| 1 | /**************************************************************************/ |
| 2 | /* skeleton_3d.h */ |
| 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 | |
| 31 | #ifndef SKELETON_3D_H |
| 32 | #define SKELETON_3D_H |
| 33 | |
| 34 | #include "scene/3d/node_3d.h" |
| 35 | #include "scene/resources/skin.h" |
| 36 | |
| 37 | typedef int BoneId; |
| 38 | |
| 39 | class PhysicalBone3D; |
| 40 | class Skeleton3D; |
| 41 | |
| 42 | class SkinReference : public RefCounted { |
| 43 | GDCLASS(SkinReference, RefCounted) |
| 44 | friend class Skeleton3D; |
| 45 | |
| 46 | Skeleton3D *skeleton_node = nullptr; |
| 47 | RID skeleton; |
| 48 | Ref<Skin> skin; |
| 49 | uint32_t bind_count = 0; |
| 50 | uint64_t skeleton_version = 0; |
| 51 | Vector<uint32_t> skin_bone_indices; |
| 52 | uint32_t *skin_bone_indices_ptrs = nullptr; |
| 53 | |
| 54 | protected: |
| 55 | static void _bind_methods(); |
| 56 | |
| 57 | public: |
| 58 | // Public for use with callable_mp. |
| 59 | void _skin_changed(); |
| 60 | |
| 61 | RID get_skeleton() const; |
| 62 | Ref<Skin> get_skin() const; |
| 63 | ~SkinReference(); |
| 64 | }; |
| 65 | |
| 66 | class Skeleton3D : public Node3D { |
| 67 | GDCLASS(Skeleton3D, Node3D); |
| 68 | |
| 69 | private: |
| 70 | friend class SkinReference; |
| 71 | |
| 72 | struct Bone { |
| 73 | String name; |
| 74 | |
| 75 | bool enabled; |
| 76 | int parent; |
| 77 | |
| 78 | Transform3D rest; |
| 79 | Transform3D global_rest; |
| 80 | |
| 81 | _FORCE_INLINE_ void update_pose_cache() { |
| 82 | if (pose_cache_dirty) { |
| 83 | pose_cache.basis.set_quaternion_scale(pose_rotation, pose_scale); |
| 84 | pose_cache.origin = pose_position; |
| 85 | pose_cache_dirty = false; |
| 86 | } |
| 87 | } |
| 88 | bool pose_cache_dirty = true; |
| 89 | Transform3D pose_cache; |
| 90 | Vector3 pose_position; |
| 91 | Quaternion pose_rotation; |
| 92 | Vector3 pose_scale = Vector3(1, 1, 1); |
| 93 | |
| 94 | Transform3D pose_global; |
| 95 | Transform3D pose_global_no_override; |
| 96 | |
| 97 | real_t global_pose_override_amount = 0.0; |
| 98 | bool global_pose_override_reset = false; |
| 99 | Transform3D global_pose_override; |
| 100 | |
| 101 | PhysicalBone3D *physical_bone = nullptr; |
| 102 | PhysicalBone3D *cache_parent_physical_bone = nullptr; |
| 103 | |
| 104 | Vector<int> child_bones; |
| 105 | |
| 106 | Bone() { |
| 107 | parent = -1; |
| 108 | enabled = true; |
| 109 | global_pose_override_amount = 0; |
| 110 | global_pose_override_reset = false; |
| 111 | #ifndef _3D_DISABLED |
| 112 | physical_bone = nullptr; |
| 113 | cache_parent_physical_bone = nullptr; |
| 114 | #endif // _3D_DISABLED |
| 115 | child_bones = Vector<int>(); |
| 116 | } |
| 117 | }; |
| 118 | |
| 119 | HashSet<SkinReference *> skin_bindings; |
| 120 | |
| 121 | void _skin_changed(); |
| 122 | |
| 123 | bool animate_physical_bones = true; |
| 124 | Vector<Bone> bones; |
| 125 | bool process_order_dirty = false; |
| 126 | |
| 127 | Vector<int> parentless_bones; |
| 128 | HashMap<String, int> name_to_bone_index; |
| 129 | |
| 130 | void _make_dirty(); |
| 131 | bool dirty = false; |
| 132 | bool rest_dirty = false; |
| 133 | |
| 134 | bool show_rest_only = false; |
| 135 | float motion_scale = 1.0; |
| 136 | |
| 137 | uint64_t version = 1; |
| 138 | |
| 139 | void _update_process_order(); |
| 140 | |
| 141 | protected: |
| 142 | bool _get(const StringName &p_path, Variant &r_ret) const; |
| 143 | bool _set(const StringName &p_path, const Variant &p_value); |
| 144 | void _get_property_list(List<PropertyInfo> *p_list) const; |
| 145 | void _validate_property(PropertyInfo &p_property) const; |
| 146 | void _notification(int p_what); |
| 147 | static void _bind_methods(); |
| 148 | |
| 149 | public: |
| 150 | enum { |
| 151 | NOTIFICATION_UPDATE_SKELETON = 50 |
| 152 | }; |
| 153 | |
| 154 | // skeleton creation api |
| 155 | uint64_t get_version() const; |
| 156 | void add_bone(const String &p_name); |
| 157 | int find_bone(const String &p_name) const; |
| 158 | String get_bone_name(int p_bone) const; |
| 159 | void set_bone_name(int p_bone, const String &p_name); |
| 160 | |
| 161 | bool is_bone_parent_of(int p_bone_id, int p_parent_bone_id) const; |
| 162 | |
| 163 | void set_bone_parent(int p_bone, int p_parent); |
| 164 | int get_bone_parent(int p_bone) const; |
| 165 | |
| 166 | void unparent_bone_and_rest(int p_bone); |
| 167 | |
| 168 | Vector<int> get_bone_children(int p_bone) const; |
| 169 | Vector<int> get_parentless_bones() const; |
| 170 | |
| 171 | int get_bone_count() const; |
| 172 | |
| 173 | void set_bone_rest(int p_bone, const Transform3D &p_rest); |
| 174 | Transform3D get_bone_rest(int p_bone) const; |
| 175 | Transform3D get_bone_global_rest(int p_bone) const; |
| 176 | Transform3D get_bone_global_pose(int p_bone) const; |
| 177 | Transform3D get_bone_global_pose_no_override(int p_bone) const; |
| 178 | |
| 179 | void set_bone_enabled(int p_bone, bool p_enabled); |
| 180 | bool is_bone_enabled(int p_bone) const; |
| 181 | |
| 182 | void set_show_rest_only(bool p_enabled); |
| 183 | bool is_show_rest_only() const; |
| 184 | void clear_bones(); |
| 185 | |
| 186 | void set_motion_scale(float p_motion_scale); |
| 187 | float get_motion_scale() const; |
| 188 | |
| 189 | // posing api |
| 190 | |
| 191 | void set_bone_pose_position(int p_bone, const Vector3 &p_position); |
| 192 | void set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation); |
| 193 | void set_bone_pose_scale(int p_bone, const Vector3 &p_scale); |
| 194 | |
| 195 | Transform3D get_bone_pose(int p_bone) const; |
| 196 | |
| 197 | Vector3 get_bone_pose_position(int p_bone) const; |
| 198 | Quaternion get_bone_pose_rotation(int p_bone) const; |
| 199 | Vector3 get_bone_pose_scale(int p_bone) const; |
| 200 | |
| 201 | void reset_bone_pose(int p_bone); |
| 202 | void reset_bone_poses(); |
| 203 | |
| 204 | void clear_bones_global_pose_override(); |
| 205 | Transform3D get_bone_global_pose_override(int p_bone) const; |
| 206 | void set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent = false); |
| 207 | |
| 208 | void localize_rests(); // used for loaders and tools |
| 209 | |
| 210 | Ref<Skin> create_skin_from_rest_transforms(); |
| 211 | |
| 212 | Ref<SkinReference> register_skin(const Ref<Skin> &p_skin); |
| 213 | |
| 214 | void force_update_all_dirty_bones(); |
| 215 | void force_update_all_bone_transforms(); |
| 216 | void force_update_bone_children_transforms(int bone_idx); |
| 217 | |
| 218 | // Physical bone API |
| 219 | |
| 220 | void set_animate_physical_bones(bool p_enabled); |
| 221 | bool get_animate_physical_bones() const; |
| 222 | |
| 223 | void bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone); |
| 224 | void unbind_physical_bone_from_bone(int p_bone); |
| 225 | |
| 226 | PhysicalBone3D *get_physical_bone(int p_bone); |
| 227 | PhysicalBone3D *get_physical_bone_parent(int p_bone); |
| 228 | |
| 229 | private: |
| 230 | /// This is a slow API, so it's cached |
| 231 | PhysicalBone3D *_get_physical_bone_parent(int p_bone); |
| 232 | void _rebuild_physical_bones_cache(); |
| 233 | |
| 234 | public: |
| 235 | void physical_bones_stop_simulation(); |
| 236 | void physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones); |
| 237 | void physical_bones_add_collision_exception(RID p_exception); |
| 238 | void physical_bones_remove_collision_exception(RID p_exception); |
| 239 | |
| 240 | public: |
| 241 | Skeleton3D(); |
| 242 | ~Skeleton3D(); |
| 243 | }; |
| 244 | |
| 245 | #endif // SKELETON_3D_H |
| 246 | |