. ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton3D::set_bone_rest);
  1017. ClassDB::bind_method(D_METHOD("get_bone_global_rest", "bone_idx"), &Skeleton3D::get_bone_global_rest);
  1018. ClassDB::bind_method(D_METHOD("create_skin_from_rest_transforms"), &Skeleton3D::create_skin_from_rest_transforms);
  1019. ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton3D::register_skin);
  1020. ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton3D::localize_rests);
  1021. ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton3D::clear_bones);
  1022. ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton3D::get_bone_pose);
  1023. ClassDB::bind_method(D_METHOD("set_bone_pose_position", "bone_idx", "position"), &Skeleton3D::set_bone_pose_position);
  1024. ClassDB::bind_method(D_METHOD("set_bone_pose_rotation", "bone_idx", "rotation"), &Skeleton3D::set_bone_pose_rotation);
  1025. ClassDB::bind_method(D_METHOD("set_bone_pose_scale", "bone_idx", "scale"), &Skeleton3D::set_bone_pose_scale);
  1026. ClassDB::bind_method(D_METHOD("get_bone_pose_position", "bone_idx"), &Skeleton3D::get_bone_pose_position);
  1027. ClassDB::bind_method(D_METHOD("get_bone_pose_rotation", "bone_idx"), &Skeleton3D::get_bone_pose_rotation);
  1028. ClassDB::bind_method(D_METHOD("get_bone_pose_scale", "bone_idx"), &Skeleton3D::get_bone_pose_scale);
  1029. ClassDB::bind_method(D_METHOD("reset_bone_pose", "bone_idx"), &Skeleton3D::reset_bone_pose);
  1030. ClassDB::bind_method(D_METHOD("reset_bone_poses"), &Skeleton3D::reset_bone_poses);
  1031. ClassDB::bind_method(D_METHOD("is_bone_enabled", "bone_idx"), &Skeleton3D::is_bone_enabled);
  1032. ClassDB::bind_method(D_METHOD("set_bone_enabled", "bone_idx", "enabled"), &Skeleton3D::set_bone_enabled, DEFVAL(true));
  1033. ClassDB::bind_method(D_METHOD("clear_bones_global_pose_override"), &Skeleton3D::clear_bones_global_pose_override);
  1034. ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_global_pose_override, DEFVAL(false));
  1035. ClassDB::bind_method(D_METHOD("get_bone_global_pose_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_override);
  1036. ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton3D::get_bone_global_pose);
  1037. ClassDB::bind_method(D_METHOD("get_bone_global_pose_no_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_no_override);
  1038. ClassDB::bind_method(D_METHOD("clear_bones_local_pose_override"), &Skeleton3D::clear_bones_local_pose_override);
  1039. ClassDB::bind_method(D_METHOD("set_bone_local_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_local_pose_override, DEFVAL(false));
  1040. ClassDB::bind_method(D_METHOD("get_bone_local_pose_override", "bone_idx"), &Skeleton3D::get_bone_local_pose_override);
  1041. ClassDB::bind_method(D_METHOD("force_update_all_bone_transforms"), &Skeleton3D::force_update_all_bone_transforms);
  1042. ClassDB::bind_method(D_METHOD("force_update_bone_child_transform", "bone_idx"), &Skeleton3D::force_update_bone_children_transforms);
  1043. ClassDB::bind_method(D_METHOD("set_motion_scale", "motion_scale"), &Skeleton3D::set_motion_scale);
  1044. ClassDB::bind_method(D_METHOD("get_motion_scale"), &Skeleton3D::get_motion_scale);
  1045. // Helper functions
  1046. ClassDB::bind_method(D_METHOD("global_pose_to_world_transform", "global_pose"), &Skeleton3D::global_pose_to_world_transform);
  1047. ClassDB::bind_method(D_METHOD("world_transform_to_global_pose", "world_transform"), &Skeleton3D::world_transform_to_global_pose);
  1048. ClassDB::bind_method(D_METHOD("global_pose_to_local_pose", "bone_idx", "global_pose"), &Skeleton3D::global_pose_to_local_pose);
  1049. ClassDB::bind_method(D_METHOD("local_pose_to_global_pose", "bone_idx", "local_pose"), &Skeleton3D::local_pose_to_global_pose);
  1050. ClassDB::bind_method(D_METHOD("global_pose_z_forward_to_bone_forward", "bone_idx", "basis"), &Skeleton3D::global_pose_z_forward_to_bone_forward);
  1051. ClassDB::bind_method(D_METHOD("set_show_rest_only", "enabled"), &Skeleton3D::set_show_rest_only);
  1052. ClassDB::bind_method(D_METHOD("is_show_rest_only"), &Skeleton3D::is_show_rest_only);
  1053. ClassDB::bind_method(D_METHOD("set_animate_physical_bones", "enabled"), &Skeleton3D::set_animate_physical_bones);
  1054. ClassDB::bind_method(D_METHOD("get_animate_physical_bones"), &Skeleton3D::get_animate_physical_bones);
  1055. ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton3D::physical_bones_stop_simulation);
  1056. ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton3D::physical_bones_start_simulation_on, DEFVAL(Array()));
  1057. ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton3D::physical_bones_add_collision_exception);
  1058. ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception);
  1059. // Modifications
  1060. ClassDB::bind_method(D_METHOD("set_modification_stack", "modification_stack"), &Skeleton3D::set_modification_stack);
  1061. ClassDB::bind_method(D_METHOD("get_modification_stack"), &Skeleton3D::get_modification_stack);
  1062. ClassDB::bind_method(D_METHOD("execute_modifications", "delta", "execution_mode"), &Skeleton3D::execute_modifications);
  1063. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "motion_scale", PROPERTY_HINT_RANGE, "0.001,10,0.001,or_greater"), "set_motion_scale", "get_motion_scale");
  1064. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "show_rest_only"), "set_show_rest_only", "is_show_rest_only");
  1065. #ifndef _3D_DISABLED
  1066. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones");
  1067. #endif // _3D_DISABLED
  1068. ADD_SIGNAL(MethodInfo("pose_updated"));
  1069. ADD_SIGNAL(MethodInfo("bone_pose_changed", PropertyInfo(Variant::INT, "bone_idx")));
  1070. ADD_SIGNAL(MethodInfo("bone_enabled_changed", PropertyInfo(Variant::INT, "bone_idx")));
  1071. ADD_SIGNAL(MethodInfo("show_rest_only_changed"));
  1072. BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
  1073. }
  1074. Skeleton3D::Skeleton3D() {
  1075. }
  1076. Skeleton3D::~Skeleton3D() {
  1077. // Some skins may remain bound.
  1078. for (SkinReference *E : skin_bindings) {
  1079. E->skeleton_node = nullptr;
  1080. }
  1081. }