skeleton_3d_editor_plugin.cpp 54 KB

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  1. /*************************************************************************/
  2. /* skeleton_3d_editor_plugin.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "skeleton_3d_editor_plugin.h"
  31. #include "core/io/resource_saver.h"
  32. #include "editor/editor_file_dialog.h"
  33. #include "editor/editor_node.h"
  34. #include "editor/editor_properties.h"
  35. #include "editor/editor_scale.h"
  36. #include "editor/plugins/animation_player_editor_plugin.h"
  37. #include "node_3d_editor_plugin.h"
  38. #include "scene/3d/collision_shape_3d.h"
  39. #include "scene/3d/joint_3d.h"
  40. #include "scene/3d/mesh_instance_3d.h"
  41. #include "scene/3d/physics_body_3d.h"
  42. #include "scene/resources/capsule_shape_3d.h"
  43. #include "scene/resources/skeleton_profile.h"
  44. #include "scene/resources/sphere_shape_3d.h"
  45. #include "scene/resources/surface_tool.h"
  46. void BoneTransformEditor::create_editors() {
  47. const Color section_color = get_theme_color(SNAME("prop_subsection"), SNAME("Editor"));
  48. section = memnew(EditorInspectorSection);
  49. section->setup("trf_properties", label, this, section_color, true);
  50. section->unfold();
  51. add_child(section);
  52. enabled_checkbox = memnew(EditorPropertyCheck());
  53. enabled_checkbox->set_label("Pose Enabled");
  54. enabled_checkbox->set_selectable(false);
  55. enabled_checkbox->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
  56. section->get_vbox()->add_child(enabled_checkbox);
  57. // Position property.
  58. position_property = memnew(EditorPropertyVector3());
  59. position_property->setup(-10000, 10000, 0.001f, true);
  60. position_property->set_label("Position");
  61. position_property->set_selectable(false);
  62. position_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
  63. position_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
  64. section->get_vbox()->add_child(position_property);
  65. // Rotation property.
  66. rotation_property = memnew(EditorPropertyQuaternion());
  67. rotation_property->setup(-10000, 10000, 0.001f, true);
  68. rotation_property->set_label("Rotation");
  69. rotation_property->set_selectable(false);
  70. rotation_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
  71. rotation_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
  72. section->get_vbox()->add_child(rotation_property);
  73. // Scale property.
  74. scale_property = memnew(EditorPropertyVector3());
  75. scale_property->setup(-10000, 10000, 0.001f, true);
  76. scale_property->set_label("Scale");
  77. scale_property->set_selectable(false);
  78. scale_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed));
  79. scale_property->connect("property_keyed", callable_mp(this, &BoneTransformEditor::_property_keyed));
  80. section->get_vbox()->add_child(scale_property);
  81. // Transform/Matrix section.
  82. rest_section = memnew(EditorInspectorSection);
  83. rest_section->setup("trf_properties_transform", "Rest", this, section_color, true);
  84. section->get_vbox()->add_child(rest_section);
  85. // Transform/Matrix property.
  86. rest_matrix = memnew(EditorPropertyTransform3D());
  87. rest_matrix->setup(-10000, 10000, 0.001f, true);
  88. rest_matrix->set_label("Transform");
  89. rest_matrix->set_selectable(false);
  90. rest_section->get_vbox()->add_child(rest_matrix);
  91. }
  92. void BoneTransformEditor::_notification(int p_what) {
  93. switch (p_what) {
  94. case NOTIFICATION_ENTER_TREE: {
  95. create_editors();
  96. } break;
  97. }
  98. }
  99. void BoneTransformEditor::_value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
  100. if (updating) {
  101. return;
  102. }
  103. if (skeleton) {
  104. undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
  105. undo_redo->add_undo_property(skeleton, p_property, skeleton->get(p_property));
  106. undo_redo->add_do_property(skeleton, p_property, p_value);
  107. undo_redo->commit_action();
  108. }
  109. }
  110. BoneTransformEditor::BoneTransformEditor(Skeleton3D *p_skeleton) :
  111. skeleton(p_skeleton) {
  112. undo_redo = EditorNode::get_undo_redo();
  113. }
  114. void BoneTransformEditor::set_keyable(const bool p_keyable) {
  115. position_property->set_keying(p_keyable);
  116. rotation_property->set_keying(p_keyable);
  117. scale_property->set_keying(p_keyable);
  118. }
  119. void BoneTransformEditor::set_target(const String &p_prop) {
  120. enabled_checkbox->set_object_and_property(skeleton, p_prop + "enabled");
  121. enabled_checkbox->update_property();
  122. position_property->set_object_and_property(skeleton, p_prop + "position");
  123. position_property->update_property();
  124. rotation_property->set_object_and_property(skeleton, p_prop + "rotation");
  125. rotation_property->update_property();
  126. scale_property->set_object_and_property(skeleton, p_prop + "scale");
  127. scale_property->update_property();
  128. rest_matrix->set_object_and_property(skeleton, p_prop + "rest");
  129. rest_matrix->update_property();
  130. }
  131. void BoneTransformEditor::_property_keyed(const String &p_path, bool p_advance) {
  132. AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
  133. if (!te->has_keying()) {
  134. return;
  135. }
  136. PackedStringArray split = p_path.split("/");
  137. if (split.size() == 3 && split[0] == "bones") {
  138. int bone_idx = split[1].to_int();
  139. if (split[2] == "position") {
  140. te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, (Vector3)skeleton->get(p_path) / skeleton->get_motion_scale());
  141. }
  142. if (split[2] == "rotation") {
  143. te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_ROTATION_3D, skeleton->get(p_path));
  144. }
  145. if (split[2] == "scale") {
  146. te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_SCALE_3D, skeleton->get(p_path));
  147. }
  148. }
  149. }
  150. void BoneTransformEditor::_update_properties() {
  151. if (!skeleton) {
  152. return;
  153. }
  154. int selected = Skeleton3DEditor::get_singleton()->get_selected_bone();
  155. List<PropertyInfo> props;
  156. skeleton->get_property_list(&props);
  157. for (const PropertyInfo &E : props) {
  158. PackedStringArray split = E.name.split("/");
  159. if (split.size() == 3 && split[0] == "bones") {
  160. if (split[1].to_int() == selected) {
  161. if (split[2] == "enabled") {
  162. enabled_checkbox->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  163. enabled_checkbox->update_property();
  164. enabled_checkbox->update();
  165. }
  166. if (split[2] == "position") {
  167. position_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  168. position_property->update_property();
  169. position_property->update();
  170. }
  171. if (split[2] == "rotation") {
  172. rotation_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  173. rotation_property->update_property();
  174. rotation_property->update();
  175. }
  176. if (split[2] == "scale") {
  177. scale_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  178. scale_property->update_property();
  179. scale_property->update();
  180. }
  181. if (split[2] == "rest") {
  182. rest_matrix->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
  183. rest_matrix->update_property();
  184. rest_matrix->update();
  185. }
  186. }
  187. }
  188. }
  189. }
  190. Skeleton3DEditor *Skeleton3DEditor::singleton = nullptr;
  191. void Skeleton3DEditor::set_keyable(const bool p_keyable) {
  192. keyable = p_keyable;
  193. if (p_keyable) {
  194. animation_hb->show();
  195. } else {
  196. animation_hb->hide();
  197. }
  198. };
  199. void Skeleton3DEditor::set_bone_options_enabled(const bool p_bone_options_enabled) {
  200. skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_INIT_SELECTED_POSES, !p_bone_options_enabled);
  201. skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_SELECTED_POSES_TO_RESTS, !p_bone_options_enabled);
  202. };
  203. void Skeleton3DEditor::_on_click_skeleton_option(int p_skeleton_option) {
  204. if (!skeleton) {
  205. return;
  206. }
  207. switch (p_skeleton_option) {
  208. case SKELETON_OPTION_INIT_ALL_POSES: {
  209. init_pose(true);
  210. break;
  211. }
  212. case SKELETON_OPTION_INIT_SELECTED_POSES: {
  213. init_pose(false);
  214. break;
  215. }
  216. case SKELETON_OPTION_ALL_POSES_TO_RESTS: {
  217. pose_to_rest(true);
  218. break;
  219. }
  220. case SKELETON_OPTION_SELECTED_POSES_TO_RESTS: {
  221. pose_to_rest(false);
  222. break;
  223. }
  224. case SKELETON_OPTION_CREATE_PHYSICAL_SKELETON: {
  225. create_physical_skeleton();
  226. break;
  227. }
  228. case SKELETON_OPTION_EXPORT_SKELETON_PROFILE: {
  229. export_skeleton_profile();
  230. break;
  231. }
  232. }
  233. }
  234. void Skeleton3DEditor::init_pose(const bool p_all_bones) {
  235. if (!skeleton) {
  236. return;
  237. }
  238. const int bone_len = skeleton->get_bone_count();
  239. if (!bone_len) {
  240. return;
  241. }
  242. UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
  243. ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
  244. if (p_all_bones) {
  245. for (int i = 0; i < bone_len; i++) {
  246. Transform3D rest = skeleton->get_bone_rest(i);
  247. ur->add_do_method(skeleton, "set_bone_pose_position", i, rest.origin);
  248. ur->add_do_method(skeleton, "set_bone_pose_rotation", i, rest.basis.get_rotation_quaternion());
  249. ur->add_do_method(skeleton, "set_bone_pose_scale", i, rest.basis.get_scale());
  250. ur->add_undo_method(skeleton, "set_bone_pose_position", i, skeleton->get_bone_pose_position(i));
  251. ur->add_undo_method(skeleton, "set_bone_pose_rotation", i, skeleton->get_bone_pose_rotation(i));
  252. ur->add_undo_method(skeleton, "set_bone_pose_scale", i, skeleton->get_bone_pose_scale(i));
  253. }
  254. } else {
  255. // Todo: Do method with multiple bone selection.
  256. if (selected_bone == -1) {
  257. ur->commit_action();
  258. return;
  259. }
  260. Transform3D rest = skeleton->get_bone_rest(selected_bone);
  261. ur->add_do_method(skeleton, "set_bone_pose_position", selected_bone, rest.origin);
  262. ur->add_do_method(skeleton, "set_bone_pose_rotation", selected_bone, rest.basis.get_rotation_quaternion());
  263. ur->add_do_method(skeleton, "set_bone_pose_scale", selected_bone, rest.basis.get_scale());
  264. ur->add_undo_method(skeleton, "set_bone_pose_position", selected_bone, skeleton->get_bone_pose_position(selected_bone));
  265. ur->add_undo_method(skeleton, "set_bone_pose_rotation", selected_bone, skeleton->get_bone_pose_rotation(selected_bone));
  266. ur->add_undo_method(skeleton, "set_bone_pose_scale", selected_bone, skeleton->get_bone_pose_scale(selected_bone));
  267. }
  268. ur->commit_action();
  269. }
  270. void Skeleton3DEditor::insert_keys(const bool p_all_bones) {
  271. if (!skeleton) {
  272. return;
  273. }
  274. bool pos_enabled = key_loc_button->is_pressed();
  275. bool rot_enabled = key_rot_button->is_pressed();
  276. bool scl_enabled = key_scale_button->is_pressed();
  277. int bone_len = skeleton->get_bone_count();
  278. Node *root = EditorNode::get_singleton()->get_tree()->get_root();
  279. String path = root->get_path_to(skeleton);
  280. AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
  281. te->make_insert_queue();
  282. for (int i = 0; i < bone_len; i++) {
  283. const String name = skeleton->get_bone_name(i);
  284. if (name.is_empty()) {
  285. continue;
  286. }
  287. if (pos_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_POSITION_3D))) {
  288. te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i) / skeleton->get_motion_scale());
  289. }
  290. if (rot_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_ROTATION_3D))) {
  291. te->insert_transform_key(skeleton, name, Animation::TYPE_ROTATION_3D, skeleton->get_bone_pose_rotation(i));
  292. }
  293. if (scl_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_SCALE_3D))) {
  294. te->insert_transform_key(skeleton, name, Animation::TYPE_SCALE_3D, skeleton->get_bone_pose_scale(i));
  295. }
  296. }
  297. te->commit_insert_queue();
  298. }
  299. void Skeleton3DEditor::pose_to_rest(const bool p_all_bones) {
  300. if (!skeleton) {
  301. return;
  302. }
  303. const int bone_len = skeleton->get_bone_count();
  304. if (!bone_len) {
  305. return;
  306. }
  307. UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
  308. ur->create_action(TTR("Set Bone Rest"), UndoRedo::MERGE_ENDS);
  309. if (p_all_bones) {
  310. for (int i = 0; i < bone_len; i++) {
  311. ur->add_do_method(skeleton, "set_bone_rest", i, skeleton->get_bone_pose(i));
  312. ur->add_undo_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i));
  313. }
  314. } else {
  315. // Todo: Do method with multiple bone selection.
  316. if (selected_bone == -1) {
  317. ur->commit_action();
  318. return;
  319. }
  320. ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_pose(selected_bone));
  321. ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone));
  322. }
  323. ur->commit_action();
  324. }
  325. void Skeleton3DEditor::create_physical_skeleton() {
  326. UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
  327. ERR_FAIL_COND(!get_tree());
  328. Node *owner = get_tree()->get_edited_scene_root();
  329. const int bc = skeleton->get_bone_count();
  330. if (!bc) {
  331. return;
  332. }
  333. Vector<BoneInfo> bones_infos;
  334. bones_infos.resize(bc);
  335. if (bc > 0) {
  336. ur->create_action(TTR("Create physical bones"), UndoRedo::MERGE_ALL);
  337. for (int bone_id = 0; bc > bone_id; ++bone_id) {
  338. const int parent = skeleton->get_bone_parent(bone_id);
  339. if (parent < 0) {
  340. bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
  341. } else {
  342. const int parent_parent = skeleton->get_bone_parent(parent);
  343. bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
  344. // Create physical bone on parent.
  345. if (!bones_infos[parent].physical_bone) {
  346. PhysicalBone3D *physical_bone = create_physical_bone(parent, bone_id, bones_infos);
  347. if (physical_bone && physical_bone->get_child(0)) {
  348. CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(physical_bone->get_child(0));
  349. if (collision_shape) {
  350. bones_infos.write[parent].physical_bone = physical_bone;
  351. ur->add_do_method(skeleton, "add_child", physical_bone);
  352. ur->add_do_method(physical_bone, "set_owner", owner);
  353. ur->add_do_method(collision_shape, "set_owner", owner);
  354. ur->add_do_property(physical_bone, "bone_name", skeleton->get_bone_name(parent));
  355. // Create joint between parent of parent.
  356. if (parent_parent != -1) {
  357. ur->add_do_method(physical_bone, "set_joint_type", PhysicalBone3D::JOINT_TYPE_PIN);
  358. }
  359. ur->add_do_method(Node3DEditor::get_singleton(), "_request_gizmo", physical_bone);
  360. ur->add_do_method(Node3DEditor::get_singleton(), "_request_gizmo", collision_shape);
  361. ur->add_do_reference(physical_bone);
  362. ur->add_undo_method(skeleton, "remove_child", physical_bone);
  363. }
  364. }
  365. }
  366. }
  367. }
  368. ur->commit_action();
  369. }
  370. }
  371. PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
  372. const Transform3D child_rest = skeleton->get_bone_rest(bone_child_id);
  373. const real_t half_height(child_rest.origin.length() * 0.5);
  374. const real_t radius(half_height * 0.2);
  375. CapsuleShape3D *bone_shape_capsule = memnew(CapsuleShape3D);
  376. bone_shape_capsule->set_height(half_height * 2);
  377. bone_shape_capsule->set_radius(radius);
  378. CollisionShape3D *bone_shape = memnew(CollisionShape3D);
  379. bone_shape->set_shape(bone_shape_capsule);
  380. bone_shape->set_name("CollisionShape3D");
  381. Transform3D capsule_transform;
  382. capsule_transform.basis = Basis(Vector3(1, 0, 0), Vector3(0, 0, 1), Vector3(0, -1, 0));
  383. bone_shape->set_transform(capsule_transform);
  384. /// Get an up vector not collinear with child rest origin
  385. Vector3 up = Vector3(0, 1, 0);
  386. if (up.cross(child_rest.origin).is_equal_approx(Vector3())) {
  387. up = Vector3(0, 0, 1);
  388. }
  389. Transform3D body_transform;
  390. body_transform.basis = Basis::looking_at(child_rest.origin, up);
  391. body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
  392. Transform3D joint_transform;
  393. joint_transform.origin = Vector3(0, 0, half_height);
  394. PhysicalBone3D *physical_bone = memnew(PhysicalBone3D);
  395. physical_bone->add_child(bone_shape);
  396. physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id));
  397. physical_bone->set_body_offset(body_transform);
  398. physical_bone->set_joint_offset(joint_transform);
  399. return physical_bone;
  400. }
  401. void Skeleton3DEditor::export_skeleton_profile() {
  402. file_dialog->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
  403. file_dialog->set_title(TTR("Export Skeleton Profile As..."));
  404. List<String> exts;
  405. ResourceLoader::get_recognized_extensions_for_type("SkeletonProfile", &exts);
  406. file_dialog->clear_filters();
  407. for (const String &K : exts) {
  408. file_dialog->add_filter("*." + K);
  409. }
  410. file_dialog->popup_file_dialog();
  411. }
  412. void Skeleton3DEditor::_file_selected(const String &p_file) {
  413. // Export SkeletonProfile.
  414. Ref<SkeletonProfile> sp(memnew(SkeletonProfile));
  415. // Build SkeletonProfile.
  416. sp->set_group_size(1);
  417. Vector<Vector2> handle_positions;
  418. Vector2 position_max;
  419. Vector2 position_min;
  420. int len = skeleton->get_bone_count();
  421. sp->set_bone_size(len);
  422. for (int i = 0; i < len; i++) {
  423. sp->set_bone_name(i, skeleton->get_bone_name(i));
  424. int parent = skeleton->get_bone_parent(i);
  425. if (parent >= 0) {
  426. sp->set_bone_parent(i, skeleton->get_bone_name(parent));
  427. }
  428. sp->set_reference_pose(i, skeleton->get_bone_rest(i));
  429. Transform3D grest = skeleton->get_bone_global_rest(i);
  430. handle_positions.append(Vector2(grest.origin.x, grest.origin.y));
  431. if (i == 0) {
  432. position_max = Vector2(grest.origin.x, grest.origin.y);
  433. position_min = Vector2(grest.origin.x, grest.origin.y);
  434. } else {
  435. position_max.x = MAX(grest.origin.x, position_max.x);
  436. position_max.y = MAX(grest.origin.y, position_max.y);
  437. position_min.x = MIN(grest.origin.x, position_min.x);
  438. position_min.y = MIN(grest.origin.y, position_min.y);
  439. }
  440. }
  441. // Layout handles provisionaly.
  442. Vector2 bound = Vector2(position_max.x - position_min.x, position_max.y - position_min.y);
  443. Vector2 center = Vector2((position_max.x + position_min.x) * 0.5, (position_max.y + position_min.y) * 0.5);
  444. float nrm = MAX(bound.x, bound.y);
  445. if (nrm > 0) {
  446. for (int i = 0; i < len; i++) {
  447. handle_positions.write[i] = (handle_positions[i] - center) / nrm * 0.9;
  448. sp->set_handle_offset(i, Vector2(0.5 + handle_positions[i].x, 0.5 - handle_positions[i].y));
  449. }
  450. }
  451. Error err = ResourceSaver::save(sp, p_file);
  452. if (err != OK) {
  453. EditorNode::get_singleton()->show_warning(vformat(TTR("Error saving file: %s"), p_file));
  454. return;
  455. }
  456. }
  457. Variant Skeleton3DEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  458. TreeItem *selected = joint_tree->get_selected();
  459. if (!selected) {
  460. return Variant();
  461. }
  462. Ref<Texture> icon = selected->get_icon(0);
  463. VBoxContainer *vb = memnew(VBoxContainer);
  464. HBoxContainer *hb = memnew(HBoxContainer);
  465. TextureRect *tf = memnew(TextureRect);
  466. tf->set_texture(icon);
  467. tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
  468. hb->add_child(tf);
  469. Label *label = memnew(Label(selected->get_text(0)));
  470. hb->add_child(label);
  471. vb->add_child(hb);
  472. hb->set_modulate(Color(1, 1, 1, 1));
  473. set_drag_preview(vb);
  474. Dictionary drag_data;
  475. drag_data["type"] = "nodes";
  476. drag_data["node"] = selected;
  477. return drag_data;
  478. }
  479. bool Skeleton3DEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  480. TreeItem *target = joint_tree->get_item_at_position(p_point);
  481. if (!target) {
  482. return false;
  483. }
  484. const String path = target->get_metadata(0);
  485. if (!path.begins_with("bones/")) {
  486. return false;
  487. }
  488. TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
  489. if (target == selected) {
  490. return false;
  491. }
  492. const String path2 = target->get_metadata(0);
  493. if (!path2.begins_with("bones/")) {
  494. return false;
  495. }
  496. return true;
  497. }
  498. void Skeleton3DEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  499. if (!can_drop_data_fw(p_point, p_data, p_from)) {
  500. return;
  501. }
  502. TreeItem *target = joint_tree->get_item_at_position(p_point);
  503. TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
  504. const BoneId target_boneidx = String(target->get_metadata(0)).get_slicec('/', 1).to_int();
  505. const BoneId selected_boneidx = String(selected->get_metadata(0)).get_slicec('/', 1).to_int();
  506. move_skeleton_bone(skeleton->get_path(), selected_boneidx, target_boneidx);
  507. }
  508. void Skeleton3DEditor::move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx) {
  509. Node *node = get_node_or_null(p_skeleton_path);
  510. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
  511. ERR_FAIL_NULL(skeleton);
  512. UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
  513. ur->create_action(TTR("Set Bone Parentage"));
  514. // If the target is a child of ourselves, we move only *us* and not our children.
  515. if (skeleton->is_bone_parent_of(p_target_boneidx, p_selected_boneidx)) {
  516. const BoneId parent_idx = skeleton->get_bone_parent(p_selected_boneidx);
  517. const int bone_count = skeleton->get_bone_count();
  518. for (BoneId i = 0; i < bone_count; ++i) {
  519. if (skeleton->get_bone_parent(i) == p_selected_boneidx) {
  520. ur->add_undo_method(skeleton, "set_bone_parent", i, skeleton->get_bone_parent(i));
  521. ur->add_do_method(skeleton, "set_bone_parent", i, parent_idx);
  522. skeleton->set_bone_parent(i, parent_idx);
  523. }
  524. }
  525. }
  526. ur->add_undo_method(skeleton, "set_bone_parent", p_selected_boneidx, skeleton->get_bone_parent(p_selected_boneidx));
  527. ur->add_do_method(skeleton, "set_bone_parent", p_selected_boneidx, p_target_boneidx);
  528. skeleton->set_bone_parent(p_selected_boneidx, p_target_boneidx);
  529. update_joint_tree();
  530. ur->commit_action();
  531. }
  532. void Skeleton3DEditor::_joint_tree_selection_changed() {
  533. TreeItem *selected = joint_tree->get_selected();
  534. if (selected) {
  535. const String path = selected->get_metadata(0);
  536. if (!path.begins_with("bones/")) {
  537. return;
  538. }
  539. const int b_idx = path.get_slicec('/', 1).to_int();
  540. selected_bone = b_idx;
  541. if (pose_editor) {
  542. const String bone_path = "bones/" + itos(b_idx) + "/";
  543. pose_editor->set_target(bone_path);
  544. pose_editor->set_keyable(keyable);
  545. }
  546. }
  547. if (pose_editor && pose_editor->is_inside_tree()) {
  548. pose_editor->set_visible(selected);
  549. }
  550. set_bone_options_enabled(selected);
  551. _update_properties();
  552. _update_gizmo_visible();
  553. }
  554. // May be not used with single select mode.
  555. void Skeleton3DEditor::_joint_tree_rmb_select(const Vector2 &p_pos, MouseButton p_button) {
  556. }
  557. void Skeleton3DEditor::_update_properties() {
  558. if (pose_editor) {
  559. pose_editor->_update_properties();
  560. }
  561. Node3DEditor::get_singleton()->update_transform_gizmo();
  562. }
  563. void Skeleton3DEditor::update_joint_tree() {
  564. joint_tree->clear();
  565. if (!skeleton) {
  566. return;
  567. }
  568. TreeItem *root = joint_tree->create_item();
  569. HashMap<int, TreeItem *> items;
  570. items.insert(-1, root);
  571. Ref<Texture> bone_icon = get_theme_icon(SNAME("BoneAttachment3D"), SNAME("EditorIcons"));
  572. Vector<int> bones_to_process = skeleton->get_parentless_bones();
  573. while (bones_to_process.size() > 0) {
  574. int current_bone_idx = bones_to_process[0];
  575. bones_to_process.erase(current_bone_idx);
  576. const int parent_idx = skeleton->get_bone_parent(current_bone_idx);
  577. TreeItem *parent_item = items.find(parent_idx)->value;
  578. TreeItem *joint_item = joint_tree->create_item(parent_item);
  579. items.insert(current_bone_idx, joint_item);
  580. joint_item->set_text(0, skeleton->get_bone_name(current_bone_idx));
  581. joint_item->set_icon(0, bone_icon);
  582. joint_item->set_selectable(0, true);
  583. joint_item->set_metadata(0, "bones/" + itos(current_bone_idx));
  584. // Add the bone's children to the list of bones to be processed.
  585. Vector<int> current_bone_child_bones = skeleton->get_bone_children(current_bone_idx);
  586. int child_bone_size = current_bone_child_bones.size();
  587. for (int i = 0; i < child_bone_size; i++) {
  588. bones_to_process.push_back(current_bone_child_bones[i]);
  589. }
  590. }
  591. }
  592. void Skeleton3DEditor::update_editors() {
  593. }
  594. void Skeleton3DEditor::create_editors() {
  595. set_h_size_flags(SIZE_EXPAND_FILL);
  596. add_theme_constant_override("separation", 0);
  597. set_focus_mode(FOCUS_ALL);
  598. Node3DEditor *ne = Node3DEditor::get_singleton();
  599. AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
  600. // Create File dialog.
  601. file_dialog = memnew(EditorFileDialog);
  602. file_dialog->connect("file_selected", callable_mp(this, &Skeleton3DEditor::_file_selected));
  603. add_child(file_dialog);
  604. // Create Top Menu Bar.
  605. separator = memnew(VSeparator);
  606. ne->add_control_to_menu_panel(separator);
  607. // Create Skeleton Option in Top Menu Bar.
  608. skeleton_options = memnew(MenuButton);
  609. ne->add_control_to_menu_panel(skeleton_options);
  610. skeleton_options->set_text(TTR("Skeleton3D"));
  611. skeleton_options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Skeleton3D"), SNAME("EditorIcons")));
  612. // Skeleton options.
  613. PopupMenu *p = skeleton_options->get_popup();
  614. p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/init_all_poses", TTR("Init all Poses")), SKELETON_OPTION_INIT_ALL_POSES);
  615. p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/init_selected_poses", TTR("Init selected Poses")), SKELETON_OPTION_INIT_SELECTED_POSES);
  616. p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/all_poses_to_rests", TTR("Apply all poses to rests")), SKELETON_OPTION_ALL_POSES_TO_RESTS);
  617. p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/selected_poses_to_rests", TTR("Apply selected poses to rests")), SKELETON_OPTION_SELECTED_POSES_TO_RESTS);
  618. p->add_item(TTR("Create physical skeleton"), SKELETON_OPTION_CREATE_PHYSICAL_SKELETON);
  619. p->add_item(TTR("Export skeleton profile"), SKELETON_OPTION_EXPORT_SKELETON_PROFILE);
  620. p->connect("id_pressed", callable_mp(this, &Skeleton3DEditor::_on_click_skeleton_option));
  621. set_bone_options_enabled(false);
  622. Vector<Variant> button_binds;
  623. button_binds.resize(1);
  624. edit_mode_button = memnew(Button);
  625. ne->add_control_to_menu_panel(edit_mode_button);
  626. edit_mode_button->set_flat(true);
  627. edit_mode_button->set_toggle_mode(true);
  628. edit_mode_button->set_focus_mode(FOCUS_NONE);
  629. edit_mode_button->set_tooltip(TTR("Edit Mode\nShow buttons on joints."));
  630. edit_mode_button->connect("toggled", callable_mp(this, &Skeleton3DEditor::edit_mode_toggled));
  631. edit_mode = false;
  632. if (skeleton) {
  633. skeleton->add_child(handles_mesh_instance);
  634. handles_mesh_instance->set_skeleton_path(NodePath(""));
  635. }
  636. // Keying buttons.
  637. animation_hb = memnew(HBoxContainer);
  638. ne->add_control_to_menu_panel(animation_hb);
  639. animation_hb->add_child(memnew(VSeparator));
  640. animation_hb->hide();
  641. key_loc_button = memnew(Button);
  642. key_loc_button->set_flat(true);
  643. key_loc_button->set_toggle_mode(true);
  644. key_loc_button->set_pressed(false);
  645. key_loc_button->set_focus_mode(FOCUS_NONE);
  646. key_loc_button->set_tooltip(TTR("Translation mask for inserting keys."));
  647. animation_hb->add_child(key_loc_button);
  648. key_rot_button = memnew(Button);
  649. key_rot_button->set_flat(true);
  650. key_rot_button->set_toggle_mode(true);
  651. key_rot_button->set_pressed(true);
  652. key_rot_button->set_focus_mode(FOCUS_NONE);
  653. key_rot_button->set_tooltip(TTR("Rotation mask for inserting keys."));
  654. animation_hb->add_child(key_rot_button);
  655. key_scale_button = memnew(Button);
  656. key_scale_button->set_flat(true);
  657. key_scale_button->set_toggle_mode(true);
  658. key_scale_button->set_pressed(false);
  659. key_scale_button->set_focus_mode(FOCUS_NONE);
  660. key_scale_button->set_tooltip(TTR("Scale mask for inserting keys."));
  661. animation_hb->add_child(key_scale_button);
  662. key_insert_button = memnew(Button);
  663. key_insert_button->set_flat(true);
  664. key_insert_button->set_focus_mode(FOCUS_NONE);
  665. key_insert_button->connect("pressed", callable_mp(this, &Skeleton3DEditor::insert_keys).bind(false));
  666. key_insert_button->set_tooltip(TTR("Insert key of bone poses already exist track."));
  667. key_insert_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_to_existing_tracks", TTR("Insert Key (Existing Tracks)"), Key::INSERT));
  668. animation_hb->add_child(key_insert_button);
  669. key_insert_all_button = memnew(Button);
  670. key_insert_all_button->set_flat(true);
  671. key_insert_all_button->set_focus_mode(FOCUS_NONE);
  672. key_insert_all_button->connect("pressed", callable_mp(this, &Skeleton3DEditor::insert_keys).bind(true));
  673. key_insert_all_button->set_tooltip(TTR("Insert key of all bone poses."));
  674. key_insert_all_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_of_all_bones", TTR("Insert Key (All Bones)"), KeyModifierMask::CMD + Key::INSERT));
  675. animation_hb->add_child(key_insert_all_button);
  676. // Bone tree.
  677. const Color section_color = get_theme_color(SNAME("prop_subsection"), SNAME("Editor"));
  678. EditorInspectorSection *bones_section = memnew(EditorInspectorSection);
  679. bones_section->setup("bones", "Bones", skeleton, section_color, true);
  680. add_child(bones_section);
  681. bones_section->unfold();
  682. ScrollContainer *s_con = memnew(ScrollContainer);
  683. s_con->set_h_size_flags(SIZE_EXPAND_FILL);
  684. s_con->set_custom_minimum_size(Size2(1, 350) * EDSCALE);
  685. bones_section->get_vbox()->add_child(s_con);
  686. joint_tree = memnew(Tree);
  687. joint_tree->set_columns(1);
  688. joint_tree->set_focus_mode(Control::FOCUS_NONE);
  689. joint_tree->set_select_mode(Tree::SELECT_SINGLE);
  690. joint_tree->set_hide_root(true);
  691. joint_tree->set_v_size_flags(SIZE_EXPAND_FILL);
  692. joint_tree->set_h_size_flags(SIZE_EXPAND_FILL);
  693. joint_tree->set_allow_rmb_select(true);
  694. joint_tree->set_drag_forwarding(this);
  695. s_con->add_child(joint_tree);
  696. pose_editor = memnew(BoneTransformEditor(skeleton));
  697. pose_editor->set_label(TTR("Bone Transform"));
  698. pose_editor->set_visible(false);
  699. add_child(pose_editor);
  700. set_keyable(te->has_keying());
  701. }
  702. void Skeleton3DEditor::_notification(int p_what) {
  703. switch (p_what) {
  704. case NOTIFICATION_READY: {
  705. edit_mode_button->set_icon(get_theme_icon(SNAME("ToolBoneSelect"), SNAME("EditorIcons")));
  706. key_loc_button->set_icon(get_theme_icon(SNAME("KeyPosition"), SNAME("EditorIcons")));
  707. key_rot_button->set_icon(get_theme_icon(SNAME("KeyRotation"), SNAME("EditorIcons")));
  708. key_scale_button->set_icon(get_theme_icon(SNAME("KeyScale"), SNAME("EditorIcons")));
  709. key_insert_button->set_icon(get_theme_icon(SNAME("Key"), SNAME("EditorIcons")));
  710. key_insert_all_button->set_icon(get_theme_icon(SNAME("NewKey"), SNAME("EditorIcons")));
  711. get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed), Object::CONNECT_ONESHOT);
  712. break;
  713. }
  714. case NOTIFICATION_ENTER_TREE: {
  715. create_editors();
  716. update_joint_tree();
  717. update_editors();
  718. joint_tree->connect("item_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_selection_changed));
  719. joint_tree->connect("item_mouse_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_rmb_select));
  720. #ifdef TOOLS_ENABLED
  721. skeleton->connect("pose_updated", callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
  722. skeleton->connect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties));
  723. skeleton->connect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
  724. skeleton->connect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
  725. #endif
  726. break;
  727. }
  728. }
  729. }
  730. void Skeleton3DEditor::_node_removed(Node *p_node) {
  731. if (skeleton && p_node == skeleton) {
  732. skeleton = nullptr;
  733. skeleton_options->hide();
  734. }
  735. _update_properties();
  736. }
  737. void Skeleton3DEditor::_bind_methods() {
  738. ClassDB::bind_method(D_METHOD("_node_removed"), &Skeleton3DEditor::_node_removed);
  739. ClassDB::bind_method(D_METHOD("_joint_tree_selection_changed"), &Skeleton3DEditor::_joint_tree_selection_changed);
  740. ClassDB::bind_method(D_METHOD("_joint_tree_rmb_select"), &Skeleton3DEditor::_joint_tree_rmb_select);
  741. ClassDB::bind_method(D_METHOD("_update_properties"), &Skeleton3DEditor::_update_properties);
  742. ClassDB::bind_method(D_METHOD("_on_click_skeleton_option"), &Skeleton3DEditor::_on_click_skeleton_option);
  743. ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &Skeleton3DEditor::get_drag_data_fw);
  744. ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &Skeleton3DEditor::can_drop_data_fw);
  745. ClassDB::bind_method(D_METHOD("drop_data_fw"), &Skeleton3DEditor::drop_data_fw);
  746. ClassDB::bind_method(D_METHOD("move_skeleton_bone"), &Skeleton3DEditor::move_skeleton_bone);
  747. ClassDB::bind_method(D_METHOD("_draw_gizmo"), &Skeleton3DEditor::_draw_gizmo);
  748. }
  749. void Skeleton3DEditor::edit_mode_toggled(const bool pressed) {
  750. edit_mode = pressed;
  751. _update_gizmo_visible();
  752. }
  753. Skeleton3DEditor::Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, Skeleton3D *p_skeleton) :
  754. editor_plugin(e_plugin),
  755. skeleton(p_skeleton) {
  756. singleton = this;
  757. // Handle.
  758. handle_material = Ref<ShaderMaterial>(memnew(ShaderMaterial));
  759. handle_shader = Ref<Shader>(memnew(Shader));
  760. handle_shader->set_code(R"(
  761. // Skeleton 3D gizmo handle shader.
  762. shader_type spatial;
  763. render_mode unshaded, shadows_disabled, depth_draw_always;
  764. uniform sampler2D texture_albedo : source_color;
  765. uniform float point_size : hint_range(0,128) = 32;
  766. void vertex() {
  767. if (!OUTPUT_IS_SRGB) {
  768. 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)) );
  769. }
  770. VERTEX = VERTEX;
  771. POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
  772. POSITION.z = mix(POSITION.z, 0, 0.999);
  773. POINT_SIZE = point_size;
  774. }
  775. void fragment() {
  776. vec4 albedo_tex = texture(texture_albedo,POINT_COORD);
  777. vec3 col = albedo_tex.rgb + COLOR.rgb;
  778. col = vec3(min(col.r,1.0),min(col.g,1.0),min(col.b,1.0));
  779. ALBEDO = col;
  780. if (albedo_tex.a < 0.5) { discard; }
  781. ALPHA = albedo_tex.a;
  782. }
  783. )");
  784. handle_material->set_shader(handle_shader);
  785. Ref<Texture2D> handle = EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("EditorBoneHandle"), SNAME("EditorIcons"));
  786. handle_material->set_shader_param("point_size", handle->get_width());
  787. handle_material->set_shader_param("texture_albedo", handle);
  788. handles_mesh_instance = memnew(MeshInstance3D);
  789. handles_mesh_instance->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);
  790. handles_mesh.instantiate();
  791. handles_mesh_instance->set_mesh(handles_mesh);
  792. }
  793. void Skeleton3DEditor::update_bone_original() {
  794. if (!skeleton) {
  795. return;
  796. }
  797. if (skeleton->get_bone_count() == 0 || selected_bone == -1) {
  798. return;
  799. }
  800. bone_original_position = skeleton->get_bone_pose_position(selected_bone);
  801. bone_original_rotation = skeleton->get_bone_pose_rotation(selected_bone);
  802. bone_original_scale = skeleton->get_bone_pose_scale(selected_bone);
  803. }
  804. void Skeleton3DEditor::_hide_handles() {
  805. handles_mesh_instance->hide();
  806. }
  807. void Skeleton3DEditor::_draw_gizmo() {
  808. if (!skeleton) {
  809. return;
  810. }
  811. // If you call get_bone_global_pose() while drawing the surface, such as toggle rest mode,
  812. // the skeleton update will be done first and
  813. // the drawing surface will be interrupted once and an error will occur.
  814. skeleton->force_update_all_dirty_bones();
  815. // Handles.
  816. if (edit_mode) {
  817. _draw_handles();
  818. } else {
  819. _hide_handles();
  820. }
  821. }
  822. void Skeleton3DEditor::_draw_handles() {
  823. handles_mesh_instance->show();
  824. const int bone_len = skeleton->get_bone_count();
  825. handles_mesh->clear_surfaces();
  826. handles_mesh->surface_begin(Mesh::PRIMITIVE_POINTS);
  827. for (int i = 0; i < bone_len; i++) {
  828. Color c;
  829. if (i == selected_bone) {
  830. c = Color(1, 1, 0);
  831. } else {
  832. c = Color(0.1, 0.25, 0.8);
  833. }
  834. Vector3 point = skeleton->get_bone_global_pose(i).origin;
  835. handles_mesh->surface_set_color(c);
  836. handles_mesh->surface_add_vertex(point);
  837. }
  838. handles_mesh->surface_end();
  839. handles_mesh->surface_set_material(0, handle_material);
  840. }
  841. TreeItem *Skeleton3DEditor::_find(TreeItem *p_node, const NodePath &p_path) {
  842. if (!p_node) {
  843. return nullptr;
  844. }
  845. NodePath np = p_node->get_metadata(0);
  846. if (np == p_path) {
  847. return p_node;
  848. }
  849. TreeItem *children = p_node->get_first_child();
  850. while (children) {
  851. TreeItem *n = _find(children, p_path);
  852. if (n) {
  853. return n;
  854. }
  855. children = children->get_next();
  856. }
  857. return nullptr;
  858. }
  859. void Skeleton3DEditor::_subgizmo_selection_change() {
  860. if (!skeleton) {
  861. return;
  862. }
  863. // Once validated by subgizmos_intersect_ray, but required if through inspector's bones tree.
  864. if (!edit_mode) {
  865. skeleton->clear_subgizmo_selection();
  866. return;
  867. }
  868. int selected = -1;
  869. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  870. if (se) {
  871. selected = se->get_selected_bone();
  872. }
  873. if (selected >= 0) {
  874. Vector<Ref<Node3DGizmo>> gizmos = skeleton->get_gizmos();
  875. for (int i = 0; i < gizmos.size(); i++) {
  876. Ref<EditorNode3DGizmo> gizmo = gizmos[i];
  877. if (!gizmo.is_valid()) {
  878. continue;
  879. }
  880. Ref<Skeleton3DGizmoPlugin> plugin = gizmo->get_plugin();
  881. if (!plugin.is_valid()) {
  882. continue;
  883. }
  884. skeleton->set_subgizmo_selection(gizmo, selected, skeleton->get_bone_global_pose(selected));
  885. break;
  886. }
  887. } else {
  888. skeleton->clear_subgizmo_selection();
  889. }
  890. }
  891. void Skeleton3DEditor::select_bone(int p_idx) {
  892. if (p_idx >= 0) {
  893. TreeItem *ti = _find(joint_tree->get_root(), "bones/" + itos(p_idx));
  894. if (ti) {
  895. // Make visible when it's collapsed.
  896. TreeItem *node = ti->get_parent();
  897. while (node && node != joint_tree->get_root()) {
  898. node->set_collapsed(false);
  899. node = node->get_parent();
  900. }
  901. ti->select(0);
  902. joint_tree->scroll_to_item(ti);
  903. }
  904. } else {
  905. selected_bone = -1;
  906. joint_tree->deselect_all();
  907. _joint_tree_selection_changed();
  908. }
  909. }
  910. Skeleton3DEditor::~Skeleton3DEditor() {
  911. if (skeleton) {
  912. select_bone(-1);
  913. #ifdef TOOLS_ENABLED
  914. skeleton->disconnect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
  915. skeleton->disconnect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
  916. skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
  917. skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties));
  918. skeleton->set_transform_gizmo_visible(true);
  919. #endif
  920. handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance);
  921. }
  922. edit_mode_toggled(false);
  923. handles_mesh_instance->queue_delete();
  924. Node3DEditor *ne = Node3DEditor::get_singleton();
  925. if (animation_hb) {
  926. ne->remove_control_from_menu_panel(animation_hb);
  927. memdelete(animation_hb);
  928. }
  929. if (separator) {
  930. ne->remove_control_from_menu_panel(separator);
  931. memdelete(separator);
  932. }
  933. if (skeleton_options) {
  934. ne->remove_control_from_menu_panel(skeleton_options);
  935. memdelete(skeleton_options);
  936. }
  937. if (edit_mode_button) {
  938. ne->remove_control_from_menu_panel(edit_mode_button);
  939. memdelete(edit_mode_button);
  940. }
  941. }
  942. bool EditorInspectorPluginSkeleton::can_handle(Object *p_object) {
  943. return Object::cast_to<Skeleton3D>(p_object) != nullptr;
  944. }
  945. void EditorInspectorPluginSkeleton::parse_begin(Object *p_object) {
  946. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_object);
  947. ERR_FAIL_COND(!skeleton);
  948. skel_editor = memnew(Skeleton3DEditor(this, skeleton));
  949. add_custom_control(skel_editor);
  950. }
  951. Skeleton3DEditorPlugin::Skeleton3DEditorPlugin() {
  952. skeleton_plugin = memnew(EditorInspectorPluginSkeleton);
  953. EditorInspector::add_inspector_plugin(skeleton_plugin);
  954. Ref<Skeleton3DGizmoPlugin> gizmo_plugin = Ref<Skeleton3DGizmoPlugin>(memnew(Skeleton3DGizmoPlugin));
  955. Node3DEditor::get_singleton()->add_gizmo_plugin(gizmo_plugin);
  956. }
  957. EditorPlugin::AfterGUIInput Skeleton3DEditorPlugin::forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) {
  958. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  959. Node3DEditor *ne = Node3DEditor::get_singleton();
  960. if (se->is_edit_mode()) {
  961. const Ref<InputEventMouseButton> mb = p_event;
  962. if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) {
  963. if (ne->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) {
  964. if (!ne->is_gizmo_visible()) {
  965. return EditorPlugin::AFTER_GUI_INPUT_STOP;
  966. }
  967. }
  968. if (mb->is_pressed()) {
  969. se->update_bone_original();
  970. }
  971. }
  972. return EditorPlugin::AFTER_GUI_INPUT_DESELECT;
  973. }
  974. return EditorPlugin::AFTER_GUI_INPUT_PASS;
  975. }
  976. bool Skeleton3DEditorPlugin::handles(Object *p_object) const {
  977. return p_object->is_class("Skeleton3D");
  978. }
  979. void Skeleton3DEditor::_bone_enabled_changed(const int p_bone_id) {
  980. _update_gizmo_visible();
  981. }
  982. void Skeleton3DEditor::_update_gizmo_visible() {
  983. _subgizmo_selection_change();
  984. if (edit_mode) {
  985. if (selected_bone == -1) {
  986. #ifdef TOOLS_ENABLED
  987. skeleton->set_transform_gizmo_visible(false);
  988. #endif
  989. } else {
  990. #ifdef TOOLS_ENABLED
  991. if (skeleton->is_bone_enabled(selected_bone) && !skeleton->is_show_rest_only()) {
  992. skeleton->set_transform_gizmo_visible(true);
  993. } else {
  994. skeleton->set_transform_gizmo_visible(false);
  995. }
  996. #endif
  997. }
  998. } else {
  999. #ifdef TOOLS_ENABLED
  1000. skeleton->set_transform_gizmo_visible(true);
  1001. #endif
  1002. }
  1003. _draw_gizmo();
  1004. }
  1005. int Skeleton3DEditor::get_selected_bone() const {
  1006. return selected_bone;
  1007. }
  1008. Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
  1009. unselected_mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
  1010. unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  1011. unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  1012. unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
  1013. unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
  1014. selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
  1015. selected_sh = Ref<Shader>(memnew(Shader));
  1016. selected_sh->set_code(R"(
  1017. // Skeleton 3D gizmo bones shader.
  1018. shader_type spatial;
  1019. render_mode unshaded, shadows_disabled;
  1020. void vertex() {
  1021. if (!OUTPUT_IS_SRGB) {
  1022. 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)) );
  1023. }
  1024. VERTEX = VERTEX;
  1025. POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
  1026. POSITION.z = mix(POSITION.z, 0, 0.998);
  1027. }
  1028. void fragment() {
  1029. ALBEDO = COLOR.rgb;
  1030. ALPHA = COLOR.a;
  1031. }
  1032. )");
  1033. selected_mat->set_shader(selected_sh);
  1034. // Register properties in editor settings.
  1035. EDITOR_DEF("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4));
  1036. EDITOR_DEF("editors/3d_gizmos/gizmo_colors/selected_bone", Color(0.8, 0.3, 0.0));
  1037. EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_axis_length", (float)0.1);
  1038. EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_shape", 1);
  1039. EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d_gizmos/gizmo_settings/bone_shape", PROPERTY_HINT_ENUM, "Wire,Octahedron"));
  1040. }
  1041. bool Skeleton3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
  1042. return Object::cast_to<Skeleton3D>(p_spatial) != nullptr;
  1043. }
  1044. String Skeleton3DGizmoPlugin::get_gizmo_name() const {
  1045. return "Skeleton3D";
  1046. }
  1047. int Skeleton3DGizmoPlugin::get_priority() const {
  1048. return -1;
  1049. }
  1050. int Skeleton3DGizmoPlugin::subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const {
  1051. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
  1052. ERR_FAIL_COND_V(!skeleton, -1);
  1053. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  1054. if (!se->is_edit_mode()) {
  1055. return -1;
  1056. }
  1057. if (Node3DEditor::get_singleton()->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) {
  1058. return -1;
  1059. }
  1060. // Select bone.
  1061. real_t grab_threshold = 4 * EDSCALE;
  1062. Vector3 ray_from = p_camera->get_global_transform().origin;
  1063. Transform3D gt = skeleton->get_global_transform();
  1064. int closest_idx = -1;
  1065. real_t closest_dist = 1e10;
  1066. const int bone_len = skeleton->get_bone_count();
  1067. for (int i = 0; i < bone_len; i++) {
  1068. Vector3 joint_pos_3d = gt.xform(skeleton->get_bone_global_pose(i).origin);
  1069. Vector2 joint_pos_2d = p_camera->unproject_position(joint_pos_3d);
  1070. real_t dist_3d = ray_from.distance_to(joint_pos_3d);
  1071. real_t dist_2d = p_point.distance_to(joint_pos_2d);
  1072. if (dist_2d < grab_threshold && dist_3d < closest_dist) {
  1073. closest_dist = dist_3d;
  1074. closest_idx = i;
  1075. }
  1076. }
  1077. if (closest_idx >= 0) {
  1078. WARN_PRINT("ray:");
  1079. WARN_PRINT(itos(closest_idx));
  1080. se->select_bone(closest_idx);
  1081. return closest_idx;
  1082. }
  1083. se->select_bone(-1);
  1084. return -1;
  1085. }
  1086. Transform3D Skeleton3DGizmoPlugin::get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const {
  1087. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
  1088. ERR_FAIL_COND_V(!skeleton, Transform3D());
  1089. return skeleton->get_bone_global_pose(p_id);
  1090. }
  1091. void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) {
  1092. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
  1093. ERR_FAIL_COND(!skeleton);
  1094. // Prepare for global to local.
  1095. Transform3D original_to_local = Transform3D();
  1096. int parent_idx = skeleton->get_bone_parent(p_id);
  1097. if (parent_idx >= 0) {
  1098. original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx);
  1099. }
  1100. Basis to_local = original_to_local.get_basis().inverse();
  1101. // Prepare transform.
  1102. Transform3D t = Transform3D();
  1103. // Basis.
  1104. t.basis = to_local * p_transform.get_basis();
  1105. // Origin.
  1106. Vector3 orig = skeleton->get_bone_pose(p_id).origin;
  1107. Vector3 sub = p_transform.origin - skeleton->get_bone_global_pose(p_id).origin;
  1108. t.origin = orig + to_local.xform(sub);
  1109. // Apply transform.
  1110. skeleton->set_bone_pose_position(p_id, t.origin);
  1111. skeleton->set_bone_pose_rotation(p_id, t.basis.get_rotation_quaternion());
  1112. skeleton->set_bone_pose_scale(p_id, t.basis.get_scale());
  1113. }
  1114. void Skeleton3DGizmoPlugin::commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel) {
  1115. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
  1116. ERR_FAIL_COND(!skeleton);
  1117. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  1118. Node3DEditor *ne = Node3DEditor::get_singleton();
  1119. UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
  1120. ur->create_action(TTR("Set Bone Transform"));
  1121. if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE) {
  1122. for (int i = 0; i < p_ids.size(); i++) {
  1123. ur->add_do_method(skeleton, "set_bone_pose_position", p_ids[i], skeleton->get_bone_pose_position(p_ids[i]));
  1124. ur->add_undo_method(skeleton, "set_bone_pose_position", p_ids[i], se->get_bone_original_position());
  1125. }
  1126. }
  1127. if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE) {
  1128. for (int i = 0; i < p_ids.size(); i++) {
  1129. ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
  1130. ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
  1131. }
  1132. }
  1133. if (ne->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE) {
  1134. for (int i = 0; i < p_ids.size(); i++) {
  1135. // If the axis is swapped by scaling, the rotation can be changed.
  1136. ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
  1137. ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
  1138. ur->add_do_method(skeleton, "set_bone_pose_scale", p_ids[i], skeleton->get_bone_pose_scale(p_ids[i]));
  1139. ur->add_undo_method(skeleton, "set_bone_pose_scale", p_ids[i], se->get_bone_original_scale());
  1140. }
  1141. }
  1142. ur->commit_action();
  1143. }
  1144. void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
  1145. Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
  1146. p_gizmo->clear();
  1147. int selected = -1;
  1148. Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
  1149. if (se) {
  1150. selected = se->get_selected_bone();
  1151. }
  1152. Color bone_color = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_colors/skeleton");
  1153. Color selected_bone_color = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_colors/selected_bone");
  1154. real_t bone_axis_length = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_settings/bone_axis_length");
  1155. int bone_shape = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_settings/bone_shape");
  1156. LocalVector<Color> axis_colors;
  1157. axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")));
  1158. axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")));
  1159. axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")));
  1160. Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
  1161. surface_tool->begin(Mesh::PRIMITIVE_LINES);
  1162. if (p_gizmo->is_selected()) {
  1163. surface_tool->set_material(selected_mat);
  1164. } else {
  1165. unselected_mat->set_albedo(bone_color);
  1166. surface_tool->set_material(unselected_mat);
  1167. }
  1168. LocalVector<int> bones;
  1169. LocalVector<float> weights;
  1170. bones.resize(4);
  1171. weights.resize(4);
  1172. for (int i = 0; i < 4; i++) {
  1173. bones[i] = 0;
  1174. weights[i] = 0;
  1175. }
  1176. weights[0] = 1;
  1177. int current_bone_index = 0;
  1178. Vector<int> bones_to_process = skeleton->get_parentless_bones();
  1179. while (bones_to_process.size() > current_bone_index) {
  1180. int current_bone_idx = bones_to_process[current_bone_index];
  1181. current_bone_index++;
  1182. Color current_bone_color = (current_bone_idx == selected) ? selected_bone_color : bone_color;
  1183. Vector<int> child_bones_vector;
  1184. child_bones_vector = skeleton->get_bone_children(current_bone_idx);
  1185. int child_bones_size = child_bones_vector.size();
  1186. for (int i = 0; i < child_bones_size; i++) {
  1187. // Something wrong.
  1188. if (child_bones_vector[i] < 0) {
  1189. continue;
  1190. }
  1191. int child_bone_idx = child_bones_vector[i];
  1192. Vector3 v0 = skeleton->get_bone_global_rest(current_bone_idx).origin;
  1193. Vector3 v1 = skeleton->get_bone_global_rest(child_bone_idx).origin;
  1194. Vector3 d = (v1 - v0).normalized();
  1195. real_t dist = v0.distance_to(v1);
  1196. // Find closest axis.
  1197. int closest = -1;
  1198. real_t closest_d = 0.0;
  1199. for (int j = 0; j < 3; j++) {
  1200. real_t dp = Math::abs(skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));
  1201. if (j == 0 || dp > closest_d) {
  1202. closest = j;
  1203. }
  1204. }
  1205. // Draw bone.
  1206. switch (bone_shape) {
  1207. case 0: { // Wire shape.
  1208. surface_tool->set_color(current_bone_color);
  1209. bones[0] = current_bone_idx;
  1210. surface_tool->set_bones(bones);
  1211. surface_tool->set_weights(weights);
  1212. surface_tool->add_vertex(v0);
  1213. bones[0] = child_bone_idx;
  1214. surface_tool->set_bones(bones);
  1215. surface_tool->set_weights(weights);
  1216. surface_tool->add_vertex(v1);
  1217. } break;
  1218. case 1: { // Octahedron shape.
  1219. Vector3 first;
  1220. Vector3 points[6];
  1221. int point_idx = 0;
  1222. for (int j = 0; j < 3; j++) {
  1223. Vector3 axis;
  1224. if (first == Vector3()) {
  1225. axis = d.cross(d.cross(skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
  1226. first = axis;
  1227. } else {
  1228. axis = d.cross(first).normalized();
  1229. }
  1230. surface_tool->set_color(current_bone_color);
  1231. for (int k = 0; k < 2; k++) {
  1232. if (k == 1) {
  1233. axis = -axis;
  1234. }
  1235. Vector3 point = v0 + d * dist * 0.2;
  1236. point += axis * dist * 0.1;
  1237. bones[0] = current_bone_idx;
  1238. surface_tool->set_bones(bones);
  1239. surface_tool->set_weights(weights);
  1240. surface_tool->add_vertex(v0);
  1241. surface_tool->set_bones(bones);
  1242. surface_tool->set_weights(weights);
  1243. surface_tool->add_vertex(point);
  1244. surface_tool->set_bones(bones);
  1245. surface_tool->set_weights(weights);
  1246. surface_tool->add_vertex(point);
  1247. bones[0] = child_bone_idx;
  1248. surface_tool->set_bones(bones);
  1249. surface_tool->set_weights(weights);
  1250. surface_tool->add_vertex(v1);
  1251. points[point_idx++] = point;
  1252. }
  1253. }
  1254. surface_tool->set_color(current_bone_color);
  1255. SWAP(points[1], points[2]);
  1256. bones[0] = current_bone_idx;
  1257. for (int j = 0; j < 6; j++) {
  1258. surface_tool->set_bones(bones);
  1259. surface_tool->set_weights(weights);
  1260. surface_tool->add_vertex(points[j]);
  1261. surface_tool->set_bones(bones);
  1262. surface_tool->set_weights(weights);
  1263. surface_tool->add_vertex(points[(j + 1) % 6]);
  1264. }
  1265. } break;
  1266. }
  1267. // Axis as root of the bone.
  1268. for (int j = 0; j < 3; j++) {
  1269. bones[0] = current_bone_idx;
  1270. surface_tool->set_color(axis_colors[j]);
  1271. surface_tool->set_bones(bones);
  1272. surface_tool->set_weights(weights);
  1273. surface_tool->add_vertex(v0);
  1274. surface_tool->set_bones(bones);
  1275. surface_tool->set_weights(weights);
  1276. surface_tool->add_vertex(v0 + (skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
  1277. if (j == closest) {
  1278. continue;
  1279. }
  1280. }
  1281. // Axis at the end of the bone children.
  1282. if (i == child_bones_size - 1) {
  1283. for (int j = 0; j < 3; j++) {
  1284. bones[0] = child_bone_idx;
  1285. surface_tool->set_color(axis_colors[j]);
  1286. surface_tool->set_bones(bones);
  1287. surface_tool->set_weights(weights);
  1288. surface_tool->add_vertex(v1);
  1289. surface_tool->set_bones(bones);
  1290. surface_tool->set_weights(weights);
  1291. surface_tool->add_vertex(v1 + (skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
  1292. if (j == closest) {
  1293. continue;
  1294. }
  1295. }
  1296. }
  1297. // Add the bone's children to the list of bones to be processed.
  1298. bones_to_process.push_back(child_bones_vector[i]);
  1299. }
  1300. }
  1301. Ref<ArrayMesh> m = surface_tool->commit();
  1302. p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
  1303. }