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, */ |
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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 | |