skeleton_3d_editor_plugin.cpp 67 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "skeleton_3d_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_properties_vector.h"
  35. #include "editor/editor_settings.h"
  36. #include "editor/editor_string_names.h"
  37. #include "editor/editor_undo_redo_manager.h"
  38. #include "editor/plugins/animation_player_editor_plugin.h"
  39. #include "editor/plugins/node_3d_editor_plugin.h"
  40. #include "editor/themes/editor_scale.h"
  41. #include "scene/3d/mesh_instance_3d.h"
  42. #include "scene/3d/physical_bone_simulator_3d.h"
  43. #include "scene/3d/physics/collision_shape_3d.h"
  44. #include "scene/3d/physics/joints/joint_3d.h"
  45. #include "scene/3d/physics/physical_bone_3d.h"
  46. #include "scene/3d/physics/physics_body_3d.h"
  47. #include "scene/gui/separator.h"
  48. #include "scene/gui/texture_rect.h"
  49. #include "scene/property_utils.h"
  50. #include "scene/resources/3d/capsule_shape_3d.h"
  51. #include "scene/resources/skeleton_profile.h"
  52. #include "scene/resources/surface_tool.h"
  53. void BonePropertiesEditor::create_editors() {
  54. section = memnew(EditorInspectorSection);
  55. section->setup("trf_properties", label, this, Color(0.0f, 0.0f, 0.0f), true);
  56. section->unfold();
  57. add_child(section);
  58. enabled_checkbox = memnew(EditorPropertyCheck());
  59. enabled_checkbox->set_label("Pose Enabled");
  60. enabled_checkbox->set_selectable(false);
  61. enabled_checkbox->connect("property_changed", callable_mp(this, &BonePropertiesEditor::_value_changed));
  62. section->get_vbox()->add_child(enabled_checkbox);
  63. // Position property.
  64. position_property = memnew(EditorPropertyVector3());
  65. position_property->setup(-10000, 10000, 0.001, true);
  66. position_property->set_label("Position");
  67. position_property->set_selectable(false);
  68. position_property->connect("property_changed", callable_mp(this, &BonePropertiesEditor::_value_changed));
  69. position_property->connect("property_keyed", callable_mp(this, &BonePropertiesEditor::_property_keyed));
  70. section->get_vbox()->add_child(position_property);
  71. // Rotation property.
  72. rotation_property = memnew(EditorPropertyQuaternion());
  73. rotation_property->setup(-10000, 10000, 0.001, true);
  74. rotation_property->set_label("Rotation");
  75. rotation_property->set_selectable(false);
  76. rotation_property->connect("property_changed", callable_mp(this, &BonePropertiesEditor::_value_changed));
  77. rotation_property->connect("property_keyed", callable_mp(this, &BonePropertiesEditor::_property_keyed));
  78. section->get_vbox()->add_child(rotation_property);
  79. // Scale property.
  80. scale_property = memnew(EditorPropertyVector3());
  81. scale_property->setup(-10000, 10000, 0.001, true, true);
  82. scale_property->set_label("Scale");
  83. scale_property->set_selectable(false);
  84. scale_property->connect("property_changed", callable_mp(this, &BonePropertiesEditor::_value_changed));
  85. scale_property->connect("property_keyed", callable_mp(this, &BonePropertiesEditor::_property_keyed));
  86. section->get_vbox()->add_child(scale_property);
  87. // Transform/Matrix section.
  88. rest_section = memnew(EditorInspectorSection);
  89. rest_section->setup("trf_properties_transform", "Rest", this, Color(0.0f, 0.0f, 0.0f), true);
  90. section->get_vbox()->add_child(rest_section);
  91. // Transform/Matrix property.
  92. rest_matrix = memnew(EditorPropertyTransform3D());
  93. rest_matrix->setup(-10000, 10000, 0.001, true);
  94. rest_matrix->set_label("Transform");
  95. rest_matrix->set_selectable(false);
  96. rest_section->get_vbox()->add_child(rest_matrix);
  97. // Bone Metadata property
  98. meta_section = memnew(EditorInspectorSection);
  99. meta_section->setup("bone_meta", TTR("Bone Metadata"), this, Color(.0f, .0f, .0f), true);
  100. section->get_vbox()->add_child(meta_section);
  101. add_metadata_button = EditorInspector::create_inspector_action_button(TTR("Add Bone Metadata"));
  102. add_metadata_button->connect(SceneStringName(pressed), callable_mp(this, &BonePropertiesEditor::_show_add_meta_dialog));
  103. section->get_vbox()->add_child(add_metadata_button);
  104. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  105. undo_redo->connect("version_changed", callable_mp(this, &BonePropertiesEditor::_update_properties));
  106. undo_redo->connect("history_changed", callable_mp(this, &BonePropertiesEditor::_update_properties));
  107. }
  108. void BonePropertiesEditor::_notification(int p_what) {
  109. switch (p_what) {
  110. case NOTIFICATION_THEME_CHANGED: {
  111. const Color section_color = get_theme_color(SNAME("prop_subsection"), EditorStringName(Editor));
  112. section->set_bg_color(section_color);
  113. rest_section->set_bg_color(section_color);
  114. add_metadata_button->set_button_icon(get_editor_theme_icon(SNAME("Add")));
  115. } break;
  116. }
  117. }
  118. void BonePropertiesEditor::_value_changed(const String &p_property, const Variant &p_value, const String &p_name, bool p_changing) {
  119. if (updating || !skeleton) {
  120. return;
  121. }
  122. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  123. undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
  124. undo_redo->add_undo_property(skeleton, p_property, skeleton->get(p_property));
  125. undo_redo->add_do_property(skeleton, p_property, p_value);
  126. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  127. if (se) {
  128. undo_redo->add_do_method(se, "update_joint_tree");
  129. undo_redo->add_undo_method(se, "update_joint_tree");
  130. }
  131. undo_redo->commit_action();
  132. }
  133. void BonePropertiesEditor::_meta_changed(const String &p_property, const Variant &p_value, const String &p_name, bool p_changing) {
  134. if (!skeleton || p_property.get_slicec('/', 2) != "bone_meta") {
  135. return;
  136. }
  137. int bone = p_property.get_slicec('/', 1).to_int();
  138. if (bone >= skeleton->get_bone_count()) {
  139. return;
  140. }
  141. String key = p_property.get_slicec('/', 3);
  142. if (!skeleton->has_bone_meta(1, key)) {
  143. return;
  144. }
  145. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  146. undo_redo->create_action(vformat(TTR("Modify metadata '%s' for bone '%s'"), key, skeleton->get_bone_name(bone)));
  147. undo_redo->add_do_property(skeleton, p_property, p_value);
  148. undo_redo->add_do_method(meta_editors[p_property], "update_property");
  149. undo_redo->add_undo_property(skeleton, p_property, skeleton->get_bone_meta(bone, key));
  150. undo_redo->add_undo_method(meta_editors[p_property], "update_property");
  151. undo_redo->commit_action();
  152. }
  153. void BonePropertiesEditor::_meta_deleted(const String &p_property) {
  154. if (!skeleton || p_property.get_slicec('/', 2) != "bone_meta") {
  155. return;
  156. }
  157. int bone = p_property.get_slicec('/', 1).to_int();
  158. if (bone >= skeleton->get_bone_count()) {
  159. return;
  160. }
  161. String key = p_property.get_slicec('/', 3);
  162. if (!skeleton->has_bone_meta(1, key)) {
  163. return;
  164. }
  165. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  166. undo_redo->create_action(vformat(TTR("Remove metadata '%s' from bone '%s'"), key, skeleton->get_bone_name(bone)));
  167. undo_redo->add_do_property(skeleton, p_property, Variant());
  168. undo_redo->add_undo_property(skeleton, p_property, skeleton->get_bone_meta(bone, key));
  169. undo_redo->commit_action();
  170. emit_signal(SNAME("property_deleted"), p_property);
  171. }
  172. void BonePropertiesEditor::_show_add_meta_dialog() {
  173. if (!add_meta_dialog) {
  174. add_meta_dialog = memnew(AddMetadataDialog());
  175. add_meta_dialog->connect(SceneStringName(confirmed), callable_mp(this, &BonePropertiesEditor::_add_meta_confirm));
  176. add_child(add_meta_dialog);
  177. }
  178. int bone = Skeleton3DEditor::get_singleton()->get_selected_bone();
  179. StringName dialog_title = skeleton->get_bone_name(bone);
  180. List<StringName> existing_meta_keys;
  181. skeleton->get_bone_meta_list(bone, &existing_meta_keys);
  182. add_meta_dialog->open(dialog_title, existing_meta_keys);
  183. }
  184. void BonePropertiesEditor::_add_meta_confirm() {
  185. int bone = Skeleton3DEditor::get_singleton()->get_selected_bone();
  186. String name = add_meta_dialog->get_meta_name();
  187. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  188. undo_redo->create_action(vformat(TTR("Add metadata '%s' to bone '%s'"), name, skeleton->get_bone_name(bone)));
  189. undo_redo->add_do_method(skeleton, "set_bone_meta", bone, name, add_meta_dialog->get_meta_defval());
  190. undo_redo->add_undo_method(skeleton, "set_bone_meta", bone, name, Variant());
  191. undo_redo->commit_action();
  192. }
  193. BonePropertiesEditor::BonePropertiesEditor(Skeleton3D *p_skeleton) :
  194. skeleton(p_skeleton) {
  195. create_editors();
  196. }
  197. void BonePropertiesEditor::set_keyable(const bool p_keyable) {
  198. position_property->set_keying(p_keyable);
  199. rotation_property->set_keying(p_keyable);
  200. scale_property->set_keying(p_keyable);
  201. }
  202. void BonePropertiesEditor::set_target(const String &p_prop) {
  203. enabled_checkbox->set_object_and_property(skeleton, p_prop + "enabled");
  204. enabled_checkbox->update_property();
  205. position_property->set_object_and_property(skeleton, p_prop + "position");
  206. position_property->update_property();
  207. rotation_property->set_object_and_property(skeleton, p_prop + "rotation");
  208. rotation_property->update_property();
  209. scale_property->set_object_and_property(skeleton, p_prop + "scale");
  210. scale_property->update_property();
  211. rest_matrix->set_object_and_property(skeleton, p_prop + "rest");
  212. rest_matrix->update_property();
  213. }
  214. void BonePropertiesEditor::_property_keyed(const String &p_path, bool p_advance) {
  215. AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
  216. if (!te || !te->has_keying()) {
  217. return;
  218. }
  219. te->_clear_selection();
  220. PackedStringArray split = p_path.split("/");
  221. if (split.size() == 3 && split[0] == "bones") {
  222. int bone_idx = split[1].to_int();
  223. if (split[2] == "position") {
  224. te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, (Vector3)skeleton->get(p_path) / skeleton->get_motion_scale());
  225. }
  226. if (split[2] == "rotation") {
  227. te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_ROTATION_3D, skeleton->get(p_path));
  228. }
  229. if (split[2] == "scale") {
  230. te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_SCALE_3D, skeleton->get(p_path));
  231. }
  232. }
  233. }
  234. void BonePropertiesEditor::_update_properties() {
  235. if (!skeleton) {
  236. return;
  237. }
  238. int selected = Skeleton3DEditor::get_singleton()->get_selected_bone();
  239. List<PropertyInfo> props;
  240. HashSet<StringName> meta_seen;
  241. skeleton->get_property_list(&props);
  242. for (const PropertyInfo &E : props) {
  243. PackedStringArray split = E.name.split("/");
  244. if (split.size() >= 3 && split[0] == "bones") {
  245. if (split[1].to_int() == selected) {
  246. if (split[2] == "enabled") {
  247. enabled_checkbox->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  248. enabled_checkbox->update_property();
  249. enabled_checkbox->update_editor_property_status();
  250. enabled_checkbox->queue_redraw();
  251. }
  252. if (split[2] == "position") {
  253. position_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  254. position_property->update_property();
  255. position_property->update_editor_property_status();
  256. position_property->queue_redraw();
  257. }
  258. if (split[2] == "rotation") {
  259. rotation_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  260. rotation_property->update_property();
  261. rotation_property->update_editor_property_status();
  262. rotation_property->queue_redraw();
  263. }
  264. if (split[2] == "scale") {
  265. scale_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  266. scale_property->update_property();
  267. scale_property->update_editor_property_status();
  268. scale_property->queue_redraw();
  269. }
  270. if (split[2] == "rest") {
  271. rest_matrix->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  272. rest_matrix->update_property();
  273. rest_matrix->update_editor_property_status();
  274. rest_matrix->queue_redraw();
  275. }
  276. if (split[2] == "bone_meta") {
  277. meta_seen.insert(E.name);
  278. if (!meta_editors.find(E.name)) {
  279. EditorProperty *editor = EditorInspectorDefaultPlugin::get_editor_for_property(skeleton, E.type, E.name, PROPERTY_HINT_NONE, "", E.usage);
  280. editor->set_label(split[3]);
  281. editor->set_object_and_property(skeleton, E.name);
  282. editor->set_deletable(true);
  283. editor->set_selectable(false);
  284. editor->connect("property_changed", callable_mp(this, &BonePropertiesEditor::_meta_changed));
  285. editor->connect("property_deleted", callable_mp(this, &BonePropertiesEditor::_meta_deleted));
  286. meta_section->get_vbox()->add_child(editor);
  287. editor->update_property();
  288. editor->update_editor_property_status();
  289. editor->queue_redraw();
  290. meta_editors[E.name] = editor;
  291. }
  292. }
  293. }
  294. }
  295. }
  296. // UI for any bone metadata prop not seen during the iteration has to be deleted
  297. for (KeyValue<StringName, EditorProperty *> iter : meta_editors) {
  298. if (!meta_seen.has(iter.key)) {
  299. callable_mp((Node *)meta_section->get_vbox(), &Node::remove_child).call_deferred(iter.value);
  300. meta_editors.remove(meta_editors.find(iter.key));
  301. }
  302. }
  303. }
  304. Skeleton3DEditor *Skeleton3DEditor::singleton = nullptr;
  305. void Skeleton3DEditor::set_keyable(const bool p_keyable) {
  306. keyable = p_keyable;
  307. if (p_keyable) {
  308. animation_hb->show();
  309. } else {
  310. animation_hb->hide();
  311. }
  312. }
  313. void Skeleton3DEditor::set_bone_options_enabled(const bool p_bone_options_enabled) {
  314. skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_RESET_SELECTED_POSES, !p_bone_options_enabled);
  315. skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_SELECTED_POSES_TO_RESTS, !p_bone_options_enabled);
  316. }
  317. void Skeleton3DEditor::_bind_methods() {
  318. ClassDB::bind_method(D_METHOD("update_all"), &Skeleton3DEditor::update_all);
  319. ClassDB::bind_method(D_METHOD("update_joint_tree"), &Skeleton3DEditor::update_joint_tree);
  320. }
  321. void Skeleton3DEditor::_on_click_skeleton_option(int p_skeleton_option) {
  322. if (!skeleton) {
  323. return;
  324. }
  325. switch (p_skeleton_option) {
  326. case SKELETON_OPTION_RESET_ALL_POSES: {
  327. reset_pose(true);
  328. break;
  329. }
  330. case SKELETON_OPTION_RESET_SELECTED_POSES: {
  331. reset_pose(false);
  332. break;
  333. }
  334. case SKELETON_OPTION_ALL_POSES_TO_RESTS: {
  335. pose_to_rest(true);
  336. break;
  337. }
  338. case SKELETON_OPTION_SELECTED_POSES_TO_RESTS: {
  339. pose_to_rest(false);
  340. break;
  341. }
  342. case SKELETON_OPTION_CREATE_PHYSICAL_SKELETON: {
  343. create_physical_skeleton();
  344. break;
  345. }
  346. case SKELETON_OPTION_EXPORT_SKELETON_PROFILE: {
  347. export_skeleton_profile();
  348. break;
  349. }
  350. }
  351. }
  352. void Skeleton3DEditor::reset_pose(const bool p_all_bones) {
  353. if (!skeleton) {
  354. return;
  355. }
  356. const int bone_count = skeleton->get_bone_count();
  357. if (!bone_count) {
  358. return;
  359. }
  360. EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
  361. ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
  362. if (p_all_bones) {
  363. for (int i = 0; i < bone_count; i++) {
  364. ur->add_undo_method(skeleton, "set_bone_pose_position", i, skeleton->get_bone_pose_position(i));
  365. ur->add_undo_method(skeleton, "set_bone_pose_rotation", i, skeleton->get_bone_pose_rotation(i));
  366. ur->add_undo_method(skeleton, "set_bone_pose_scale", i, skeleton->get_bone_pose_scale(i));
  367. }
  368. ur->add_do_method(skeleton, "reset_bone_poses");
  369. } else {
  370. // Todo: Do method with multiple bone selection.
  371. if (selected_bone == -1) {
  372. ur->commit_action();
  373. return;
  374. }
  375. ur->add_undo_method(skeleton, "set_bone_pose_position", selected_bone, skeleton->get_bone_pose_position(selected_bone));
  376. ur->add_undo_method(skeleton, "set_bone_pose_rotation", selected_bone, skeleton->get_bone_pose_rotation(selected_bone));
  377. ur->add_undo_method(skeleton, "set_bone_pose_scale", selected_bone, skeleton->get_bone_pose_scale(selected_bone));
  378. ur->add_do_method(skeleton, "reset_bone_pose", selected_bone);
  379. }
  380. ur->add_undo_method(this, "update_joint_tree");
  381. ur->add_do_method(this, "update_joint_tree");
  382. ur->commit_action();
  383. }
  384. void Skeleton3DEditor::insert_keys(const bool p_all_bones) {
  385. if (!skeleton) {
  386. return;
  387. }
  388. bool pos_enabled = key_loc_button->is_pressed();
  389. bool rot_enabled = key_rot_button->is_pressed();
  390. bool scl_enabled = key_scale_button->is_pressed();
  391. int bone_len = skeleton->get_bone_count();
  392. Node *root = EditorNode::get_singleton()->get_tree()->get_root();
  393. String path = root->get_path_to(skeleton);
  394. AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
  395. te->make_insert_queue();
  396. for (int i = 0; i < bone_len; i++) {
  397. const String name = skeleton->get_bone_name(i);
  398. if (name.is_empty()) {
  399. continue;
  400. }
  401. if (pos_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_POSITION_3D))) {
  402. te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i) / skeleton->get_motion_scale());
  403. }
  404. if (rot_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_ROTATION_3D))) {
  405. te->insert_transform_key(skeleton, name, Animation::TYPE_ROTATION_3D, skeleton->get_bone_pose_rotation(i));
  406. }
  407. if (scl_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_SCALE_3D))) {
  408. te->insert_transform_key(skeleton, name, Animation::TYPE_SCALE_3D, skeleton->get_bone_pose_scale(i));
  409. }
  410. }
  411. te->commit_insert_queue();
  412. }
  413. void Skeleton3DEditor::pose_to_rest(const bool p_all_bones) {
  414. if (!skeleton) {
  415. return;
  416. }
  417. const int bone_count = skeleton->get_bone_count();
  418. if (!bone_count) {
  419. return;
  420. }
  421. EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
  422. ur->create_action(TTR("Set Bone Rest"), UndoRedo::MERGE_ENDS);
  423. if (p_all_bones) {
  424. for (int i = 0; i < bone_count; i++) {
  425. ur->add_do_method(skeleton, "set_bone_rest", i, skeleton->get_bone_pose(i));
  426. ur->add_undo_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i));
  427. }
  428. } else {
  429. // Todo: Do method with multiple bone selection.
  430. if (selected_bone == -1) {
  431. ur->commit_action();
  432. return;
  433. }
  434. ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_pose(selected_bone));
  435. ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone));
  436. }
  437. ur->add_undo_method(this, "update_joint_tree");
  438. ur->add_do_method(this, "update_joint_tree");
  439. ur->commit_action();
  440. }
  441. void Skeleton3DEditor::create_physical_skeleton() {
  442. EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
  443. ERR_FAIL_NULL(get_tree());
  444. Node *owner = get_tree()->get_edited_scene_root();
  445. const int bone_count = skeleton->get_bone_count();
  446. if (!bone_count) {
  447. EditorNode::get_singleton()->show_warning(vformat(TTR("Cannot create a physical skeleton for a Skeleton3D node with no bones.")));
  448. return;
  449. }
  450. Vector<BoneInfo> bones_infos;
  451. bones_infos.resize(bone_count);
  452. ur->create_action(TTR("Create physical bones"), UndoRedo::MERGE_ALL);
  453. PhysicalBoneSimulator3D *simulator = memnew(PhysicalBoneSimulator3D);
  454. ur->add_do_method(skeleton, "add_child", simulator);
  455. ur->add_do_method(simulator, "set_owner", owner);
  456. ur->add_do_method(simulator, "set_name", "PhysicalBoneSimulator3D");
  457. for (int bone_id = 0; bone_count > bone_id; ++bone_id) {
  458. const int parent = skeleton->get_bone_parent(bone_id);
  459. if (parent < 0) {
  460. bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
  461. } else {
  462. const int parent_parent = skeleton->get_bone_parent(parent);
  463. bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
  464. // Create physical bone on parent.
  465. if (!bones_infos[parent].physical_bone) {
  466. PhysicalBone3D *physical_bone = create_physical_bone(parent, bone_id, bones_infos);
  467. if (physical_bone && physical_bone->get_child(0)) {
  468. CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(physical_bone->get_child(0));
  469. if (collision_shape) {
  470. bones_infos.write[parent].physical_bone = physical_bone;
  471. ur->add_do_method(simulator, "add_child", physical_bone);
  472. ur->add_do_method(physical_bone, "set_owner", owner);
  473. ur->add_do_method(collision_shape, "set_owner", owner);
  474. ur->add_do_property(physical_bone, "bone_name", skeleton->get_bone_name(parent));
  475. // Create joint between parent of parent.
  476. if (parent_parent != -1) {
  477. ur->add_do_method(physical_bone, "set_joint_type", PhysicalBone3D::JOINT_TYPE_PIN);
  478. }
  479. ur->add_do_method(Node3DEditor::get_singleton(), SceneStringName(_request_gizmo), physical_bone);
  480. ur->add_do_method(Node3DEditor::get_singleton(), SceneStringName(_request_gizmo), collision_shape);
  481. ur->add_do_reference(physical_bone);
  482. ur->add_undo_method(simulator, "remove_child", physical_bone);
  483. }
  484. }
  485. }
  486. }
  487. }
  488. ur->add_undo_method(skeleton, "remove_child", simulator);
  489. ur->commit_action();
  490. }
  491. PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
  492. const Transform3D child_rest = skeleton->get_bone_rest(bone_child_id);
  493. const real_t half_height(child_rest.origin.length() * 0.5);
  494. const real_t radius(half_height * 0.2);
  495. CapsuleShape3D *bone_shape_capsule = memnew(CapsuleShape3D);
  496. bone_shape_capsule->set_height(half_height * 2);
  497. bone_shape_capsule->set_radius(radius);
  498. CollisionShape3D *bone_shape = memnew(CollisionShape3D);
  499. bone_shape->set_shape(bone_shape_capsule);
  500. bone_shape->set_name("CollisionShape3D");
  501. Transform3D capsule_transform;
  502. capsule_transform.basis.rows[0] = Vector3(1, 0, 0);
  503. capsule_transform.basis.rows[1] = Vector3(0, 0, 1);
  504. capsule_transform.basis.rows[2] = Vector3(0, -1, 0);
  505. bone_shape->set_transform(capsule_transform);
  506. /// Get an up vector not collinear with child rest origin
  507. Vector3 up = Vector3(0, 1, 0);
  508. if (up.cross(child_rest.origin).is_zero_approx()) {
  509. up = Vector3(0, 0, 1);
  510. }
  511. Transform3D body_transform;
  512. body_transform.basis = Basis::looking_at(child_rest.origin, up);
  513. body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
  514. Transform3D joint_transform;
  515. joint_transform.origin = Vector3(0, 0, half_height);
  516. PhysicalBone3D *physical_bone = memnew(PhysicalBone3D);
  517. physical_bone->add_child(bone_shape);
  518. physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id));
  519. physical_bone->set_body_offset(body_transform);
  520. physical_bone->set_joint_offset(joint_transform);
  521. return physical_bone;
  522. }
  523. void Skeleton3DEditor::export_skeleton_profile() {
  524. if (!skeleton->get_bone_count()) {
  525. EditorNode::get_singleton()->show_warning(vformat(TTR("Cannot export a SkeletonProfile for a Skeleton3D node with no bones.")));
  526. return;
  527. }
  528. file_dialog->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
  529. file_dialog->set_title(TTR("Export Skeleton Profile As..."));
  530. List<String> exts;
  531. ResourceLoader::get_recognized_extensions_for_type("SkeletonProfile", &exts);
  532. file_dialog->clear_filters();
  533. for (const String &K : exts) {
  534. file_dialog->add_filter("*." + K);
  535. }
  536. file_dialog->popup_file_dialog();
  537. }
  538. void Skeleton3DEditor::_file_selected(const String &p_file) {
  539. // Export SkeletonProfile.
  540. Ref<SkeletonProfile> sp(memnew(SkeletonProfile));
  541. // Build SkeletonProfile.
  542. sp->set_group_size(1);
  543. Vector<Vector2> handle_positions;
  544. Vector2 position_max;
  545. Vector2 position_min;
  546. const int bone_count = skeleton->get_bone_count();
  547. sp->set_bone_size(bone_count);
  548. for (int i = 0; i < bone_count; i++) {
  549. sp->set_bone_name(i, skeleton->get_bone_name(i));
  550. int parent = skeleton->get_bone_parent(i);
  551. if (parent >= 0) {
  552. sp->set_bone_parent(i, skeleton->get_bone_name(parent));
  553. }
  554. sp->set_reference_pose(i, skeleton->get_bone_rest(i));
  555. Transform3D grest = skeleton->get_bone_global_rest(i);
  556. handle_positions.append(Vector2(grest.origin.x, grest.origin.y));
  557. if (i == 0) {
  558. position_max = Vector2(grest.origin.x, grest.origin.y);
  559. position_min = Vector2(grest.origin.x, grest.origin.y);
  560. } else {
  561. position_max = position_max.max(Vector2(grest.origin.x, grest.origin.y));
  562. position_min = position_min.min(Vector2(grest.origin.x, grest.origin.y));
  563. }
  564. }
  565. // Layout handles provisionaly.
  566. Vector2 bound = Vector2(position_max.x - position_min.x, position_max.y - position_min.y);
  567. Vector2 center = Vector2((position_max.x + position_min.x) * 0.5, (position_max.y + position_min.y) * 0.5);
  568. float nrm = MAX(bound.x, bound.y);
  569. if (nrm > 0) {
  570. for (int i = 0; i < bone_count; i++) {
  571. handle_positions.write[i] = (handle_positions[i] - center) / nrm * 0.9;
  572. sp->set_handle_offset(i, Vector2(0.5 + handle_positions[i].x, 0.5 - handle_positions[i].y));
  573. }
  574. }
  575. Error err = ResourceSaver::save(sp, p_file);
  576. if (err != OK) {
  577. EditorNode::get_singleton()->show_warning(vformat(TTR("Error saving file: %s"), p_file));
  578. return;
  579. }
  580. }
  581. Variant Skeleton3DEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  582. TreeItem *selected = joint_tree->get_selected();
  583. if (!selected) {
  584. return Variant();
  585. }
  586. Ref<Texture> icon = selected->get_icon(0);
  587. VBoxContainer *vb = memnew(VBoxContainer);
  588. HBoxContainer *hb = memnew(HBoxContainer);
  589. TextureRect *tf = memnew(TextureRect);
  590. tf->set_texture(icon);
  591. tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
  592. hb->add_child(tf);
  593. Label *label = memnew(Label(selected->get_text(0)));
  594. label->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
  595. hb->add_child(label);
  596. vb->add_child(hb);
  597. hb->set_modulate(Color(1, 1, 1, 1));
  598. set_drag_preview(vb);
  599. Dictionary drag_data;
  600. drag_data["type"] = "nodes";
  601. drag_data["node"] = selected;
  602. return drag_data;
  603. }
  604. bool Skeleton3DEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  605. TreeItem *target = joint_tree->get_item_at_position(p_point);
  606. if (!target) {
  607. return false;
  608. }
  609. const String path = target->get_metadata(0);
  610. if (!path.begins_with("bones/")) {
  611. return false;
  612. }
  613. TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
  614. if (target == selected) {
  615. return false;
  616. }
  617. const String path2 = target->get_metadata(0);
  618. if (!path2.begins_with("bones/")) {
  619. return false;
  620. }
  621. return true;
  622. }
  623. void Skeleton3DEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  624. if (!can_drop_data_fw(p_point, p_data, p_from)) {
  625. return;
  626. }
  627. TreeItem *target = joint_tree->get_item_at_position(p_point);
  628. TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
  629. const BoneId target_boneidx = String(target->get_metadata(0)).get_slicec('/', 1).to_int();
  630. const BoneId selected_boneidx = String(selected->get_metadata(0)).get_slicec('/', 1).to_int();
  631. move_skeleton_bone(skeleton->get_path(), selected_boneidx, target_boneidx);
  632. }
  633. void Skeleton3DEditor::move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx) {
  634. Node *node = get_node_or_null(p_skeleton_path);
  635. Skeleton3D *skeleton_node = Object::cast_to<Skeleton3D>(node);
  636. ERR_FAIL_NULL(skeleton_node);
  637. EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
  638. ur->create_action(TTR("Set Bone Parentage"));
  639. // If the target is a child of ourselves, we move only *us* and not our children.
  640. if (skeleton_node->is_bone_parent_of(p_target_boneidx, p_selected_boneidx)) {
  641. const BoneId parent_idx = skeleton_node->get_bone_parent(p_selected_boneidx);
  642. const int bone_count = skeleton_node->get_bone_count();
  643. for (BoneId i = 0; i < bone_count; ++i) {
  644. if (skeleton_node->get_bone_parent(i) == p_selected_boneidx) {
  645. ur->add_undo_method(skeleton_node, "set_bone_parent", i, skeleton_node->get_bone_parent(i));
  646. ur->add_do_method(skeleton_node, "set_bone_parent", i, parent_idx);
  647. skeleton_node->set_bone_parent(i, parent_idx);
  648. }
  649. }
  650. }
  651. ur->add_undo_method(skeleton_node, "set_bone_parent", p_selected_boneidx, skeleton_node->get_bone_parent(p_selected_boneidx));
  652. ur->add_do_method(skeleton_node, "set_bone_parent", p_selected_boneidx, p_target_boneidx);
  653. ur->add_undo_method(this, "update_joint_tree");
  654. ur->add_do_method(this, "update_joint_tree");
  655. skeleton_node->set_bone_parent(p_selected_boneidx, p_target_boneidx);
  656. ur->commit_action();
  657. }
  658. void Skeleton3DEditor::_joint_tree_selection_changed() {
  659. TreeItem *selected = joint_tree->get_selected();
  660. if (selected) {
  661. const String path = selected->get_metadata(0);
  662. if (!path.begins_with("bones/")) {
  663. return;
  664. }
  665. const int b_idx = path.get_slicec('/', 1).to_int();
  666. selected_bone = b_idx;
  667. if (pose_editor) {
  668. const String bone_path = "bones/" + itos(b_idx) + "/";
  669. pose_editor->set_target(bone_path);
  670. pose_editor->set_keyable(keyable);
  671. }
  672. }
  673. if (pose_editor && pose_editor->is_inside_tree()) {
  674. pose_editor->set_visible(selected);
  675. }
  676. set_bone_options_enabled(selected);
  677. _update_properties();
  678. _update_gizmo_visible();
  679. }
  680. // May be not used with single select mode.
  681. void Skeleton3DEditor::_joint_tree_rmb_select(const Vector2 &p_pos, MouseButton p_button) {
  682. }
  683. void Skeleton3DEditor::_joint_tree_button_clicked(Object *p_item, int p_column, int p_id, MouseButton p_button) {
  684. if (!skeleton) {
  685. return;
  686. }
  687. TreeItem *tree_item = Object::cast_to<TreeItem>(p_item);
  688. if (tree_item) {
  689. String tree_item_metadata = tree_item->get_metadata(0);
  690. String bone_enabled_property = tree_item_metadata + "/enabled";
  691. String bone_parent_property = tree_item_metadata + "/parent";
  692. String bone_name_property = tree_item_metadata + "/name";
  693. String bone_position_property = tree_item_metadata + "/position";
  694. String bone_rotation_property = tree_item_metadata + "/rotation";
  695. String bone_scale_property = tree_item_metadata + "/scale";
  696. String bone_rest_property = tree_item_metadata + "/rest";
  697. Variant current_enabled = skeleton->get(bone_enabled_property);
  698. Variant current_parent = skeleton->get(bone_parent_property);
  699. Variant current_name = skeleton->get(bone_name_property);
  700. Variant current_position = skeleton->get(bone_position_property);
  701. Variant current_rotation = skeleton->get(bone_rotation_property);
  702. Variant current_scale = skeleton->get(bone_scale_property);
  703. Variant current_rest = skeleton->get(bone_rest_property);
  704. EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
  705. ur->create_action(TTR("Revert Bone"));
  706. bool can_revert_enabled = EditorPropertyRevert::can_property_revert(skeleton, bone_enabled_property, &current_enabled);
  707. if (can_revert_enabled) {
  708. bool is_valid = false;
  709. Variant new_enabled = EditorPropertyRevert::get_property_revert_value(skeleton, bone_enabled_property, &is_valid);
  710. if (is_valid) {
  711. ur->add_undo_method(skeleton, "set", bone_enabled_property, current_enabled);
  712. ur->add_do_method(skeleton, "set", bone_enabled_property, new_enabled);
  713. }
  714. }
  715. bool can_revert_parent = EditorPropertyRevert::can_property_revert(skeleton, bone_parent_property, &current_parent);
  716. if (can_revert_parent) {
  717. bool is_valid = false;
  718. Variant new_parent = EditorPropertyRevert::get_property_revert_value(skeleton, bone_parent_property, &is_valid);
  719. if (is_valid) {
  720. ur->add_undo_method(skeleton, "set", bone_parent_property, current_parent);
  721. ur->add_do_method(skeleton, "set", bone_parent_property, new_parent);
  722. }
  723. }
  724. bool can_revert_name = EditorPropertyRevert::can_property_revert(skeleton, bone_name_property, &current_name);
  725. if (can_revert_name) {
  726. bool is_valid = false;
  727. Variant new_name = EditorPropertyRevert::get_property_revert_value(skeleton, bone_name_property, &is_valid);
  728. if (is_valid) {
  729. ur->add_undo_method(skeleton, "set", bone_name_property, current_name);
  730. ur->add_do_method(skeleton, "set", bone_name_property, new_name);
  731. }
  732. }
  733. bool can_revert_position = EditorPropertyRevert::can_property_revert(skeleton, bone_position_property, &current_position);
  734. if (can_revert_position) {
  735. bool is_valid = false;
  736. Variant new_position = EditorPropertyRevert::get_property_revert_value(skeleton, bone_position_property, &is_valid);
  737. if (is_valid) {
  738. ur->add_undo_method(skeleton, "set", bone_position_property, current_position);
  739. ur->add_do_method(skeleton, "set", bone_position_property, new_position);
  740. }
  741. }
  742. bool can_revert_rotation = EditorPropertyRevert::can_property_revert(skeleton, bone_rotation_property, &current_rotation);
  743. if (can_revert_rotation) {
  744. bool is_valid = false;
  745. Variant new_rotation = EditorPropertyRevert::get_property_revert_value(skeleton, bone_rotation_property, &is_valid);
  746. if (is_valid) {
  747. ur->add_undo_method(skeleton, "set", bone_rotation_property, current_rotation);
  748. ur->add_do_method(skeleton, "set", bone_rotation_property, new_rotation);
  749. }
  750. }
  751. bool can_revert_scale = EditorPropertyRevert::can_property_revert(skeleton, bone_scale_property, &current_scale);
  752. if (can_revert_scale) {
  753. bool is_valid = false;
  754. Variant new_scale = EditorPropertyRevert::get_property_revert_value(skeleton, bone_scale_property, &is_valid);
  755. if (is_valid) {
  756. ur->add_undo_method(skeleton, "set", bone_scale_property, current_scale);
  757. ur->add_do_method(skeleton, "set", bone_scale_property, new_scale);
  758. }
  759. }
  760. bool can_revert_rest = EditorPropertyRevert::can_property_revert(skeleton, bone_rest_property, &current_rest);
  761. if (can_revert_rest) {
  762. bool is_valid = false;
  763. Variant new_rest = EditorPropertyRevert::get_property_revert_value(skeleton, bone_rest_property, &is_valid);
  764. if (is_valid) {
  765. ur->add_undo_method(skeleton, "set", bone_rest_property, current_rest);
  766. ur->add_do_method(skeleton, "set", bone_rest_property, new_rest);
  767. }
  768. }
  769. ur->add_undo_method(this, "update_all");
  770. ur->add_do_method(this, "update_all");
  771. ur->commit_action();
  772. }
  773. return;
  774. }
  775. void Skeleton3DEditor::_update_properties() {
  776. if (pose_editor) {
  777. pose_editor->_update_properties();
  778. }
  779. Node3DEditor::get_singleton()->update_transform_gizmo();
  780. }
  781. void Skeleton3DEditor::update_joint_tree() {
  782. joint_tree->clear();
  783. if (!skeleton) {
  784. return;
  785. }
  786. TreeItem *root = joint_tree->create_item();
  787. HashMap<int, TreeItem *> items;
  788. items.insert(-1, root);
  789. Ref<Texture> bone_icon = get_editor_theme_icon(SNAME("Bone"));
  790. Vector<int> bones_to_process = skeleton->get_parentless_bones();
  791. while (bones_to_process.size() > 0) {
  792. int current_bone_idx = bones_to_process[0];
  793. bones_to_process.erase(current_bone_idx);
  794. const int parent_idx = skeleton->get_bone_parent(current_bone_idx);
  795. TreeItem *parent_item = items.find(parent_idx)->value;
  796. TreeItem *joint_item = joint_tree->create_item(parent_item);
  797. items.insert(current_bone_idx, joint_item);
  798. joint_item->set_text(0, skeleton->get_bone_name(current_bone_idx));
  799. joint_item->set_icon(0, bone_icon);
  800. joint_item->set_selectable(0, true);
  801. joint_item->set_metadata(0, "bones/" + itos(current_bone_idx));
  802. String bone_enabled_property = "bones/" + itos(current_bone_idx) + "/enabled";
  803. String bone_parent_property = "bones/" + itos(current_bone_idx) + "/parent";
  804. String bone_name_property = "bones/" + itos(current_bone_idx) + "/name";
  805. String bone_position_property = "bones/" + itos(current_bone_idx) + "/position";
  806. String bone_rotation_property = "bones/" + itos(current_bone_idx) + "/rotation";
  807. String bone_scale_property = "bones/" + itos(current_bone_idx) + "/scale";
  808. String bone_rest_property = "bones/" + itos(current_bone_idx) + "/rest";
  809. Variant current_enabled = skeleton->get(bone_enabled_property);
  810. Variant current_parent = skeleton->get(bone_parent_property);
  811. Variant current_name = skeleton->get(bone_name_property);
  812. Variant current_position = skeleton->get(bone_position_property);
  813. Variant current_rotation = skeleton->get(bone_rotation_property);
  814. Variant current_scale = skeleton->get(bone_scale_property);
  815. Variant current_rest = skeleton->get(bone_rest_property);
  816. bool can_revert_enabled = EditorPropertyRevert::can_property_revert(skeleton, bone_enabled_property, &current_enabled);
  817. bool can_revert_parent = EditorPropertyRevert::can_property_revert(skeleton, bone_parent_property, &current_parent);
  818. bool can_revert_name = EditorPropertyRevert::can_property_revert(skeleton, bone_name_property, &current_name);
  819. bool can_revert_position = EditorPropertyRevert::can_property_revert(skeleton, bone_position_property, &current_position);
  820. bool can_revert_rotation = EditorPropertyRevert::can_property_revert(skeleton, bone_rotation_property, &current_rotation);
  821. bool can_revert_scale = EditorPropertyRevert::can_property_revert(skeleton, bone_scale_property, &current_scale);
  822. bool can_revert_rest = EditorPropertyRevert::can_property_revert(skeleton, bone_rest_property, &current_rest);
  823. if (can_revert_enabled || can_revert_parent || can_revert_name || can_revert_position || can_revert_rotation || can_revert_scale || can_revert_rest) {
  824. joint_item->add_button(0, get_editor_theme_icon(SNAME("ReloadSmall")), JOINT_BUTTON_REVERT, false, TTR("Revert"));
  825. }
  826. // Add the bone's children to the list of bones to be processed.
  827. Vector<int> current_bone_child_bones = skeleton->get_bone_children(current_bone_idx);
  828. int child_bone_size = current_bone_child_bones.size();
  829. for (int i = 0; i < child_bone_size; i++) {
  830. bones_to_process.push_back(current_bone_child_bones[i]);
  831. }
  832. if (current_bone_idx == selected_bone) {
  833. joint_item->select(0);
  834. }
  835. }
  836. }
  837. void Skeleton3DEditor::update_all() {
  838. _update_properties();
  839. update_joint_tree();
  840. }
  841. void Skeleton3DEditor::create_editors() {
  842. set_h_size_flags(SIZE_EXPAND_FILL);
  843. set_focus_mode(FOCUS_ALL);
  844. Node3DEditor *ne = Node3DEditor::get_singleton();
  845. AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
  846. // Create File dialog.
  847. file_dialog = memnew(EditorFileDialog);
  848. file_dialog->connect("file_selected", callable_mp(this, &Skeleton3DEditor::_file_selected));
  849. add_child(file_dialog);
  850. // Create Top Menu Bar.
  851. topmenu_bar = memnew(HBoxContainer);
  852. ne->add_control_to_menu_panel(topmenu_bar);
  853. // Create Skeleton Option in Top Menu Bar.
  854. skeleton_options = memnew(MenuButton);
  855. skeleton_options->set_flat(false);
  856. skeleton_options->set_theme_type_variation("FlatMenuButton");
  857. topmenu_bar->add_child(skeleton_options);
  858. skeleton_options->set_text(TTR("Skeleton3D"));
  859. // Skeleton options.
  860. PopupMenu *p = skeleton_options->get_popup();
  861. p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_all_poses", TTRC("Reset All Bone Poses")), SKELETON_OPTION_RESET_ALL_POSES);
  862. p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_selected_poses", TTRC("Reset Selected Poses")), SKELETON_OPTION_RESET_SELECTED_POSES);
  863. p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/all_poses_to_rests", TTRC("Apply All Poses to Rests")), SKELETON_OPTION_ALL_POSES_TO_RESTS);
  864. p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/selected_poses_to_rests", TTRC("Apply Selected Poses to Rests")), SKELETON_OPTION_SELECTED_POSES_TO_RESTS);
  865. p->add_item(TTR("Create Physical Skeleton"), SKELETON_OPTION_CREATE_PHYSICAL_SKELETON);
  866. p->add_item(TTR("Export Skeleton Profile"), SKELETON_OPTION_EXPORT_SKELETON_PROFILE);
  867. p->connect(SceneStringName(id_pressed), callable_mp(this, &Skeleton3DEditor::_on_click_skeleton_option));
  868. set_bone_options_enabled(false);
  869. Vector<Variant> button_binds;
  870. button_binds.resize(1);
  871. edit_mode_button = memnew(Button);
  872. topmenu_bar->add_child(edit_mode_button);
  873. edit_mode_button->set_theme_type_variation(SceneStringName(FlatButton));
  874. edit_mode_button->set_toggle_mode(true);
  875. edit_mode_button->set_focus_mode(FOCUS_NONE);
  876. edit_mode_button->set_tooltip_text(TTR("Edit Mode\nShow buttons on joints."));
  877. edit_mode_button->connect(SceneStringName(toggled), callable_mp(this, &Skeleton3DEditor::edit_mode_toggled));
  878. edit_mode = false;
  879. if (skeleton) {
  880. skeleton->add_child(handles_mesh_instance);
  881. handles_mesh_instance->set_skeleton_path(NodePath(""));
  882. }
  883. // Keying buttons.
  884. animation_hb = memnew(HBoxContainer);
  885. topmenu_bar->add_child(animation_hb);
  886. animation_hb->add_child(memnew(VSeparator));
  887. animation_hb->hide();
  888. key_loc_button = memnew(Button);
  889. key_loc_button->set_theme_type_variation(SceneStringName(FlatButton));
  890. key_loc_button->set_toggle_mode(true);
  891. key_loc_button->set_pressed(false);
  892. key_loc_button->set_focus_mode(FOCUS_NONE);
  893. key_loc_button->set_tooltip_text(TTR("Translation mask for inserting keys."));
  894. animation_hb->add_child(key_loc_button);
  895. key_rot_button = memnew(Button);
  896. key_rot_button->set_theme_type_variation(SceneStringName(FlatButton));
  897. key_rot_button->set_toggle_mode(true);
  898. key_rot_button->set_pressed(true);
  899. key_rot_button->set_focus_mode(FOCUS_NONE);
  900. key_rot_button->set_tooltip_text(TTR("Rotation mask for inserting keys."));
  901. animation_hb->add_child(key_rot_button);
  902. key_scale_button = memnew(Button);
  903. key_scale_button->set_theme_type_variation(SceneStringName(FlatButton));
  904. key_scale_button->set_toggle_mode(true);
  905. key_scale_button->set_pressed(false);
  906. key_scale_button->set_focus_mode(FOCUS_NONE);
  907. key_scale_button->set_tooltip_text(TTR("Scale mask for inserting keys."));
  908. animation_hb->add_child(key_scale_button);
  909. key_insert_button = memnew(Button);
  910. key_insert_button->set_theme_type_variation(SceneStringName(FlatButton));
  911. key_insert_button->set_focus_mode(FOCUS_NONE);
  912. key_insert_button->connect(SceneStringName(pressed), callable_mp(this, &Skeleton3DEditor::insert_keys).bind(false));
  913. key_insert_button->set_tooltip_text(TTRC("Insert key (based on mask) for bones with an existing track."));
  914. key_insert_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_to_existing_tracks", TTRC("Insert Key (Existing Tracks)"), Key::INSERT));
  915. animation_hb->add_child(key_insert_button);
  916. key_insert_all_button = memnew(Button);
  917. key_insert_all_button->set_theme_type_variation(SceneStringName(FlatButton));
  918. key_insert_all_button->set_focus_mode(FOCUS_NONE);
  919. key_insert_all_button->connect(SceneStringName(pressed), callable_mp(this, &Skeleton3DEditor::insert_keys).bind(true));
  920. key_insert_all_button->set_tooltip_text(TTRC("Insert key (based on mask) for all bones."));
  921. key_insert_all_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_of_all_bones", TTRC("Insert Key (All Bones)"), KeyModifierMask::CMD_OR_CTRL + Key::INSERT));
  922. animation_hb->add_child(key_insert_all_button);
  923. // Bone tree.
  924. bones_section = memnew(EditorInspectorSection);
  925. bones_section->setup("bones", "Bones", skeleton, Color(0.0f, 0.0, 0.0f), true);
  926. add_child(bones_section);
  927. bones_section->unfold();
  928. ScrollContainer *s_con = memnew(ScrollContainer);
  929. s_con->set_h_size_flags(SIZE_EXPAND_FILL);
  930. s_con->set_custom_minimum_size(Size2(1, 350) * EDSCALE);
  931. bones_section->get_vbox()->add_child(s_con);
  932. joint_tree = memnew(Tree);
  933. joint_tree->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
  934. joint_tree->set_columns(1);
  935. joint_tree->set_focus_mode(Control::FOCUS_NONE);
  936. joint_tree->set_select_mode(Tree::SELECT_SINGLE);
  937. joint_tree->set_hide_root(true);
  938. joint_tree->set_v_size_flags(SIZE_EXPAND_FILL);
  939. joint_tree->set_h_size_flags(SIZE_EXPAND_FILL);
  940. joint_tree->set_allow_rmb_select(true);
  941. joint_tree->set_theme_type_variation("TreeSecondary");
  942. SET_DRAG_FORWARDING_GCD(joint_tree, Skeleton3DEditor);
  943. s_con->add_child(joint_tree);
  944. pose_editor = memnew(BonePropertiesEditor(skeleton));
  945. pose_editor->set_label(TTR("Bone Transform"));
  946. pose_editor->set_visible(false);
  947. add_child(pose_editor);
  948. set_keyable(te->has_keying());
  949. }
  950. void Skeleton3DEditor::_notification(int p_what) {
  951. switch (p_what) {
  952. case NOTIFICATION_ENTER_TREE: {
  953. update_joint_tree();
  954. joint_tree->connect(SceneStringName(item_selected), callable_mp(this, &Skeleton3DEditor::_joint_tree_selection_changed));
  955. joint_tree->connect("item_mouse_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_rmb_select));
  956. joint_tree->connect("button_clicked", callable_mp(this, &Skeleton3DEditor::_joint_tree_button_clicked));
  957. #ifdef TOOLS_ENABLED
  958. skeleton->connect(SceneStringName(pose_updated), callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
  959. skeleton->connect(SceneStringName(pose_updated), callable_mp(this, &Skeleton3DEditor::_update_properties));
  960. skeleton->connect(SceneStringName(bone_enabled_changed), callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
  961. skeleton->connect(SceneStringName(show_rest_only_changed), callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
  962. #endif
  963. get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed), Object::CONNECT_ONE_SHOT);
  964. } break;
  965. case NOTIFICATION_READY: {
  966. // Will trigger NOTIFICATION_THEME_CHANGED, but won't cause any loops if called here.
  967. add_theme_constant_override("separation", 0);
  968. } break;
  969. case NOTIFICATION_THEME_CHANGED: {
  970. skeleton_options->set_button_icon(get_editor_theme_icon(SNAME("Skeleton3D")));
  971. edit_mode_button->set_button_icon(get_editor_theme_icon(SNAME("ToolBoneSelect")));
  972. key_loc_button->set_button_icon(get_editor_theme_icon(SNAME("KeyPosition")));
  973. key_rot_button->set_button_icon(get_editor_theme_icon(SNAME("KeyRotation")));
  974. key_scale_button->set_button_icon(get_editor_theme_icon(SNAME("KeyScale")));
  975. key_insert_button->set_button_icon(get_editor_theme_icon(SNAME("Key")));
  976. key_insert_all_button->set_button_icon(get_editor_theme_icon(SNAME("NewKey")));
  977. bones_section->set_bg_color(get_theme_color(SNAME("prop_subsection"), EditorStringName(Editor)));
  978. update_joint_tree();
  979. } break;
  980. case NOTIFICATION_PREDELETE: {
  981. if (skeleton) {
  982. select_bone(-1); // Requires that the joint_tree has not been deleted.
  983. #ifdef TOOLS_ENABLED
  984. skeleton->disconnect(SceneStringName(show_rest_only_changed), callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
  985. skeleton->disconnect(SceneStringName(bone_enabled_changed), callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
  986. skeleton->disconnect(SceneStringName(pose_updated), callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
  987. skeleton->disconnect(SceneStringName(pose_updated), callable_mp(this, &Skeleton3DEditor::_update_properties));
  988. skeleton->set_transform_gizmo_visible(true);
  989. #endif
  990. if (handles_mesh_instance->get_parent()) {
  991. handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance);
  992. }
  993. }
  994. edit_mode_toggled(false);
  995. } break;
  996. }
  997. }
  998. void Skeleton3DEditor::_node_removed(Node *p_node) {
  999. if (skeleton && p_node == skeleton) {
  1000. skeleton = nullptr;
  1001. skeleton_options->hide();
  1002. }
  1003. _update_properties();
  1004. }
  1005. void Skeleton3DEditor::edit_mode_toggled(const bool pressed) {
  1006. edit_mode = pressed;
  1007. _update_gizmo_visible();
  1008. }
  1009. Skeleton3DEditor::Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, Skeleton3D *p_skeleton) :
  1010. editor_plugin(e_plugin),
  1011. skeleton(p_skeleton) {
  1012. singleton = this;
  1013. // Handle.
  1014. handle_material.instantiate();
  1015. handle_shader.instantiate();
  1016. handle_shader->set_code(R"(
  1017. // Skeleton 3D gizmo handle shader.
  1018. shader_type spatial;
  1019. render_mode unshaded, shadows_disabled, depth_draw_always, fog_disabled;
  1020. uniform sampler2D texture_albedo : source_color;
  1021. uniform float point_size : hint_range(0, 128) = 32;
  1022. void vertex() {
  1023. if (!OUTPUT_IS_SRGB) {
  1024. 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)));
  1025. }
  1026. VERTEX = VERTEX;
  1027. POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
  1028. POSITION.z = mix(POSITION.z, POSITION.w, 0.999);
  1029. POINT_SIZE = point_size;
  1030. }
  1031. void fragment() {
  1032. vec4 albedo_tex = texture(texture_albedo, POINT_COORD);
  1033. vec3 col = albedo_tex.rgb + COLOR.rgb;
  1034. col = vec3(min(col.r, 1.0), min(col.g, 1.0), min(col.b, 1.0));
  1035. ALBEDO = col;
  1036. if (albedo_tex.a < 0.5) {
  1037. discard;
  1038. }
  1039. ALPHA = albedo_tex.a;
  1040. }
  1041. )");
  1042. handle_material->set_shader(handle_shader);
  1043. Ref<Texture2D> handle = EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("EditorBoneHandle"), EditorStringName(EditorIcons));
  1044. handle_material->set_shader_parameter("point_size", handle->get_width());
  1045. handle_material->set_shader_parameter("texture_albedo", handle);
  1046. handles_mesh_instance = memnew(MeshInstance3D);
  1047. handles_mesh_instance->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);
  1048. handles_mesh.instantiate();
  1049. handles_mesh_instance->set_mesh(handles_mesh);
  1050. create_editors();
  1051. }
  1052. void Skeleton3DEditor::update_bone_original() {
  1053. if (!skeleton) {
  1054. return;
  1055. }
  1056. if (skeleton->get_bone_count() == 0 || selected_bone == -1) {
  1057. return;
  1058. }
  1059. bone_original_position = skeleton->get_bone_pose_position(selected_bone);
  1060. bone_original_rotation = skeleton->get_bone_pose_rotation(selected_bone);
  1061. bone_original_scale = skeleton->get_bone_pose_scale(selected_bone);
  1062. }
  1063. void Skeleton3DEditor::_hide_handles() {
  1064. handles_mesh_instance->hide();
  1065. }
  1066. void Skeleton3DEditor::_draw_gizmo() {
  1067. if (!skeleton) {
  1068. return;
  1069. }
  1070. // If you call get_bone_global_pose() while drawing the surface, such as toggle rest mode,
  1071. // the skeleton update will be done first and
  1072. // the drawing surface will be interrupted once and an error will occur.
  1073. skeleton->force_update_all_dirty_bones();
  1074. // Handles.
  1075. if (edit_mode) {
  1076. _draw_handles();
  1077. } else {
  1078. _hide_handles();
  1079. }
  1080. }
  1081. void Skeleton3DEditor::_draw_handles() {
  1082. const int bone_count = skeleton->get_bone_count();
  1083. handles_mesh->clear_surfaces();
  1084. if (bone_count) {
  1085. handles_mesh_instance->show();
  1086. handles_mesh->surface_begin(Mesh::PRIMITIVE_POINTS);
  1087. for (int i = 0; i < bone_count; i++) {
  1088. Color c;
  1089. if (i == selected_bone) {
  1090. c = Color(1, 1, 0);
  1091. } else {
  1092. c = Color(0.1, 0.25, 0.8);
  1093. }
  1094. Vector3 point = skeleton->get_bone_global_pose(i).origin;
  1095. handles_mesh->surface_set_color(c);
  1096. handles_mesh->surface_add_vertex(point);
  1097. }
  1098. handles_mesh->surface_end();
  1099. handles_mesh->surface_set_material(0, handle_material);
  1100. } else {
  1101. handles_mesh_instance->hide();
  1102. }
  1103. }
  1104. TreeItem *Skeleton3DEditor::_find(TreeItem *p_node, const NodePath &p_path) {
  1105. if (!p_node) {
  1106. return nullptr;
  1107. }
  1108. NodePath np = p_node->get_metadata(0);
  1109. if (np == p_path) {
  1110. return p_node;
  1111. }
  1112. TreeItem *children = p_node->get_first_child();
  1113. while (children) {
  1114. TreeItem *n = _find(children, p_path);
  1115. if (n) {
  1116. return n;
  1117. }
  1118. children = children->get_next();
  1119. }
  1120. return nullptr;
  1121. }
  1122. void Skeleton3DEditor::_subgizmo_selection_change() {
  1123. if (!skeleton) {
  1124. return;
  1125. }
  1126. // Once validated by subgizmos_intersect_ray, but required if through inspector's bones tree.
  1127. if (!edit_mode) {
  1128. skeleton->clear_subgizmo_selection();
  1129. return;
  1130. }
  1131. int selected = -1;
  1132. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  1133. if (se) {
  1134. selected = se->get_selected_bone();
  1135. }
  1136. if (selected >= 0) {
  1137. Vector<Ref<Node3DGizmo>> gizmos = skeleton->get_gizmos();
  1138. for (int i = 0; i < gizmos.size(); i++) {
  1139. Ref<EditorNode3DGizmo> gizmo = gizmos[i];
  1140. if (!gizmo.is_valid()) {
  1141. continue;
  1142. }
  1143. Ref<Skeleton3DGizmoPlugin> plugin = gizmo->get_plugin();
  1144. if (!plugin.is_valid()) {
  1145. continue;
  1146. }
  1147. skeleton->set_subgizmo_selection(gizmo, selected, skeleton->get_bone_global_pose(selected));
  1148. break;
  1149. }
  1150. } else {
  1151. skeleton->clear_subgizmo_selection();
  1152. }
  1153. }
  1154. void Skeleton3DEditor::select_bone(int p_idx) {
  1155. if (p_idx >= 0) {
  1156. TreeItem *ti = _find(joint_tree->get_root(), "bones/" + itos(p_idx));
  1157. if (ti) {
  1158. // Make visible when it's collapsed.
  1159. TreeItem *node = ti->get_parent();
  1160. while (node && node != joint_tree->get_root()) {
  1161. node->set_collapsed(false);
  1162. node = node->get_parent();
  1163. }
  1164. ti->select(0);
  1165. joint_tree->scroll_to_item(ti);
  1166. }
  1167. } else {
  1168. selected_bone = -1;
  1169. joint_tree->deselect_all();
  1170. _joint_tree_selection_changed();
  1171. }
  1172. }
  1173. Skeleton3DEditor::~Skeleton3DEditor() {
  1174. singleton = nullptr;
  1175. handles_mesh_instance->queue_free();
  1176. Node3DEditor *ne = Node3DEditor::get_singleton();
  1177. ne->remove_control_from_menu_panel(topmenu_bar);
  1178. memdelete(topmenu_bar);
  1179. }
  1180. bool EditorInspectorPluginSkeleton::can_handle(Object *p_object) {
  1181. return Object::cast_to<Skeleton3D>(p_object) != nullptr;
  1182. }
  1183. void EditorInspectorPluginSkeleton::parse_begin(Object *p_object) {
  1184. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_object);
  1185. ERR_FAIL_NULL(skeleton);
  1186. skel_editor = memnew(Skeleton3DEditor(this, skeleton));
  1187. add_custom_control(skel_editor);
  1188. }
  1189. Skeleton3DEditorPlugin::Skeleton3DEditorPlugin() {
  1190. skeleton_plugin = memnew(EditorInspectorPluginSkeleton);
  1191. EditorInspector::add_inspector_plugin(skeleton_plugin);
  1192. Ref<Skeleton3DGizmoPlugin> gizmo_plugin = Ref<Skeleton3DGizmoPlugin>(memnew(Skeleton3DGizmoPlugin));
  1193. Node3DEditor::get_singleton()->add_gizmo_plugin(gizmo_plugin);
  1194. }
  1195. EditorPlugin::AfterGUIInput Skeleton3DEditorPlugin::forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) {
  1196. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  1197. Node3DEditor *ne = Node3DEditor::get_singleton();
  1198. if (se && se->is_edit_mode()) {
  1199. const Ref<InputEventMouseButton> mb = p_event;
  1200. if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) {
  1201. if (ne->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) {
  1202. if (!ne->is_gizmo_visible()) {
  1203. return EditorPlugin::AFTER_GUI_INPUT_STOP;
  1204. }
  1205. }
  1206. if (mb->is_pressed()) {
  1207. se->update_bone_original();
  1208. }
  1209. }
  1210. return EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
  1211. }
  1212. return EditorPlugin::AFTER_GUI_INPUT_PASS;
  1213. }
  1214. bool Skeleton3DEditorPlugin::handles(Object *p_object) const {
  1215. return p_object->is_class("Skeleton3D");
  1216. }
  1217. void Skeleton3DEditor::_bone_enabled_changed(const int p_bone_id) {
  1218. _update_gizmo_visible();
  1219. }
  1220. void Skeleton3DEditor::_update_gizmo_visible() {
  1221. _subgizmo_selection_change();
  1222. if (edit_mode) {
  1223. if (selected_bone == -1) {
  1224. #ifdef TOOLS_ENABLED
  1225. skeleton->set_transform_gizmo_visible(false);
  1226. #endif
  1227. } else {
  1228. #ifdef TOOLS_ENABLED
  1229. if (skeleton->is_bone_enabled(selected_bone) && !skeleton->is_show_rest_only()) {
  1230. skeleton->set_transform_gizmo_visible(true);
  1231. } else {
  1232. skeleton->set_transform_gizmo_visible(false);
  1233. }
  1234. #endif
  1235. }
  1236. } else {
  1237. #ifdef TOOLS_ENABLED
  1238. skeleton->set_transform_gizmo_visible(true);
  1239. #endif
  1240. }
  1241. _draw_gizmo();
  1242. }
  1243. int Skeleton3DEditor::get_selected_bone() const {
  1244. return selected_bone;
  1245. }
  1246. Skeleton3DGizmoPlugin::SelectionMaterials Skeleton3DGizmoPlugin::selection_materials;
  1247. Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
  1248. selection_materials.unselected_mat.instantiate();
  1249. selection_materials.unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  1250. selection_materials.unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  1251. selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
  1252. selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
  1253. selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  1254. selection_materials.selected_mat.instantiate();
  1255. Ref<Shader> selected_sh = Ref<Shader>(memnew(Shader));
  1256. selected_sh->set_code(R"(
  1257. // Skeleton 3D gizmo bones shader.
  1258. shader_type spatial;
  1259. render_mode unshaded, shadows_disabled;
  1260. void vertex() {
  1261. if (!OUTPUT_IS_SRGB) {
  1262. 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)) );
  1263. }
  1264. VERTEX = VERTEX;
  1265. POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
  1266. POSITION.z = mix(POSITION.z, POSITION.w, 0.998);
  1267. }
  1268. void fragment() {
  1269. ALBEDO = COLOR.rgb;
  1270. ALPHA = COLOR.a;
  1271. }
  1272. )");
  1273. selection_materials.selected_mat->set_shader(selected_sh);
  1274. }
  1275. Skeleton3DGizmoPlugin::~Skeleton3DGizmoPlugin() {
  1276. selection_materials.unselected_mat.unref();
  1277. selection_materials.selected_mat.unref();
  1278. }
  1279. bool Skeleton3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
  1280. return Object::cast_to<Skeleton3D>(p_spatial) != nullptr;
  1281. }
  1282. String Skeleton3DGizmoPlugin::get_gizmo_name() const {
  1283. return "Skeleton3D";
  1284. }
  1285. int Skeleton3DGizmoPlugin::get_priority() const {
  1286. return -1;
  1287. }
  1288. int Skeleton3DGizmoPlugin::subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const {
  1289. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
  1290. ERR_FAIL_NULL_V(skeleton, -1);
  1291. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  1292. if (!se || !se->is_edit_mode()) {
  1293. return -1;
  1294. }
  1295. if (Node3DEditor::get_singleton()->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) {
  1296. return -1;
  1297. }
  1298. // Select bone.
  1299. real_t grab_threshold = 4 * EDSCALE;
  1300. Vector3 ray_from = p_camera->get_global_transform().origin;
  1301. Transform3D gt = skeleton->get_global_transform();
  1302. int closest_idx = -1;
  1303. real_t closest_dist = 1e10;
  1304. const int bone_count = skeleton->get_bone_count();
  1305. for (int i = 0; i < bone_count; i++) {
  1306. Vector3 joint_pos_3d = gt.xform(skeleton->get_bone_global_pose(i).origin);
  1307. Vector2 joint_pos_2d = p_camera->unproject_position(joint_pos_3d);
  1308. real_t dist_3d = ray_from.distance_to(joint_pos_3d);
  1309. real_t dist_2d = p_point.distance_to(joint_pos_2d);
  1310. if (dist_2d < grab_threshold && dist_3d < closest_dist) {
  1311. closest_dist = dist_3d;
  1312. closest_idx = i;
  1313. }
  1314. }
  1315. if (closest_idx >= 0) {
  1316. se->select_bone(closest_idx);
  1317. return closest_idx;
  1318. }
  1319. se->select_bone(-1);
  1320. return -1;
  1321. }
  1322. Transform3D Skeleton3DGizmoPlugin::get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const {
  1323. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
  1324. ERR_FAIL_NULL_V(skeleton, Transform3D());
  1325. return skeleton->get_bone_global_pose(p_id);
  1326. }
  1327. void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) {
  1328. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
  1329. ERR_FAIL_NULL(skeleton);
  1330. // Prepare for global to local.
  1331. Transform3D original_to_local;
  1332. int parent_idx = skeleton->get_bone_parent(p_id);
  1333. if (parent_idx >= 0) {
  1334. original_to_local = skeleton->get_bone_global_pose(parent_idx);
  1335. }
  1336. Basis to_local = original_to_local.get_basis().inverse();
  1337. // Prepare transform.
  1338. Transform3D t;
  1339. // Basis.
  1340. t.basis = to_local * p_transform.get_basis();
  1341. // Origin.
  1342. Vector3 orig = skeleton->get_bone_pose(p_id).origin;
  1343. Vector3 sub = p_transform.origin - skeleton->get_bone_global_pose(p_id).origin;
  1344. t.origin = orig + to_local.xform(sub);
  1345. // Apply transform.
  1346. skeleton->set_bone_pose_position(p_id, t.origin);
  1347. skeleton->set_bone_pose_rotation(p_id, t.basis.get_rotation_quaternion());
  1348. skeleton->set_bone_pose_scale(p_id, t.basis.get_scale());
  1349. }
  1350. void Skeleton3DGizmoPlugin::commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel) {
  1351. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
  1352. ERR_FAIL_NULL(skeleton);
  1353. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  1354. Node3DEditor *ne = Node3DEditor::get_singleton();
  1355. EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
  1356. ur->create_action(TTR("Set Bone Transform"));
  1357. if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE) {
  1358. for (int i = 0; i < p_ids.size(); i++) {
  1359. ur->add_do_method(skeleton, "set_bone_pose_position", p_ids[i], skeleton->get_bone_pose_position(p_ids[i]));
  1360. ur->add_undo_method(skeleton, "set_bone_pose_position", p_ids[i], se->get_bone_original_position());
  1361. }
  1362. }
  1363. if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE) {
  1364. for (int i = 0; i < p_ids.size(); i++) {
  1365. ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
  1366. ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
  1367. }
  1368. }
  1369. if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE) {
  1370. for (int i = 0; i < p_ids.size(); i++) {
  1371. // If the axis is swapped by scaling, the rotation can be changed.
  1372. ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
  1373. ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
  1374. ur->add_do_method(skeleton, "set_bone_pose_scale", p_ids[i], skeleton->get_bone_pose_scale(p_ids[i]));
  1375. ur->add_undo_method(skeleton, "set_bone_pose_scale", p_ids[i], se->get_bone_original_scale());
  1376. }
  1377. }
  1378. ur->add_do_method(se, "update_joint_tree");
  1379. ur->add_undo_method(se, "update_joint_tree");
  1380. ur->commit_action();
  1381. }
  1382. void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
  1383. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
  1384. p_gizmo->clear();
  1385. if (!skeleton->get_bone_count()) {
  1386. return;
  1387. }
  1388. int selected = -1;
  1389. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  1390. if (se) {
  1391. selected = se->get_selected_bone();
  1392. }
  1393. Ref<ArrayMesh> m = get_bones_mesh(skeleton, selected, p_gizmo->is_selected());
  1394. p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
  1395. }
  1396. Ref<ArrayMesh> Skeleton3DGizmoPlugin::get_bones_mesh(Skeleton3D *p_skeleton, int p_selected, bool p_is_selected) {
  1397. Color bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/skeleton");
  1398. Color selected_bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/selected_bone");
  1399. real_t bone_axis_length = EDITOR_GET("editors/3d_gizmos/gizmo_settings/bone_axis_length");
  1400. int bone_shape = EDITOR_GET("editors/3d_gizmos/gizmo_settings/bone_shape");
  1401. LocalVector<Color> axis_colors;
  1402. axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_x_color"), EditorStringName(Editor)));
  1403. axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_y_color"), EditorStringName(Editor)));
  1404. axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_z_color"), EditorStringName(Editor)));
  1405. Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
  1406. surface_tool->begin(Mesh::PRIMITIVE_LINES);
  1407. if (p_is_selected) {
  1408. surface_tool->set_material(selection_materials.selected_mat);
  1409. } else {
  1410. selection_materials.unselected_mat->set_albedo(bone_color);
  1411. surface_tool->set_material(selection_materials.unselected_mat);
  1412. }
  1413. LocalVector<int> bones;
  1414. LocalVector<float> weights;
  1415. bones.resize(4);
  1416. weights.resize(4);
  1417. for (int i = 0; i < 4; i++) {
  1418. bones[i] = 0;
  1419. weights[i] = 0;
  1420. }
  1421. weights[0] = 1;
  1422. int current_bone_index = 0;
  1423. Vector<int> bones_to_process = p_skeleton->get_parentless_bones();
  1424. while (bones_to_process.size() > current_bone_index) {
  1425. int current_bone_idx = bones_to_process[current_bone_index];
  1426. current_bone_index++;
  1427. Color current_bone_color = (current_bone_idx == p_selected) ? selected_bone_color : bone_color;
  1428. Vector<int> child_bones_vector;
  1429. child_bones_vector = p_skeleton->get_bone_children(current_bone_idx);
  1430. int child_bones_size = child_bones_vector.size();
  1431. for (int i = 0; i < child_bones_size; i++) {
  1432. // Something wrong.
  1433. if (child_bones_vector[i] < 0) {
  1434. continue;
  1435. }
  1436. int child_bone_idx = child_bones_vector[i];
  1437. Vector3 v0 = p_skeleton->get_bone_global_rest(current_bone_idx).origin;
  1438. Vector3 v1 = p_skeleton->get_bone_global_rest(child_bone_idx).origin;
  1439. Vector3 d = (v1 - v0).normalized();
  1440. real_t dist = v0.distance_to(v1);
  1441. // Find closest axis.
  1442. int closest = -1;
  1443. real_t closest_d = 0.0;
  1444. for (int j = 0; j < 3; j++) {
  1445. real_t dp = Math::abs(p_skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));
  1446. if (j == 0 || dp > closest_d) {
  1447. closest = j;
  1448. }
  1449. }
  1450. // Draw bone.
  1451. switch (bone_shape) {
  1452. case 0: { // Wire shape.
  1453. surface_tool->set_color(current_bone_color);
  1454. bones[0] = current_bone_idx;
  1455. surface_tool->set_bones(bones);
  1456. surface_tool->set_weights(weights);
  1457. surface_tool->add_vertex(v0);
  1458. bones[0] = child_bone_idx;
  1459. surface_tool->set_bones(bones);
  1460. surface_tool->set_weights(weights);
  1461. surface_tool->add_vertex(v1);
  1462. } break;
  1463. case 1: { // Octahedron shape.
  1464. Vector3 first;
  1465. Vector3 points[6];
  1466. int point_idx = 0;
  1467. for (int j = 0; j < 3; j++) {
  1468. Vector3 axis;
  1469. if (first == Vector3()) {
  1470. axis = d.cross(d.cross(p_skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
  1471. first = axis;
  1472. } else {
  1473. axis = d.cross(first).normalized();
  1474. }
  1475. surface_tool->set_color(current_bone_color);
  1476. for (int k = 0; k < 2; k++) {
  1477. if (k == 1) {
  1478. axis = -axis;
  1479. }
  1480. Vector3 point = v0 + d * dist * 0.2;
  1481. point += axis * dist * 0.1;
  1482. bones[0] = current_bone_idx;
  1483. surface_tool->set_bones(bones);
  1484. surface_tool->set_weights(weights);
  1485. surface_tool->add_vertex(v0);
  1486. surface_tool->set_bones(bones);
  1487. surface_tool->set_weights(weights);
  1488. surface_tool->add_vertex(point);
  1489. surface_tool->set_bones(bones);
  1490. surface_tool->set_weights(weights);
  1491. surface_tool->add_vertex(point);
  1492. bones[0] = child_bone_idx;
  1493. surface_tool->set_bones(bones);
  1494. surface_tool->set_weights(weights);
  1495. surface_tool->add_vertex(v1);
  1496. points[point_idx++] = point;
  1497. }
  1498. }
  1499. surface_tool->set_color(current_bone_color);
  1500. SWAP(points[1], points[2]);
  1501. bones[0] = current_bone_idx;
  1502. for (int j = 0; j < 6; j++) {
  1503. surface_tool->set_bones(bones);
  1504. surface_tool->set_weights(weights);
  1505. surface_tool->add_vertex(points[j]);
  1506. surface_tool->set_bones(bones);
  1507. surface_tool->set_weights(weights);
  1508. surface_tool->add_vertex(points[(j + 1) % 6]);
  1509. }
  1510. } break;
  1511. }
  1512. // Axis as root of the bone.
  1513. for (int j = 0; j < 3; j++) {
  1514. bones[0] = current_bone_idx;
  1515. surface_tool->set_color(axis_colors[j]);
  1516. surface_tool->set_bones(bones);
  1517. surface_tool->set_weights(weights);
  1518. surface_tool->add_vertex(v0);
  1519. surface_tool->set_bones(bones);
  1520. surface_tool->set_weights(weights);
  1521. surface_tool->add_vertex(v0 + (p_skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
  1522. if (j == closest) {
  1523. continue;
  1524. }
  1525. }
  1526. // Axis at the end of the bone children.
  1527. if (i == child_bones_size - 1) {
  1528. for (int j = 0; j < 3; j++) {
  1529. bones[0] = child_bone_idx;
  1530. surface_tool->set_color(axis_colors[j]);
  1531. surface_tool->set_bones(bones);
  1532. surface_tool->set_weights(weights);
  1533. surface_tool->add_vertex(v1);
  1534. surface_tool->set_bones(bones);
  1535. surface_tool->set_weights(weights);
  1536. surface_tool->add_vertex(v1 + (p_skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
  1537. if (j == closest) {
  1538. continue;
  1539. }
  1540. }
  1541. }
  1542. // Add the bone's children to the list of bones to be processed.
  1543. bones_to_process.push_back(child_bones_vector[i]);
  1544. }
  1545. }
  1546. return surface_tool->commit();
  1547. }