skeleton_3d.cpp 45 KB

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