skeleton_3d.cpp 46 KB

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  1. /**************************************************************************/
  2. /* skeleton_3d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "skeleton_3d.h"
  31. #include "skeleton_3d.compat.inc"
  32. #include "scene/3d/skeleton_modifier_3d.h"
  33. #if !defined(DISABLE_DEPRECATED) && !defined(PHYSICS_3D_DISABLED)
  34. #include "scene/3d/physics/physical_bone_simulator_3d.h"
  35. #endif // _DISABLE_DEPRECATED && PHYSICS_3D_DISABLED
  36. void SkinReference::_skin_changed() {
  37. if (skeleton_node) {
  38. skeleton_node->_make_dirty();
  39. }
  40. skeleton_version = 0;
  41. }
  42. void SkinReference::_bind_methods() {
  43. ClassDB::bind_method(D_METHOD("get_skeleton"), &SkinReference::get_skeleton);
  44. ClassDB::bind_method(D_METHOD("get_skin"), &SkinReference::get_skin);
  45. }
  46. RID SkinReference::get_skeleton() const {
  47. return skeleton;
  48. }
  49. Ref<Skin> SkinReference::get_skin() const {
  50. return skin;
  51. }
  52. SkinReference::~SkinReference() {
  53. ERR_FAIL_NULL(RenderingServer::get_singleton());
  54. if (skeleton_node) {
  55. skeleton_node->skin_bindings.erase(this);
  56. }
  57. RS::get_singleton()->free(skeleton);
  58. }
  59. ///////////////////////////////////////
  60. bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
  61. #if !defined(DISABLE_DEPRECATED) && !defined(PHYSICS_3D_DISABLED)
  62. if (p_path == SNAME("animate_physical_bones")) {
  63. set_animate_physical_bones(p_value);
  64. return true;
  65. }
  66. #endif // _DISABLE_DEPRECATED && PHYSICS_3D_DISABLED
  67. String path = p_path;
  68. if (!path.begins_with("bones/")) {
  69. return false;
  70. }
  71. uint32_t which = path.get_slicec('/', 1).to_int();
  72. String what = path.get_slicec('/', 2);
  73. if (which == bones.size() && what == "name") {
  74. add_bone(p_value);
  75. return true;
  76. }
  77. ERR_FAIL_UNSIGNED_INDEX_V(which, bones.size(), false);
  78. if (what == "parent") {
  79. set_bone_parent(which, p_value);
  80. } else if (what == "rest") {
  81. set_bone_rest(which, p_value);
  82. } else if (what == "enabled") {
  83. set_bone_enabled(which, p_value);
  84. } else if (what == "position") {
  85. set_bone_pose_position(which, p_value);
  86. } else if (what == "rotation") {
  87. set_bone_pose_rotation(which, p_value);
  88. } else if (what == "scale") {
  89. set_bone_pose_scale(which, p_value);
  90. } else if (what == "bone_meta") {
  91. set_bone_meta(which, path.get_slicec('/', 3), p_value);
  92. #ifndef DISABLE_DEPRECATED
  93. } else if (what == "pose" || what == "bound_children") {
  94. // Kept for compatibility from 3.x to 4.x.
  95. WARN_DEPRECATED_MSG("Skeleton uses old pose format, which is deprecated (and loads slower). Consider re-importing or re-saving the scene." +
  96. (is_inside_tree() ? vformat(" Path: \"%s\"", get_path()) : String()));
  97. if (what == "pose") {
  98. // Old Skeleton poses were relative to rest, new ones are absolute, so we need to recompute the pose.
  99. // Skeleton3D nodes were always written with rest before pose, so this *SHOULD* work...
  100. Transform3D rest = get_bone_rest(which);
  101. Transform3D pose = rest * (Transform3D)p_value;
  102. set_bone_pose_position(which, pose.origin);
  103. set_bone_pose_rotation(which, pose.basis.get_rotation_quaternion());
  104. set_bone_pose_scale(which, pose.basis.get_scale());
  105. } else { // bound_children
  106. // This handles the case where the pose was set to the rest position; the pose property would == Transform() and would not be saved to the scene by default.
  107. // However, the bound_children property was always saved regardless of value, and it was always saved after both pose and rest.
  108. // We don't do anything else with bound_children, as it's not present on Skeleton3D.
  109. Vector3 pos = get_bone_pose_position(which);
  110. Quaternion rot = get_bone_pose_rotation(which);
  111. Vector3 scale = get_bone_pose_scale(which);
  112. Transform3D rest = get_bone_rest(which);
  113. if (rest != Transform3D() && pos == Vector3() && rot == Quaternion() && scale == Vector3(1, 1, 1)) {
  114. set_bone_pose_position(which, rest.origin);
  115. set_bone_pose_rotation(which, rest.basis.get_rotation_quaternion());
  116. set_bone_pose_scale(which, rest.basis.get_scale());
  117. }
  118. }
  119. #endif
  120. } else {
  121. return false;
  122. }
  123. return true;
  124. }
  125. bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
  126. #if !defined(DISABLE_DEPRECATED) && !defined(PHYSICS_3D_DISABLED)
  127. if (p_path == SNAME("animate_physical_bones")) {
  128. r_ret = get_animate_physical_bones();
  129. return true;
  130. }
  131. #endif // _DISABLE_DEPRECATED && PHYSICS_3D_DISABLED
  132. String path = p_path;
  133. if (!path.begins_with("bones/")) {
  134. return false;
  135. }
  136. uint32_t which = path.get_slicec('/', 1).to_int();
  137. String what = path.get_slicec('/', 2);
  138. ERR_FAIL_UNSIGNED_INDEX_V(which, bones.size(), false);
  139. if (what == "name") {
  140. r_ret = get_bone_name(which);
  141. } else if (what == "parent") {
  142. r_ret = get_bone_parent(which);
  143. } else if (what == "rest") {
  144. r_ret = get_bone_rest(which);
  145. } else if (what == "enabled") {
  146. r_ret = is_bone_enabled(which);
  147. } else if (what == "position") {
  148. r_ret = get_bone_pose_position(which);
  149. } else if (what == "rotation") {
  150. r_ret = get_bone_pose_rotation(which);
  151. } else if (what == "scale") {
  152. r_ret = get_bone_pose_scale(which);
  153. } else if (what == "bone_meta") {
  154. r_ret = get_bone_meta(which, path.get_slicec('/', 3));
  155. } else {
  156. return false;
  157. }
  158. return true;
  159. }
  160. void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
  161. for (uint32_t i = 0; i < bones.size(); i++) {
  162. const String prep = vformat("%s/%d/", "bones", i);
  163. int enabled_usage = PROPERTY_USAGE_NO_EDITOR;
  164. int xform_usage = PROPERTY_USAGE_NO_EDITOR;
  165. if (is_show_rest_only()) {
  166. enabled_usage |= PROPERTY_USAGE_READ_ONLY;
  167. xform_usage |= PROPERTY_USAGE_READ_ONLY;
  168. } else if (!is_bone_enabled(i)) {
  169. xform_usage |= PROPERTY_USAGE_READ_ONLY;
  170. }
  171. p_list->push_back(PropertyInfo(Variant::STRING, prep + "name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  172. p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1", PROPERTY_USAGE_NO_EDITOR));
  173. p_list->push_back(PropertyInfo(Variant::TRANSFORM3D, prep + "rest", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_READ_ONLY));
  174. p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled", PROPERTY_HINT_NONE, "", enabled_usage));
  175. p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + "position", PROPERTY_HINT_NONE, "", xform_usage));
  176. p_list->push_back(PropertyInfo(Variant::QUATERNION, prep + "rotation", PROPERTY_HINT_NONE, "", xform_usage));
  177. p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + "scale", PROPERTY_HINT_NONE, "", xform_usage));
  178. for (const KeyValue<StringName, Variant> &K : bones[i].metadata) {
  179. PropertyInfo pi = PropertyInfo(bones[i].metadata[K.key].get_type(), prep + "bone_meta/" + K.key, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR);
  180. p_list->push_back(pi);
  181. }
  182. }
  183. }
  184. void Skeleton3D::_update_process_order() const {
  185. if (!process_order_dirty) {
  186. return;
  187. }
  188. Bone *bonesptr = bones.ptr();
  189. int len = bones.size();
  190. parentless_bones.clear();
  191. for (int i = 0; i < len; i++) {
  192. bonesptr[i].child_bones.clear();
  193. }
  194. for (int i = 0; i < len; i++) {
  195. if (bonesptr[i].parent >= len) {
  196. // Validate this just in case.
  197. ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
  198. bonesptr[i].parent = -1;
  199. }
  200. if (bonesptr[i].parent != -1) {
  201. int parent_bone_idx = bonesptr[i].parent;
  202. // Check to see if this node is already added to the parent.
  203. if (!bonesptr[parent_bone_idx].child_bones.has(i)) {
  204. // Add the child node.
  205. bonesptr[parent_bone_idx].child_bones.push_back(i);
  206. } else {
  207. ERR_PRINT("Skeleton3D parenthood graph is cyclic");
  208. }
  209. } else {
  210. parentless_bones.push_back(i);
  211. }
  212. }
  213. concatenated_bone_names = StringName();
  214. _update_bones_nested_set();
  215. process_order_dirty = false;
  216. const_cast<Skeleton3D *>(this)->emit_signal("bone_list_changed");
  217. }
  218. void Skeleton3D::_update_bone_names() const {
  219. String names;
  220. for (uint32_t i = 0; i < bones.size(); i++) {
  221. if (i > 0) {
  222. names += ",";
  223. }
  224. names += bones[i].name;
  225. }
  226. concatenated_bone_names = StringName(names);
  227. }
  228. StringName Skeleton3D::get_concatenated_bone_names() const {
  229. if (concatenated_bone_names == StringName()) {
  230. _update_bone_names();
  231. }
  232. return concatenated_bone_names;
  233. }
  234. #if !defined(DISABLE_DEPRECATED) && !defined(PHYSICS_3D_DISABLED)
  235. void Skeleton3D::setup_simulator() {
  236. if (simulator && simulator->get_parent() == this) {
  237. remove_child(simulator);
  238. simulator->queue_free();
  239. }
  240. PhysicalBoneSimulator3D *sim = memnew(PhysicalBoneSimulator3D);
  241. simulator = sim;
  242. sim->is_compat = true;
  243. sim->set_active(false); // Don't run unneeded process.
  244. add_child(simulator, false, INTERNAL_MODE_BACK);
  245. set_animate_physical_bones(animate_physical_bones);
  246. }
  247. #endif // _DISABLE_DEPRECATED && PHYSICS_3D_DISABLED
  248. void Skeleton3D::_notification(int p_what) {
  249. switch (p_what) {
  250. case NOTIFICATION_ENTER_TREE: {
  251. _process_changed();
  252. _make_dirty();
  253. _make_modifiers_dirty();
  254. force_update_all_dirty_bones();
  255. #if !defined(DISABLE_DEPRECATED) && !defined(PHYSICS_3D_DISABLED)
  256. setup_simulator();
  257. #endif // _DISABLE_DEPRECATED && PHYSICS_3D_DISABLED
  258. update_flags = UPDATE_FLAG_POSE;
  259. _notification(NOTIFICATION_UPDATE_SKELETON);
  260. } break;
  261. #ifdef TOOLS_ENABLED
  262. case NOTIFICATION_EDITOR_PRE_SAVE: {
  263. saving = true;
  264. } break;
  265. case NOTIFICATION_EDITOR_POST_SAVE: {
  266. saving = false;
  267. } break;
  268. #endif // TOOLS_ENABLED
  269. case NOTIFICATION_UPDATE_SKELETON: {
  270. // Update bone transforms to apply unprocessed poses.
  271. force_update_all_dirty_bones();
  272. updating = true;
  273. Bone *bonesptr = bones.ptr();
  274. int len = bones.size();
  275. thread_local LocalVector<bool> bone_global_pose_dirty_backup;
  276. // Process modifiers.
  277. thread_local LocalVector<BonePoseBackup> bones_backup;
  278. _find_modifiers();
  279. if (!modifiers.is_empty()) {
  280. bones_backup.resize(bones.size());
  281. // Store unmodified bone poses.
  282. for (uint32_t i = 0; i < bones.size(); i++) {
  283. bones_backup[i].save(bonesptr[i]);
  284. }
  285. // Store dirty flags for global bone poses.
  286. bone_global_pose_dirty_backup = bone_global_pose_dirty;
  287. if (update_flags & UPDATE_FLAG_MODIFIER) {
  288. _process_modifiers();
  289. }
  290. }
  291. // Abort if pose is not changed.
  292. if (!(update_flags & UPDATE_FLAG_POSE)) {
  293. updating = false;
  294. update_flags = UPDATE_FLAG_NONE;
  295. return;
  296. }
  297. emit_signal(SceneStringName(skeleton_updated));
  298. // Update skins.
  299. RenderingServer *rs = RenderingServer::get_singleton();
  300. for (SkinReference *E : skin_bindings) {
  301. const Skin *skin = E->skin.operator->();
  302. RID skeleton = E->skeleton;
  303. uint32_t bind_count = skin->get_bind_count();
  304. if (E->bind_count != bind_count) {
  305. RS::get_singleton()->skeleton_allocate_data(skeleton, bind_count);
  306. E->bind_count = bind_count;
  307. E->skin_bone_indices.resize(bind_count);
  308. E->skin_bone_indices_ptrs = E->skin_bone_indices.ptrw();
  309. }
  310. if (E->skeleton_version != version) {
  311. for (uint32_t i = 0; i < bind_count; i++) {
  312. StringName bind_name = skin->get_bind_name(i);
  313. if (bind_name != StringName()) {
  314. // Bind name used, use this.
  315. bool found = false;
  316. for (int j = 0; j < len; j++) {
  317. if (bonesptr[j].name == bind_name) {
  318. E->skin_bone_indices_ptrs[i] = j;
  319. found = true;
  320. break;
  321. }
  322. }
  323. if (!found) {
  324. ERR_PRINT("Skin bind #" + itos(i) + " contains named bind '" + String(bind_name) + "' but Skeleton3D has no bone by that name.");
  325. E->skin_bone_indices_ptrs[i] = 0;
  326. }
  327. } else if (skin->get_bind_bone(i) >= 0) {
  328. int bind_index = skin->get_bind_bone(i);
  329. if (bind_index >= len) {
  330. ERR_PRINT("Skin bind #" + itos(i) + " contains bone index bind: " + itos(bind_index) + " , which is greater than the skeleton bone count: " + itos(len) + ".");
  331. E->skin_bone_indices_ptrs[i] = 0;
  332. } else {
  333. E->skin_bone_indices_ptrs[i] = bind_index;
  334. }
  335. } else {
  336. ERR_PRINT("Skin bind #" + itos(i) + " does not contain a name nor a bone index.");
  337. E->skin_bone_indices_ptrs[i] = 0;
  338. }
  339. }
  340. E->skeleton_version = version;
  341. }
  342. for (uint32_t i = 0; i < bind_count; i++) {
  343. uint32_t bone_index = E->skin_bone_indices_ptrs[i];
  344. ERR_CONTINUE(bone_index >= (uint32_t)len);
  345. rs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].global_pose * skin->get_bind_pose(i));
  346. }
  347. }
  348. if (!modifiers.is_empty()) {
  349. // Restore unmodified bone poses.
  350. for (uint32_t i = 0; i < bones.size(); i++) {
  351. bones_backup[i].restore(bones[i]);
  352. }
  353. // Restore dirty flags for global bone poses.
  354. bone_global_pose_dirty = bone_global_pose_dirty_backup;
  355. }
  356. updating = false;
  357. update_flags = UPDATE_FLAG_NONE;
  358. } break;
  359. case NOTIFICATION_INTERNAL_PROCESS: {
  360. advance(get_process_delta_time());
  361. } break;
  362. case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
  363. advance(get_physics_process_delta_time());
  364. } break;
  365. }
  366. }
  367. void Skeleton3D::advance(double p_delta) {
  368. _find_modifiers();
  369. if (!modifiers.is_empty()) {
  370. update_delta += p_delta; // Accumulate delta for manual advance as it needs to process in deferred update.
  371. _update_deferred(UPDATE_FLAG_MODIFIER);
  372. }
  373. }
  374. void Skeleton3D::set_modifier_callback_mode_process(Skeleton3D::ModifierCallbackModeProcess p_mode) {
  375. if (modifier_callback_mode_process == p_mode) {
  376. return;
  377. }
  378. modifier_callback_mode_process = p_mode;
  379. _process_changed();
  380. }
  381. Skeleton3D::ModifierCallbackModeProcess Skeleton3D::get_modifier_callback_mode_process() const {
  382. return modifier_callback_mode_process;
  383. }
  384. void Skeleton3D::_process_changed() {
  385. if (modifier_callback_mode_process == MODIFIER_CALLBACK_MODE_PROCESS_IDLE) {
  386. set_process_internal(true);
  387. set_physics_process_internal(false);
  388. } else if (modifier_callback_mode_process == MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS) {
  389. set_process_internal(false);
  390. set_physics_process_internal(true);
  391. } else {
  392. set_process_internal(false);
  393. set_physics_process_internal(false);
  394. }
  395. }
  396. void Skeleton3D::_make_modifiers_dirty() {
  397. modifiers_dirty = true;
  398. _update_deferred(UPDATE_FLAG_MODIFIER);
  399. }
  400. void Skeleton3D::_update_bones_nested_set() const {
  401. nested_set_offset_to_bone_index.resize(bones.size());
  402. bone_global_pose_dirty.resize(bones.size());
  403. _make_bone_global_poses_dirty();
  404. int offset = 0;
  405. for (int bone : parentless_bones) {
  406. offset += _update_bone_nested_set(bone, offset);
  407. }
  408. }
  409. int Skeleton3D::_update_bone_nested_set(int p_bone, int p_offset) const {
  410. Bone &bone = bones[p_bone];
  411. int offset = p_offset + 1;
  412. int span = 1;
  413. for (int child_bone : bone.child_bones) {
  414. int subspan = _update_bone_nested_set(child_bone, offset);
  415. offset += subspan;
  416. span += subspan;
  417. }
  418. nested_set_offset_to_bone_index[p_offset] = p_bone;
  419. bone.nested_set_offset = p_offset;
  420. bone.nested_set_span = span;
  421. return span;
  422. }
  423. void Skeleton3D::_make_bone_global_poses_dirty() const {
  424. for (uint32_t i = 0; i < bone_global_pose_dirty.size(); i++) {
  425. bone_global_pose_dirty[i] = true;
  426. }
  427. }
  428. void Skeleton3D::_make_bone_global_pose_subtree_dirty(int p_bone) const {
  429. if (process_order_dirty) {
  430. return;
  431. }
  432. const Bone &bone = bones[p_bone];
  433. int span_offset = bone.nested_set_offset;
  434. // No need to make subtree dirty when bone is already dirty.
  435. if (bone_global_pose_dirty[span_offset]) {
  436. return;
  437. }
  438. // Make global poses of subtree dirty.
  439. int span_end = span_offset + bone.nested_set_span;
  440. for (int i = span_offset; i < span_end; i++) {
  441. bone_global_pose_dirty[i] = true;
  442. }
  443. }
  444. void Skeleton3D::_update_bone_global_pose(int p_bone) const {
  445. const int bone_size = bones.size();
  446. ERR_FAIL_INDEX(p_bone, bone_size);
  447. _update_process_order();
  448. // Global pose is already calculated.
  449. int nested_set_offset = bones[p_bone].nested_set_offset;
  450. if (!bone_global_pose_dirty[nested_set_offset]) {
  451. return;
  452. }
  453. thread_local LocalVector<int> bone_list;
  454. bone_list.clear();
  455. Transform3D global_pose;
  456. // Create list of parent bones for which the global pose needs to be recalculated.
  457. for (int bone = p_bone; bone >= 0; bone = bones[bone].parent) {
  458. int offset = bones[bone].nested_set_offset;
  459. // Stop searching when global pose is not dirty.
  460. if (!bone_global_pose_dirty[offset]) {
  461. global_pose = bones[bone].global_pose;
  462. break;
  463. }
  464. bone_list.push_back(bone);
  465. }
  466. // Calculate global poses for all parent bones and the current bone.
  467. for (int i = bone_list.size() - 1; i >= 0; i--) {
  468. int bone_idx = bone_list[i];
  469. Bone &bone = bones[bone_idx];
  470. bool bone_enabled = bone.enabled && !show_rest_only;
  471. Transform3D bone_pose = bone_enabled ? get_bone_pose(bone_idx) : get_bone_rest(bone_idx);
  472. global_pose *= bone_pose;
  473. #ifndef DISABLE_DEPRECATED
  474. if (bone.global_pose_override_amount >= CMP_EPSILON) {
  475. global_pose = global_pose.interpolate_with(bone.global_pose_override, bone.global_pose_override_amount);
  476. }
  477. #endif // _DISABLE_DEPRECATED
  478. bone.global_pose = global_pose;
  479. bone_global_pose_dirty[bone.nested_set_offset] = false;
  480. }
  481. }
  482. Transform3D Skeleton3D::get_bone_global_pose(int p_bone) const {
  483. const int bone_size = bones.size();
  484. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  485. _update_bone_global_pose(p_bone);
  486. return bones[p_bone].global_pose;
  487. }
  488. void Skeleton3D::set_bone_global_pose(int p_bone, const Transform3D &p_pose) {
  489. const int bone_size = bones.size();
  490. ERR_FAIL_INDEX(p_bone, bone_size);
  491. Transform3D pt;
  492. if (bones[p_bone].parent >= 0) {
  493. pt = get_bone_global_pose(bones[p_bone].parent);
  494. }
  495. Transform3D t = pt.affine_inverse() * p_pose;
  496. set_bone_pose(p_bone, t);
  497. }
  498. void Skeleton3D::set_motion_scale(float p_motion_scale) {
  499. if (p_motion_scale <= 0) {
  500. motion_scale = 1;
  501. ERR_FAIL_MSG("Motion scale must be larger than 0.");
  502. }
  503. motion_scale = p_motion_scale;
  504. }
  505. float Skeleton3D::get_motion_scale() const {
  506. ERR_FAIL_COND_V(motion_scale <= 0, 1);
  507. return motion_scale;
  508. }
  509. // Skeleton creation api
  510. uint64_t Skeleton3D::get_version() const {
  511. return version;
  512. }
  513. int Skeleton3D::add_bone(const String &p_name) {
  514. ERR_FAIL_COND_V_MSG(p_name.is_empty() || p_name.contains_char(':') || p_name.contains_char('/'), -1, vformat("Bone name cannot be empty or contain ':' or '/'.", p_name));
  515. ERR_FAIL_COND_V_MSG(name_to_bone_index.has(p_name), -1, vformat("Skeleton3D \"%s\" already has a bone with name \"%s\".", to_string(), p_name));
  516. Bone b;
  517. b.name = p_name;
  518. bones.push_back(b);
  519. int new_idx = bones.size() - 1;
  520. name_to_bone_index.insert(p_name, new_idx);
  521. process_order_dirty = true;
  522. version++;
  523. rest_dirty = true;
  524. _make_dirty();
  525. update_gizmos();
  526. return new_idx;
  527. }
  528. int Skeleton3D::find_bone(const String &p_name) const {
  529. const int *bone_index_ptr = name_to_bone_index.getptr(p_name);
  530. return bone_index_ptr != nullptr ? *bone_index_ptr : -1;
  531. }
  532. String Skeleton3D::get_bone_name(int p_bone) const {
  533. const int bone_size = bones.size();
  534. ERR_FAIL_INDEX_V(p_bone, bone_size, "");
  535. return bones[p_bone].name;
  536. }
  537. void Skeleton3D::set_bone_name(int p_bone, const String &p_name) {
  538. const int bone_size = bones.size();
  539. ERR_FAIL_INDEX(p_bone, bone_size);
  540. const int *bone_index_ptr = name_to_bone_index.getptr(p_name);
  541. if (bone_index_ptr != nullptr) {
  542. ERR_FAIL_COND_MSG(*bone_index_ptr != p_bone, "Skeleton3D: '" + get_name() + "', bone name: '" + p_name + "' already exists.");
  543. return; // No need to rename, the bone already has the given name.
  544. }
  545. name_to_bone_index.erase(bones[p_bone].name);
  546. bones[p_bone].name = p_name;
  547. name_to_bone_index.insert(p_name, p_bone);
  548. version++;
  549. }
  550. Variant Skeleton3D::get_bone_meta(int p_bone, const StringName &p_key) const {
  551. const int bone_size = bones.size();
  552. ERR_FAIL_INDEX_V(p_bone, bone_size, Variant());
  553. if (!bones[p_bone].metadata.has(p_key)) {
  554. return Variant();
  555. }
  556. return bones[p_bone].metadata[p_key];
  557. }
  558. TypedArray<StringName> Skeleton3D::_get_bone_meta_list_bind(int p_bone) const {
  559. const int bone_size = bones.size();
  560. ERR_FAIL_INDEX_V(p_bone, bone_size, TypedArray<StringName>());
  561. TypedArray<StringName> _metaret;
  562. for (const KeyValue<StringName, Variant> &K : bones[p_bone].metadata) {
  563. _metaret.push_back(K.key);
  564. }
  565. return _metaret;
  566. }
  567. void Skeleton3D::get_bone_meta_list(int p_bone, List<StringName> *p_list) const {
  568. const int bone_size = bones.size();
  569. ERR_FAIL_INDEX(p_bone, bone_size);
  570. for (const KeyValue<StringName, Variant> &K : bones[p_bone].metadata) {
  571. p_list->push_back(K.key);
  572. }
  573. }
  574. bool Skeleton3D::has_bone_meta(int p_bone, const StringName &p_key) const {
  575. const int bone_size = bones.size();
  576. ERR_FAIL_INDEX_V(p_bone, bone_size, false);
  577. return bones[p_bone].metadata.has(p_key);
  578. }
  579. void Skeleton3D::set_bone_meta(int p_bone, const StringName &p_key, const Variant &p_value) {
  580. const int bone_size = bones.size();
  581. ERR_FAIL_INDEX(p_bone, bone_size);
  582. if (p_value.get_type() == Variant::NIL) {
  583. if (bones[p_bone].metadata.has(p_key)) {
  584. bones[p_bone].metadata.erase(p_key);
  585. }
  586. return;
  587. }
  588. bones[p_bone].metadata.insert(p_key, p_value, false);
  589. }
  590. bool Skeleton3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
  591. int parent_of_bone = get_bone_parent(p_bone);
  592. if (-1 == parent_of_bone) {
  593. return false;
  594. }
  595. if (parent_of_bone == p_parent_bone_id) {
  596. return true;
  597. }
  598. return is_bone_parent_of(parent_of_bone, p_parent_bone_id);
  599. }
  600. int Skeleton3D::get_bone_count() const {
  601. return bones.size();
  602. }
  603. void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
  604. const int bone_size = bones.size();
  605. ERR_FAIL_INDEX(p_bone, bone_size);
  606. ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
  607. ERR_FAIL_COND(p_bone == p_parent);
  608. bones[p_bone].parent = p_parent;
  609. process_order_dirty = true;
  610. rest_dirty = true;
  611. _make_dirty();
  612. }
  613. void Skeleton3D::unparent_bone_and_rest(int p_bone) {
  614. const int bone_size = bones.size();
  615. ERR_FAIL_INDEX(p_bone, bone_size);
  616. _update_process_order();
  617. int parent = bones[p_bone].parent;
  618. while (parent >= 0) {
  619. bones[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
  620. parent = bones[parent].parent;
  621. }
  622. bones[p_bone].parent = -1;
  623. process_order_dirty = true;
  624. rest_dirty = true;
  625. _make_dirty();
  626. }
  627. int Skeleton3D::get_bone_parent(int p_bone) const {
  628. const int bone_size = bones.size();
  629. ERR_FAIL_INDEX_V(p_bone, bone_size, -1);
  630. if (process_order_dirty) {
  631. _update_process_order();
  632. }
  633. return bones[p_bone].parent;
  634. }
  635. Vector<int> Skeleton3D::get_bone_children(int p_bone) const {
  636. const int bone_size = bones.size();
  637. ERR_FAIL_INDEX_V(p_bone, bone_size, Vector<int>());
  638. if (process_order_dirty) {
  639. _update_process_order();
  640. }
  641. return bones[p_bone].child_bones;
  642. }
  643. Vector<int> Skeleton3D::get_parentless_bones() const {
  644. if (process_order_dirty) {
  645. _update_process_order();
  646. }
  647. return parentless_bones;
  648. }
  649. void Skeleton3D::set_bone_rest(int p_bone, const Transform3D &p_rest) {
  650. const int bone_size = bones.size();
  651. ERR_FAIL_INDEX(p_bone, bone_size);
  652. bones[p_bone].rest = p_rest;
  653. rest_dirty = true;
  654. _make_dirty();
  655. _make_bone_global_pose_subtree_dirty(p_bone);
  656. }
  657. Transform3D Skeleton3D::get_bone_rest(int p_bone) const {
  658. const int bone_size = bones.size();
  659. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  660. return bones[p_bone].rest;
  661. }
  662. Transform3D Skeleton3D::get_bone_global_rest(int p_bone) const {
  663. const int bone_size = bones.size();
  664. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  665. if (rest_dirty) {
  666. _force_update_all_bone_transforms();
  667. }
  668. return bones[p_bone].global_rest;
  669. }
  670. void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
  671. const int bone_size = bones.size();
  672. ERR_FAIL_INDEX(p_bone, bone_size);
  673. bones[p_bone].enabled = p_enabled;
  674. emit_signal(SceneStringName(bone_enabled_changed), p_bone);
  675. _make_dirty();
  676. _make_bone_global_pose_subtree_dirty(p_bone);
  677. }
  678. bool Skeleton3D::is_bone_enabled(int p_bone) const {
  679. const int bone_size = bones.size();
  680. ERR_FAIL_INDEX_V(p_bone, bone_size, false);
  681. return bones[p_bone].enabled;
  682. }
  683. void Skeleton3D::set_show_rest_only(bool p_enabled) {
  684. show_rest_only = p_enabled;
  685. emit_signal(SceneStringName(show_rest_only_changed));
  686. _make_dirty();
  687. _make_bone_global_poses_dirty();
  688. }
  689. bool Skeleton3D::is_show_rest_only() const {
  690. return show_rest_only;
  691. }
  692. void Skeleton3D::clear_bones() {
  693. bones.clear();
  694. name_to_bone_index.clear();
  695. // All these structures contain references to now invalid bone indices.
  696. skin_bindings.clear();
  697. bone_global_pose_dirty.clear();
  698. parentless_bones.clear();
  699. nested_set_offset_to_bone_index.clear();
  700. process_order_dirty = true;
  701. version++;
  702. _make_dirty();
  703. }
  704. // Posing api
  705. void Skeleton3D::set_bone_pose(int p_bone, const Transform3D &p_pose) {
  706. const int bone_size = bones.size();
  707. ERR_FAIL_INDEX(p_bone, bone_size);
  708. bones[p_bone].pose_position = p_pose.origin;
  709. bones[p_bone].pose_rotation = p_pose.basis.get_rotation_quaternion();
  710. bones[p_bone].pose_scale = p_pose.basis.get_scale();
  711. bones[p_bone].pose_cache_dirty = true;
  712. if (is_inside_tree()) {
  713. _make_dirty();
  714. _make_bone_global_pose_subtree_dirty(p_bone);
  715. }
  716. }
  717. void Skeleton3D::set_bone_pose_position(int p_bone, const Vector3 &p_position) {
  718. const int bone_size = bones.size();
  719. ERR_FAIL_INDEX(p_bone, bone_size);
  720. bones[p_bone].pose_position = p_position;
  721. bones[p_bone].pose_cache_dirty = true;
  722. if (is_inside_tree()) {
  723. _make_dirty();
  724. _make_bone_global_pose_subtree_dirty(p_bone);
  725. }
  726. }
  727. void Skeleton3D::set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation) {
  728. const int bone_size = bones.size();
  729. ERR_FAIL_INDEX(p_bone, bone_size);
  730. bones[p_bone].pose_rotation = p_rotation;
  731. bones[p_bone].pose_cache_dirty = true;
  732. if (is_inside_tree()) {
  733. _make_dirty();
  734. _make_bone_global_pose_subtree_dirty(p_bone);
  735. }
  736. }
  737. void Skeleton3D::set_bone_pose_scale(int p_bone, const Vector3 &p_scale) {
  738. const int bone_size = bones.size();
  739. ERR_FAIL_INDEX(p_bone, bone_size);
  740. bones[p_bone].pose_scale = p_scale;
  741. bones[p_bone].pose_cache_dirty = true;
  742. if (is_inside_tree()) {
  743. _make_dirty();
  744. _make_bone_global_pose_subtree_dirty(p_bone);
  745. }
  746. }
  747. Vector3 Skeleton3D::get_bone_pose_position(int p_bone) const {
  748. const int bone_size = bones.size();
  749. ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3());
  750. return bones[p_bone].pose_position;
  751. }
  752. Quaternion Skeleton3D::get_bone_pose_rotation(int p_bone) const {
  753. const int bone_size = bones.size();
  754. ERR_FAIL_INDEX_V(p_bone, bone_size, Quaternion());
  755. return bones[p_bone].pose_rotation;
  756. }
  757. Vector3 Skeleton3D::get_bone_pose_scale(int p_bone) const {
  758. const int bone_size = bones.size();
  759. ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3());
  760. return bones[p_bone].pose_scale;
  761. }
  762. void Skeleton3D::reset_bone_pose(int p_bone) {
  763. const int bone_size = bones.size();
  764. ERR_FAIL_INDEX(p_bone, bone_size);
  765. set_bone_pose_position(p_bone, bones[p_bone].rest.origin);
  766. set_bone_pose_rotation(p_bone, bones[p_bone].rest.basis.get_rotation_quaternion());
  767. set_bone_pose_scale(p_bone, bones[p_bone].rest.basis.get_scale());
  768. }
  769. void Skeleton3D::reset_bone_poses() {
  770. for (uint32_t i = 0; i < bones.size(); i++) {
  771. reset_bone_pose(i);
  772. }
  773. }
  774. Transform3D Skeleton3D::get_bone_pose(int p_bone) const {
  775. const int bone_size = bones.size();
  776. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  777. bones[p_bone].update_pose_cache();
  778. return bones[p_bone].pose_cache;
  779. }
  780. void Skeleton3D::_make_dirty() {
  781. if (dirty) {
  782. return;
  783. }
  784. dirty = true;
  785. _update_deferred();
  786. }
  787. void Skeleton3D::_update_deferred(UpdateFlag p_update_flag) {
  788. if (is_inside_tree()) {
  789. #ifdef TOOLS_ENABLED
  790. if (saving) {
  791. update_flags |= p_update_flag;
  792. _notification(NOTIFICATION_UPDATE_SKELETON);
  793. return;
  794. }
  795. #endif //TOOLS_ENABLED
  796. if (update_flags == UPDATE_FLAG_NONE && !updating) {
  797. notify_deferred_thread_group(NOTIFICATION_UPDATE_SKELETON); // It must never be called more than once in a single frame.
  798. }
  799. update_flags |= p_update_flag;
  800. }
  801. }
  802. void Skeleton3D::localize_rests() {
  803. Vector<int> bones_to_process = get_parentless_bones();
  804. while (bones_to_process.size() > 0) {
  805. int current_bone_idx = bones_to_process[0];
  806. bones_to_process.erase(current_bone_idx);
  807. if (bones[current_bone_idx].parent >= 0) {
  808. set_bone_rest(current_bone_idx, bones[bones[current_bone_idx].parent].rest.affine_inverse() * bones[current_bone_idx].rest);
  809. }
  810. // Add the bone's children to the list of bones to be processed.
  811. int child_bone_size = bones[current_bone_idx].child_bones.size();
  812. for (int i = 0; i < child_bone_size; i++) {
  813. bones_to_process.push_back(bones[current_bone_idx].child_bones[i]);
  814. }
  815. }
  816. }
  817. void Skeleton3D::_skin_changed() {
  818. _make_dirty();
  819. }
  820. Ref<Skin> Skeleton3D::create_skin_from_rest_transforms() {
  821. Ref<Skin> skin;
  822. skin.instantiate();
  823. skin->set_bind_count(bones.size());
  824. // Pose changed, rebuild cache of inverses.
  825. const Bone *bonesptr = bones.ptr();
  826. uint32_t len = bones.size();
  827. // Calculate global rests and invert them.
  828. LocalVector<int> bones_to_process;
  829. bones_to_process = get_parentless_bones();
  830. while (bones_to_process.size() > 0) {
  831. int current_bone_idx = bones_to_process[0];
  832. const Bone &b = bonesptr[current_bone_idx];
  833. bones_to_process.erase(current_bone_idx);
  834. LocalVector<int> child_bones_vector;
  835. child_bones_vector = get_bone_children(current_bone_idx);
  836. int child_bones_size = child_bones_vector.size();
  837. if (b.parent < 0) {
  838. skin->set_bind_pose(current_bone_idx, b.rest);
  839. }
  840. for (int i = 0; i < child_bones_size; i++) {
  841. int child_bone_idx = child_bones_vector[i];
  842. const Bone &cb = bonesptr[child_bone_idx];
  843. skin->set_bind_pose(child_bone_idx, skin->get_bind_pose(current_bone_idx) * cb.rest);
  844. // Add the bone's children to the list of bones to be processed.
  845. bones_to_process.push_back(child_bones_vector[i]);
  846. }
  847. }
  848. for (uint32_t i = 0; i < len; i++) {
  849. // The inverse is what is actually required.
  850. skin->set_bind_bone(i, i);
  851. skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse());
  852. }
  853. return skin;
  854. }
  855. Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
  856. ERR_FAIL_COND_V(p_skin.is_null(), Ref<SkinReference>());
  857. for (const SkinReference *E : skin_bindings) {
  858. if (E->skin == p_skin) {
  859. return Ref<SkinReference>(E);
  860. }
  861. }
  862. Ref<SkinReference> skin_ref;
  863. skin_ref.instantiate();
  864. skin_ref->skeleton_node = this;
  865. skin_ref->bind_count = 0;
  866. skin_ref->skeleton = RenderingServer::get_singleton()->skeleton_create();
  867. skin_ref->skeleton_node = this;
  868. skin_ref->skin = p_skin;
  869. skin_bindings.insert(skin_ref.operator->());
  870. skin_ref->skin->connect_changed(callable_mp(skin_ref.operator->(), &SkinReference::_skin_changed));
  871. _make_dirty(); // Skin needs to be updated, so update skeleton.
  872. return skin_ref;
  873. }
  874. void Skeleton3D::force_update_deferred() {
  875. _make_dirty();
  876. }
  877. void Skeleton3D::force_update_all_dirty_bones() {
  878. _force_update_all_dirty_bones();
  879. }
  880. void Skeleton3D::_force_update_all_dirty_bones() const {
  881. if (!dirty) {
  882. return;
  883. }
  884. _force_update_all_bone_transforms();
  885. }
  886. void Skeleton3D::force_update_all_bone_transforms() {
  887. _force_update_all_bone_transforms();
  888. }
  889. void Skeleton3D::_force_update_all_bone_transforms() const {
  890. _update_process_order();
  891. for (int i = 0; i < parentless_bones.size(); i++) {
  892. _force_update_bone_children_transforms(parentless_bones[i]);
  893. }
  894. if (rest_dirty) {
  895. rest_dirty = false;
  896. const_cast<Skeleton3D *>(this)->emit_signal(SNAME("rest_updated"));
  897. } else {
  898. rest_dirty = false;
  899. }
  900. dirty = false;
  901. if (updating) {
  902. return;
  903. }
  904. const_cast<Skeleton3D *>(this)->emit_signal(SceneStringName(pose_updated));
  905. }
  906. void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
  907. _force_update_bone_children_transforms(p_bone_idx);
  908. }
  909. void Skeleton3D::_force_update_bone_children_transforms(int p_bone_idx) const {
  910. const int bone_size = bones.size();
  911. ERR_FAIL_INDEX(p_bone_idx, bone_size);
  912. _update_process_order();
  913. Bone *bonesptr = bones.ptr();
  914. // Loop through nested set.
  915. for (int offset = 0; offset < bone_size; offset++) {
  916. if (rest_dirty) {
  917. int current_bone_idx = nested_set_offset_to_bone_index[offset];
  918. Bone &b = bonesptr[current_bone_idx];
  919. b.global_rest = b.parent >= 0 ? bonesptr[b.parent].global_rest * b.rest : b.rest; // Rest needs update apert from pose.
  920. }
  921. if (!bone_global_pose_dirty[offset]) {
  922. continue;
  923. }
  924. int current_bone_idx = nested_set_offset_to_bone_index[offset];
  925. Bone &b = bonesptr[current_bone_idx];
  926. bool bone_enabled = b.enabled && !show_rest_only;
  927. if (bone_enabled) {
  928. b.update_pose_cache();
  929. Transform3D pose = b.pose_cache;
  930. if (b.parent >= 0) {
  931. b.global_pose = bonesptr[b.parent].global_pose * pose;
  932. } else {
  933. b.global_pose = pose;
  934. }
  935. } else {
  936. if (b.parent >= 0) {
  937. b.global_pose = bonesptr[b.parent].global_pose * b.rest;
  938. } else {
  939. b.global_pose = b.rest;
  940. }
  941. }
  942. #ifndef DISABLE_DEPRECATED
  943. if (bone_enabled) {
  944. Transform3D pose = b.pose_cache;
  945. if (b.parent >= 0) {
  946. b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * pose;
  947. } else {
  948. b.pose_global_no_override = pose;
  949. }
  950. } else {
  951. if (b.parent >= 0) {
  952. b.pose_global_no_override = bonesptr[b.parent].pose_global_no_override * b.rest;
  953. } else {
  954. b.pose_global_no_override = b.rest;
  955. }
  956. }
  957. if (b.global_pose_override_amount >= CMP_EPSILON) {
  958. b.global_pose = b.global_pose.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
  959. }
  960. if (b.global_pose_override_reset) {
  961. b.global_pose_override_amount = 0.0;
  962. }
  963. #endif // _DISABLE_DEPRECATED
  964. bone_global_pose_dirty[offset] = false;
  965. }
  966. }
  967. void Skeleton3D::_find_modifiers() {
  968. if (!modifiers_dirty) {
  969. return;
  970. }
  971. modifiers.clear();
  972. for (int i = 0; i < get_child_count(); i++) {
  973. SkeletonModifier3D *c = Object::cast_to<SkeletonModifier3D>(get_child(i));
  974. if (c) {
  975. modifiers.push_back(c->get_instance_id());
  976. }
  977. }
  978. modifiers_dirty = false;
  979. }
  980. void Skeleton3D::_process_modifiers() {
  981. for (const ObjectID &oid : modifiers) {
  982. Object *t_obj = ObjectDB::get_instance(oid);
  983. if (!t_obj) {
  984. continue;
  985. }
  986. SkeletonModifier3D *mod = cast_to<SkeletonModifier3D>(t_obj);
  987. if (!mod) {
  988. continue;
  989. }
  990. #ifdef TOOLS_ENABLED
  991. if (saving && !mod->is_processed_on_saving()) {
  992. continue;
  993. }
  994. #endif //TOOLS_ENABLED
  995. real_t influence = mod->get_influence();
  996. if (influence < 1.0) {
  997. LocalVector<Transform3D> old_poses;
  998. for (int i = 0; i < get_bone_count(); i++) {
  999. old_poses.push_back(get_bone_pose(i));
  1000. }
  1001. mod->process_modification(update_delta);
  1002. LocalVector<Transform3D> new_poses;
  1003. for (int i = 0; i < get_bone_count(); i++) {
  1004. new_poses.push_back(get_bone_pose(i));
  1005. }
  1006. for (int i = 0; i < get_bone_count(); i++) {
  1007. if (old_poses[i] == new_poses[i]) {
  1008. continue; // Avoid unneeded calculation.
  1009. }
  1010. set_bone_pose(i, old_poses[i].interpolate_with(new_poses[i], influence));
  1011. }
  1012. } else {
  1013. mod->process_modification(update_delta);
  1014. }
  1015. force_update_all_dirty_bones();
  1016. }
  1017. update_delta = 0; // Reset accumulated delta.
  1018. }
  1019. void Skeleton3D::add_child_notify(Node *p_child) {
  1020. if (Object::cast_to<SkeletonModifier3D>(p_child)) {
  1021. _make_modifiers_dirty();
  1022. }
  1023. }
  1024. void Skeleton3D::move_child_notify(Node *p_child) {
  1025. if (Object::cast_to<SkeletonModifier3D>(p_child)) {
  1026. _make_modifiers_dirty();
  1027. }
  1028. }
  1029. void Skeleton3D::remove_child_notify(Node *p_child) {
  1030. if (Object::cast_to<SkeletonModifier3D>(p_child)) {
  1031. _make_modifiers_dirty();
  1032. }
  1033. }
  1034. void Skeleton3D::_bind_methods() {
  1035. ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton3D::add_bone);
  1036. ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton3D::find_bone);
  1037. ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton3D::get_bone_name);
  1038. ClassDB::bind_method(D_METHOD("set_bone_name", "bone_idx", "name"), &Skeleton3D::set_bone_name);
  1039. ClassDB::bind_method(D_METHOD("get_bone_meta", "bone_idx", "key"), &Skeleton3D::get_bone_meta);
  1040. ClassDB::bind_method(D_METHOD("get_bone_meta_list", "bone_idx"), &Skeleton3D::_get_bone_meta_list_bind);
  1041. ClassDB::bind_method(D_METHOD("has_bone_meta", "bone_idx", "key"), &Skeleton3D::has_bone_meta);
  1042. ClassDB::bind_method(D_METHOD("set_bone_meta", "bone_idx", "key", "value"), &Skeleton3D::set_bone_meta);
  1043. ClassDB::bind_method(D_METHOD("get_concatenated_bone_names"), &Skeleton3D::get_concatenated_bone_names);
  1044. ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton3D::get_bone_parent);
  1045. ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton3D::set_bone_parent);
  1046. ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton3D::get_bone_count);
  1047. ClassDB::bind_method(D_METHOD("get_version"), &Skeleton3D::get_version);
  1048. ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton3D::unparent_bone_and_rest);
  1049. ClassDB::bind_method(D_METHOD("get_bone_children", "bone_idx"), &Skeleton3D::get_bone_children);
  1050. ClassDB::bind_method(D_METHOD("get_parentless_bones"), &Skeleton3D::get_parentless_bones);
  1051. ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton3D::get_bone_rest);
  1052. ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton3D::set_bone_rest);
  1053. ClassDB::bind_method(D_METHOD("get_bone_global_rest", "bone_idx"), &Skeleton3D::get_bone_global_rest);
  1054. ClassDB::bind_method(D_METHOD("create_skin_from_rest_transforms"), &Skeleton3D::create_skin_from_rest_transforms);
  1055. ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton3D::register_skin);
  1056. ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton3D::localize_rests);
  1057. ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton3D::clear_bones);
  1058. ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton3D::get_bone_pose);
  1059. ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton3D::set_bone_pose);
  1060. ClassDB::bind_method(D_METHOD("set_bone_pose_position", "bone_idx", "position"), &Skeleton3D::set_bone_pose_position);
  1061. ClassDB::bind_method(D_METHOD("set_bone_pose_rotation", "bone_idx", "rotation"), &Skeleton3D::set_bone_pose_rotation);
  1062. ClassDB::bind_method(D_METHOD("set_bone_pose_scale", "bone_idx", "scale"), &Skeleton3D::set_bone_pose_scale);
  1063. ClassDB::bind_method(D_METHOD("get_bone_pose_position", "bone_idx"), &Skeleton3D::get_bone_pose_position);
  1064. ClassDB::bind_method(D_METHOD("get_bone_pose_rotation", "bone_idx"), &Skeleton3D::get_bone_pose_rotation);
  1065. ClassDB::bind_method(D_METHOD("get_bone_pose_scale", "bone_idx"), &Skeleton3D::get_bone_pose_scale);
  1066. ClassDB::bind_method(D_METHOD("reset_bone_pose", "bone_idx"), &Skeleton3D::reset_bone_pose);
  1067. ClassDB::bind_method(D_METHOD("reset_bone_poses"), &Skeleton3D::reset_bone_poses);
  1068. ClassDB::bind_method(D_METHOD("is_bone_enabled", "bone_idx"), &Skeleton3D::is_bone_enabled);
  1069. ClassDB::bind_method(D_METHOD("set_bone_enabled", "bone_idx", "enabled"), &Skeleton3D::set_bone_enabled, DEFVAL(true));
  1070. ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton3D::get_bone_global_pose);
  1071. ClassDB::bind_method(D_METHOD("set_bone_global_pose", "bone_idx", "pose"), &Skeleton3D::set_bone_global_pose);
  1072. ClassDB::bind_method(D_METHOD("force_update_all_bone_transforms"), &Skeleton3D::force_update_all_bone_transforms);
  1073. ClassDB::bind_method(D_METHOD("force_update_bone_child_transform", "bone_idx"), &Skeleton3D::force_update_bone_children_transforms);
  1074. ClassDB::bind_method(D_METHOD("set_motion_scale", "motion_scale"), &Skeleton3D::set_motion_scale);
  1075. ClassDB::bind_method(D_METHOD("get_motion_scale"), &Skeleton3D::get_motion_scale);
  1076. ClassDB::bind_method(D_METHOD("set_show_rest_only", "enabled"), &Skeleton3D::set_show_rest_only);
  1077. ClassDB::bind_method(D_METHOD("is_show_rest_only"), &Skeleton3D::is_show_rest_only);
  1078. ClassDB::bind_method(D_METHOD("set_modifier_callback_mode_process", "mode"), &Skeleton3D::set_modifier_callback_mode_process);
  1079. ClassDB::bind_method(D_METHOD("get_modifier_callback_mode_process"), &Skeleton3D::get_modifier_callback_mode_process);
  1080. ClassDB::bind_method(D_METHOD("advance", "delta"), &Skeleton3D::advance);
  1081. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "motion_scale", PROPERTY_HINT_RANGE, "0.001,10,0.001,or_greater"), "set_motion_scale", "get_motion_scale");
  1082. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "show_rest_only"), "set_show_rest_only", "is_show_rest_only");
  1083. ADD_GROUP("Modifier", "modifier_");
  1084. ADD_PROPERTY(PropertyInfo(Variant::INT, "modifier_callback_mode_process", PROPERTY_HINT_ENUM, "Physics,Idle,Manual"), "set_modifier_callback_mode_process", "get_modifier_callback_mode_process");
  1085. ADD_SIGNAL(MethodInfo("rest_updated"));
  1086. ADD_SIGNAL(MethodInfo("pose_updated"));
  1087. ADD_SIGNAL(MethodInfo("skeleton_updated"));
  1088. ADD_SIGNAL(MethodInfo("bone_enabled_changed", PropertyInfo(Variant::INT, "bone_idx")));
  1089. ADD_SIGNAL(MethodInfo("bone_list_changed"));
  1090. ADD_SIGNAL(MethodInfo("show_rest_only_changed"));
  1091. BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
  1092. BIND_ENUM_CONSTANT(MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS);
  1093. BIND_ENUM_CONSTANT(MODIFIER_CALLBACK_MODE_PROCESS_IDLE);
  1094. BIND_ENUM_CONSTANT(MODIFIER_CALLBACK_MODE_PROCESS_MANUAL);
  1095. #ifndef DISABLE_DEPRECATED
  1096. ClassDB::bind_method(D_METHOD("clear_bones_global_pose_override"), &Skeleton3D::clear_bones_global_pose_override);
  1097. ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_global_pose_override, DEFVAL(false));
  1098. ClassDB::bind_method(D_METHOD("get_bone_global_pose_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_override);
  1099. ClassDB::bind_method(D_METHOD("get_bone_global_pose_no_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_no_override);
  1100. #ifndef PHYSICS_3D_DISABLED
  1101. ClassDB::bind_method(D_METHOD("set_animate_physical_bones", "enabled"), &Skeleton3D::set_animate_physical_bones);
  1102. ClassDB::bind_method(D_METHOD("get_animate_physical_bones"), &Skeleton3D::get_animate_physical_bones);
  1103. ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton3D::physical_bones_stop_simulation);
  1104. ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton3D::physical_bones_start_simulation_on, DEFVAL(Array()));
  1105. ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton3D::physical_bones_add_collision_exception);
  1106. ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception);
  1107. ADD_GROUP("Deprecated", "");
  1108. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones");
  1109. #endif // PHYSICS_3D_DISABLED
  1110. #endif // _DISABLE_DEPRECATED
  1111. }
  1112. #ifndef DISABLE_DEPRECATED
  1113. void Skeleton3D::clear_bones_global_pose_override() {
  1114. for (uint32_t i = 0; i < bones.size(); i += 1) {
  1115. bones[i].global_pose_override_amount = 0;
  1116. bones[i].global_pose_override_reset = true;
  1117. }
  1118. _make_dirty();
  1119. _make_bone_global_poses_dirty();
  1120. }
  1121. void Skeleton3D::set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) {
  1122. const int bone_size = bones.size();
  1123. ERR_FAIL_INDEX(p_bone, bone_size);
  1124. bones[p_bone].global_pose_override_amount = p_amount;
  1125. bones[p_bone].global_pose_override = p_pose;
  1126. bones[p_bone].global_pose_override_reset = !p_persistent;
  1127. _make_dirty();
  1128. _make_bone_global_pose_subtree_dirty(p_bone);
  1129. }
  1130. Transform3D Skeleton3D::get_bone_global_pose_override(int p_bone) const {
  1131. const int bone_size = bones.size();
  1132. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  1133. return bones[p_bone].global_pose_override;
  1134. }
  1135. Transform3D Skeleton3D::get_bone_global_pose_no_override(int p_bone) const {
  1136. const int bone_size = bones.size();
  1137. ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
  1138. _force_update_all_dirty_bones();
  1139. return bones[p_bone].pose_global_no_override;
  1140. }
  1141. #ifndef PHYSICS_3D_DISABLED
  1142. Node *Skeleton3D::get_simulator() {
  1143. return simulator;
  1144. }
  1145. void Skeleton3D::set_animate_physical_bones(bool p_enabled) {
  1146. animate_physical_bones = p_enabled;
  1147. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1148. if (!sim) {
  1149. return;
  1150. }
  1151. sim->set_active(animate_physical_bones || sim->is_simulating_physics());
  1152. }
  1153. bool Skeleton3D::get_animate_physical_bones() const {
  1154. return animate_physical_bones;
  1155. }
  1156. void Skeleton3D::physical_bones_stop_simulation() {
  1157. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1158. if (!sim) {
  1159. return;
  1160. }
  1161. sim->physical_bones_stop_simulation();
  1162. sim->set_active(animate_physical_bones || sim->is_simulating_physics());
  1163. }
  1164. void Skeleton3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) {
  1165. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1166. if (!sim) {
  1167. return;
  1168. }
  1169. sim->set_active(true);
  1170. sim->physical_bones_start_simulation_on(p_bones);
  1171. }
  1172. void Skeleton3D::physical_bones_add_collision_exception(RID p_exception) {
  1173. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1174. if (!sim) {
  1175. return;
  1176. }
  1177. sim->physical_bones_add_collision_exception(p_exception);
  1178. }
  1179. void Skeleton3D::physical_bones_remove_collision_exception(RID p_exception) {
  1180. PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
  1181. if (!sim) {
  1182. return;
  1183. }
  1184. sim->physical_bones_remove_collision_exception(p_exception);
  1185. }
  1186. #endif // PHYSICS_3D_DISABLED
  1187. #endif // _DISABLE_DEPRECATED
  1188. Skeleton3D::Skeleton3D() {
  1189. }
  1190. Skeleton3D::~Skeleton3D() {
  1191. // Some skins may remain bound.
  1192. for (SkinReference *E : skin_bindings) {
  1193. E->skeleton_node = nullptr;
  1194. }
  1195. }