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