Merge pull request #32275 from godotengine/skin_support

Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
This commit is contained in:
Rémi Verschelde 2019-09-23 15:02:15 +02:00 committed by GitHub
commit 159470df08
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32 changed files with 2025 additions and 876 deletions

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@ -0,0 +1,31 @@
/*************************************************************************/
/* disjoint_set.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "disjoint_set.h"

155
core/math/disjoint_set.h Normal file
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@ -0,0 +1,155 @@
/*************************************************************************/
/* disjoint_set.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef DISJOINT_SET_H
#define DISJOINT_SET_H
#include "core/map.h"
#include "core/vector.h"
/**
@author Marios Staikopoulos <marios@staik.net>
*/
/* This DisjointSet class uses Find with path compression and Union by rank */
template <typename T, class C = Comparator<T>, class AL = DefaultAllocator>
class DisjointSet {
struct Element {
T object;
Element *parent = nullptr;
int rank = 0;
};
typedef Map<T, Element *, C, AL> MapT;
MapT elements;
Element *get_parent(Element *element);
_FORCE_INLINE_ Element *insert_or_get(T object);
public:
~DisjointSet();
_FORCE_INLINE_ void insert(T object) { (void)insert_or_get(object); }
void create_union(T a, T b);
void get_representatives(Vector<T> &out_roots);
void get_members(Vector<T> &out_members, T representative);
};
/* FUNCTIONS */
template <typename T, class C, class AL>
DisjointSet<T, C, AL>::~DisjointSet() {
for (typename MapT::Element *itr = elements.front(); itr != nullptr; itr = itr->next()) {
memdelete_allocator<Element, AL>(itr->value());
}
}
template <typename T, class C, class AL>
typename DisjointSet<T, C, AL>::Element *DisjointSet<T, C, AL>::get_parent(Element *element) {
if (element->parent != element) {
element->parent = get_parent(element->parent);
}
return element->parent;
}
template <typename T, class C, class AL>
typename DisjointSet<T, C, AL>::Element *DisjointSet<T, C, AL>::insert_or_get(T object) {
typename MapT::Element *itr = elements.find(object);
if (itr != nullptr) {
return itr->value();
}
Element *new_element = memnew_allocator(Element, AL);
new_element->object = object;
new_element->parent = new_element;
elements.insert(object, new_element);
return new_element;
}
template <typename T, class C, class AL>
void DisjointSet<T, C, AL>::create_union(T a, T b) {
Element *x = insert_or_get(a);
Element *y = insert_or_get(b);
Element *x_root = get_parent(x);
Element *y_root = get_parent(y);
// Already in the same set
if (x_root == y_root)
return;
// Not in the same set, merge
if (x_root->rank < y_root->rank) {
SWAP(x_root, y_root);
}
// Merge y_root into x_root
y_root->parent = x_root;
if (x_root->rank == y_root->rank) {
++x_root->rank;
}
}
template <typename T, class C, class AL>
void DisjointSet<T, C, AL>::get_representatives(Vector<T> &out_representatives) {
for (typename MapT::Element *itr = elements.front(); itr != nullptr; itr = itr->next()) {
Element *element = itr->value();
if (element->parent == element) {
out_representatives.push_back(element->object);
}
}
}
template <typename T, class C, class AL>
void DisjointSet<T, C, AL>::get_members(Vector<T> &out_members, T representative) {
typename MapT::Element *rep_itr = elements.find(representative);
ERR_FAIL_COND(rep_itr == nullptr);
Element *rep_element = rep_itr->value();
ERR_FAIL_COND(rep_element->parent != rep_element);
for (typename MapT::Element *itr = elements.front(); itr != nullptr; itr = itr->next()) {
Element *parent = get_parent(itr->value());
if (parent == rep_element) {
out_members.push_back(itr->key());
}
}
}
#endif

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@ -2570,12 +2570,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
if (skeleton) {
state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_IN_WORLD_COORDS, skeleton->use_world_transform);
state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TRANSFORM, skeleton->world_transform);
state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TRANSFORM_INVERSE, skeleton->world_transform_inverse);
}
if (use_lightmap_capture) { //this is per instance, must be set always if present
glUniform4fv(state.scene_shader.get_uniform_location(SceneShaderGLES2::LIGHTMAP_CAPTURES), 12, (const GLfloat *)e->instance->lightmap_capture_data.ptr());
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_CAPTURE_SKY, false);

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@ -3663,23 +3663,6 @@ void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, cons
skeleton->base_transform_2d = p_base_transform;
}
void RasterizerStorageGLES2::skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(skeleton->use_2d);
skeleton->world_transform = p_world_transform;
skeleton->use_world_transform = p_enable;
if (p_enable) {
skeleton->world_transform_inverse = skeleton->world_transform.affine_inverse();
}
if (!skeleton->update_list.in_list()) {
skeleton_update_list.add(&skeleton->update_list);
}
}
void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size) {
glBindBuffer(GL_ARRAY_BUFFER, resources.skeleton_transform_buffer);

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@ -870,16 +870,12 @@ public:
Set<RasterizerScene::InstanceBase *> instances;
Transform2D base_transform_2d;
Transform world_transform;
Transform world_transform_inverse;
bool use_world_transform;
Skeleton() :
use_2d(false),
size(0),
tex_id(0),
update_list(this),
use_world_transform(false) {
update_list(this) {
}
};
@ -897,7 +893,6 @@ public:
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform);
void _update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size);

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@ -61,9 +61,6 @@ uniform ivec2 skeleton_texture_size;
#endif
uniform highp mat4 skeleton_transform;
uniform highp mat4 skeleton_transform_inverse;
uniform bool skeleton_in_world_coords;
#endif
@ -410,12 +407,9 @@ void main() {
#endif
if (skeleton_in_world_coords) {
bone_transform = skeleton_transform * (bone_transform * skeleton_transform_inverse);
world_matrix = bone_transform * world_matrix;
} else {
world_matrix = world_matrix * bone_transform;
}
world_matrix = world_matrix * bone_transform;
#endif

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@ -2260,11 +2260,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
_set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, e->sort_key & RenderList::SORT_KEY_CULL_DISABLED_FLAG, p_reverse_cull);
if (skeleton) {
state.scene_shader.set_uniform(SceneShaderGLES3::SKELETON_TRANSFORM, skeleton->world_transform);
state.scene_shader.set_uniform(SceneShaderGLES3::SKELETON_IN_WORLD_COORDS, skeleton->use_world_transform);
}
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
_render_geometry(e);

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@ -5162,20 +5162,6 @@ void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, cons
skeleton->base_transform_2d = p_base_transform;
}
void RasterizerStorageGLES3::skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(skeleton->use_2d);
skeleton->world_transform = p_world_transform;
skeleton->use_world_transform = p_enable;
if (!skeleton->update_list.in_list()) {
skeleton_update_list.add(&skeleton->update_list);
}
}
void RasterizerStorageGLES3::update_dirty_skeletons() {
glActiveTexture(GL_TEXTURE0);

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@ -892,15 +892,12 @@ public:
SelfList<Skeleton> update_list;
Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
Transform2D base_transform_2d;
bool use_world_transform;
Transform world_transform;
Skeleton() :
use_2d(false),
size(0),
texture(0),
update_list(this),
use_world_transform(false) {
update_list(this) {
}
};
@ -918,7 +915,6 @@ public:
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform);
/* Light API */

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@ -302,8 +302,6 @@ out highp float dp_clip;
#ifdef USE_SKELETON
uniform highp sampler2D skeleton_texture; // texunit:-1
uniform highp mat4 skeleton_transform;
uniform bool skeleton_in_world_coords;
#endif
out highp vec4 position_interp;
@ -432,14 +430,8 @@ void main() {
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.w;
if (skeleton_in_world_coords) {
highp mat4 bone_matrix = skeleton_transform * (transpose(m) * inverse(skeleton_transform));
world_matrix = bone_matrix * world_matrix;
world_matrix = world_matrix * transpose(m);
} else {
world_matrix = world_matrix * transpose(m);
}
}
#endif

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@ -176,7 +176,6 @@ Error ColladaImport::_create_scene_skeletons(Collada::Node *p_node) {
Skeleton *sk = memnew(Skeleton);
int bone = 0;
sk->set_use_bones_in_world_transform(true); // This improves compatibility in Collada
for (int i = 0; i < p_node->children.size(); i++) {
_populate_skeleton(sk, p_node->children[i], bone, -1);

File diff suppressed because it is too large Load diff

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@ -36,11 +36,26 @@
#include "scene/3d/spatial.h"
class AnimationPlayer;
class BoneAttachment;
class MeshInstance;
class EditorSceneImporterGLTF : public EditorSceneImporter {
GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter);
typedef int GLTFAccessorIndex;
typedef int GLTFAnimationIndex;
typedef int GLTFBufferIndex;
typedef int GLTFBufferViewIndex;
typedef int GLTFCameraIndex;
typedef int GLTFImageIndex;
typedef int GLTFMaterialIndex;
typedef int GLTFMeshIndex;
typedef int GLTFNodeIndex;
typedef int GLTFSkeletonIndex;
typedef int GLTFSkinIndex;
typedef int GLTFTextureIndex;
enum {
ARRAY_BUFFER = 34962,
ELEMENT_ARRAY_BUFFER = 34963,
@ -61,8 +76,8 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
};
String _get_component_type_name(uint32_t p_component);
int _get_component_type_size(int component_type);
String _get_component_type_name(const uint32_t p_component);
int _get_component_type_size(const int component_type);
enum GLTFType {
TYPE_SCALAR,
@ -74,60 +89,48 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
TYPE_MAT4,
};
String _get_type_name(GLTFType p_component);
String _get_type_name(const GLTFType p_component);
struct GLTFNode {
//matrices need to be transformed to this
int parent;
GLTFNodeIndex parent;
int height;
Transform xform;
String name;
//Node *godot_node;
//int godot_bone_index;
int mesh;
int camera;
int skin;
//int skeleton_skin;
//int child_of_skeleton; // put as children of skeleton
//Vector<int> skeleton_children; //skeleton put as children of this
GLTFMeshIndex mesh;
GLTFCameraIndex camera;
GLTFSkinIndex skin;
struct Joint {
int skin;
int bone;
int godot_bone_index;
GLTFSkeletonIndex skeleton;
bool joint;
Joint() {
skin = -1;
bone = -1;
godot_bone_index = -1;
}
};
Vector<Joint> joints;
//keep them for animation
Vector3 translation;
Quat rotation;
Vector3 scale;
Vector<int> children;
Vector<Node *> godot_nodes;
GLTFNodeIndex fake_joint_parent;
GLTFNode() :
parent(-1),
height(-1),
mesh(-1),
camera(-1),
skin(-1),
//skeleton_skin(-1),
//child_of_skeleton(-1),
scale(Vector3(1, 1, 1)) {
}
skeleton(-1),
joint(false),
translation(0, 0, 0),
scale(Vector3(1, 1, 1)),
fake_joint_parent(-1) {}
};
struct GLTFBufferView {
int buffer;
GLTFBufferIndex buffer;
int byte_offset;
int byte_length;
int byte_stride;
@ -135,7 +138,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
//matrices need to be transformed to this
GLTFBufferView() :
buffer(0),
buffer(-1),
byte_offset(0),
byte_length(0),
byte_stride(0),
@ -145,7 +148,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
struct GLTFAccessor {
int buffer_view;
GLTFBufferViewIndex buffer_view;
int byte_offset;
int component_type;
bool normalized;
@ -160,8 +163,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
int sparse_values_buffer_view;
int sparse_values_byte_offset;
//matrices need to be transformed to this
GLTFAccessor() {
buffer_view = 0;
byte_offset = 0;
@ -176,25 +177,65 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
}
};
struct GLTFTexture {
int src_image;
GLTFImageIndex src_image;
};
struct GLTFSkeleton {
// The *synthesized* skeletons joints
Vector<GLTFNodeIndex> joints;
// The roots of the skeleton. If there are multiple, each root must have the same parent
// (ie roots are siblings)
Vector<GLTFNodeIndex> roots;
// The created Skeleton for the scene
Skeleton *godot_skeleton;
// Set of unique bone names for the skeleton
Set<String> unique_names;
GLTFSkeleton() :
godot_skeleton(nullptr) {
}
};
struct GLTFSkin {
String name;
struct Bone {
Transform inverse_bind;
int node;
};
int skeleton;
Vector<Bone> bones;
// The "skeleton" property defined in the gltf spec. -1 = Scene Root
GLTFNodeIndex skin_root;
//matrices need to be transformed to this
Vector<GLTFNodeIndex> joints_original;
Vector<Transform> inverse_binds;
GLTFSkin() {
skeleton = -1;
}
// Note: joints + non_joints should form a complete subtree, or subtrees with a common parent
// All nodes that are skins that are caught in-between the original joints
// (inclusive of joints_original)
Vector<GLTFNodeIndex> joints;
// All Nodes that are caught in-between skin joint nodes, and are not defined
// as joints by any skin
Vector<GLTFNodeIndex> non_joints;
// The roots of the skin. In the case of multiple roots, their parent *must*
// be the same (the roots must be siblings)
Vector<GLTFNodeIndex> roots;
// The GLTF Skeleton this Skin points to (after we determine skeletons)
GLTFSkeletonIndex skeleton;
// A mapping from the joint indices (in the order of joints_original) to the
// Godot Skeleton's bone_indices
Map<int, int> joint_i_to_bone_i;
// The Actual Skin that will be created as a mapping between the IBM's of this skin
// to the generated skeleton for the mesh instances.
Ref<Skin> godot_skin;
GLTFSkin() :
skin_root(-1),
skeleton(-1) {}
};
struct GLTFMesh {
@ -272,11 +313,10 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Set<String> unique_names;
Vector<GLTFSkeleton> skeletons;
Vector<GLTFAnimation> animations;
Map<int, Vector<int> > skeleton_nodes;
//Map<int, Vector<int> > skin_users; //cache skin users
Map<GLTFNodeIndex, Node *> scene_nodes;
~GLTFState() {
for (int i = 0; i < nodes.size(); i++) {
@ -285,37 +325,38 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
}
};
String _sanitize_scene_name(const String &name);
String _gen_unique_name(GLTFState &state, const String &p_name);
Ref<Texture> _get_texture(GLTFState &state, int p_texture);
String _sanitize_bone_name(const String &name);
String _gen_unique_bone_name(GLTFState &state, const GLTFSkeletonIndex skel_i, const String &p_name);
Ref<Texture> _get_texture(GLTFState &state, const GLTFTextureIndex p_texture);
Error _parse_json(const String &p_path, GLTFState &state);
Error _parse_glb(const String &p_path, GLTFState &state);
Error _parse_scenes(GLTFState &state);
Error _parse_nodes(GLTFState &state);
void _compute_node_heights(GLTFState &state);
Error _parse_buffers(GLTFState &state, const String &p_base_path);
Error _parse_buffer_views(GLTFState &state);
GLTFType _get_type_from_str(const String &p_string);
Error _parse_accessors(GLTFState &state);
Error _decode_buffer_view(GLTFState &state, int p_buffer_view, double *dst, int skip_every, int skip_bytes, int element_size, int count, GLTFType type, int component_count, int component_type, int component_size, bool normalized, int byte_offset, bool for_vertex);
Vector<double> _decode_accessor(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<float> _decode_accessor_as_floats(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<int> _decode_accessor_as_ints(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<Vector2> _decode_accessor_as_vec2(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<Vector3> _decode_accessor_as_vec3(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<Color> _decode_accessor_as_color(GLTFState &state, int p_accessor, bool p_for_vertex);
Vector<Quat> _decode_accessor_as_quat(GLTFState &state, int p_accessor, bool p_for_vertex);
Vector<Transform2D> _decode_accessor_as_xform2d(GLTFState &state, int p_accessor, bool p_for_vertex);
Vector<Basis> _decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex);
Vector<Transform> _decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex);
Error _decode_buffer_view(GLTFState &state, double *dst, const GLTFBufferViewIndex p_buffer_view, const int skip_every, const int skip_bytes, const int element_size, const int count, const GLTFType type, const int component_count, const int component_type, const int component_size, const bool normalized, const int byte_offset, const bool for_vertex);
void _reparent_skeleton(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
void _generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons);
void _import_animation(GLTFState &state, AnimationPlayer *ap, int index, int bake_fps, Vector<Skeleton *> skeletons);
Spatial *_generate_scene(GLTFState &state, int p_bake_fps);
Vector<double> _decode_accessor(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<float> _decode_accessor_as_floats(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<int> _decode_accessor_as_ints(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<Vector2> _decode_accessor_as_vec2(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<Vector3> _decode_accessor_as_vec3(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<Color> _decode_accessor_as_color(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Quat> _decode_accessor_as_quat(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Transform2D> _decode_accessor_as_xform2d(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Basis> _decode_accessor_as_basis(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Transform> _decode_accessor_as_xform(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Error _parse_meshes(GLTFState &state);
Error _parse_images(GLTFState &state, const String &p_base_path);
@ -323,16 +364,46 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Error _parse_materials(GLTFState &state);
GLTFNodeIndex _find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset);
bool _capture_nodes_in_skin(GLTFState &state, GLTFSkin &skin, const GLTFNodeIndex node_index);
void _capture_nodes_for_multirooted_skin(GLTFState &state, GLTFSkin &skin);
Error _expand_skin(GLTFState &state, GLTFSkin &skin);
Error _verify_skin(GLTFState &state, GLTFSkin &skin);
Error _parse_skins(GLTFState &state);
Error _determine_skeletons(GLTFState &state);
Error _reparent_non_joint_skeleton_subtrees(GLTFState &state, GLTFSkeleton &skeleton, const Vector<GLTFNodeIndex> &non_joints);
Error _reparent_to_fake_joint(GLTFState &state, GLTFSkeleton &skeleton, const GLTFNodeIndex node_index);
Error _determine_skeleton_roots(GLTFState &state, const GLTFSkeletonIndex skel_i);
Error _create_skeletons(GLTFState &state);
Error _map_skin_joints_indices_to_skeleton_bone_indices(GLTFState &state);
Error _create_skins(GLTFState &state);
bool _skins_are_same(const Ref<Skin> &skin_a, const Ref<Skin> &skin_b);
void _remove_duplicate_skins(GLTFState &state);
Error _parse_cameras(GLTFState &state);
Error _parse_animations(GLTFState &state);
BoneAttachment *_generate_bone_attachment(GLTFState &state, Skeleton *skeleton, const GLTFNodeIndex node_index);
MeshInstance *_generate_mesh_instance(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
Camera *_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
Spatial *_generate_spatial(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
void _generate_scene_node(GLTFState &state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index);
Spatial *_generate_scene(GLTFState &state, const int p_bake_fps);
void _process_mesh_instances(GLTFState &state, Spatial *scene_root);
void _assign_scene_names(GLTFState &state);
template <class T>
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, GLTFAnimation::Interpolation p_interp);
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, const float p_time, const GLTFAnimation::Interpolation p_interp);
void _import_animation(GLTFState &state, AnimationPlayer *ap, const GLTFAnimationIndex index, const int bake_fps);
public:
virtual uint32_t get_import_flags() const;

View file

@ -58,6 +58,7 @@ public:
RID instance;
Ref<ArrayMesh> mesh;
Ref<Material> material;
Ref<SkinReference> skin_reference;
RID skeleton;
bool billboard;
bool unscaled;
@ -101,7 +102,7 @@ protected:
public:
void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false);
void add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard = false, const RID &p_skeleton = RID(), const Ref<Material> &p_material = Ref<Material>());
void add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard = false, const Ref<SkinReference> &p_skin_reference = Ref<SkinReference>(), const Ref<Material> &p_material = Ref<Material>());
void add_collision_segments(const Vector<Vector3> &p_lines);
void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);
void add_unscaled_billboard(const Ref<Material> &p_material, float p_scale = 1);

View file

@ -172,8 +172,8 @@ void EditorSpatialGizmo::Instance::create_instance(Spatial *p_base, bool p_hidde
instance = VS::get_singleton()->instance_create2(mesh->get_rid(), p_base->get_world()->get_scenario());
VS::get_singleton()->instance_attach_object_instance_id(instance, p_base->get_instance_id());
if (skeleton.is_valid())
VS::get_singleton()->instance_attach_skeleton(instance, skeleton);
if (skin_reference.is_valid())
VS::get_singleton()->instance_attach_skeleton(instance, skin_reference->get_skeleton());
if (extra_margin)
VS::get_singleton()->instance_set_extra_visibility_margin(instance, 1);
VS::get_singleton()->instance_geometry_set_cast_shadows_setting(instance, VS::SHADOW_CASTING_SETTING_OFF);
@ -181,14 +181,14 @@ void EditorSpatialGizmo::Instance::create_instance(Spatial *p_base, bool p_hidde
VS::get_singleton()->instance_set_layer_mask(instance, layer); //gizmos are 26
}
void EditorSpatialGizmo::add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard, const RID &p_skeleton, const Ref<Material> &p_material) {
void EditorSpatialGizmo::add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard, const Ref<SkinReference> &p_skin_reference, const Ref<Material> &p_material) {
ERR_FAIL_COND(!spatial_node);
Instance ins;
ins.billboard = p_billboard;
ins.mesh = p_mesh;
ins.skeleton = p_skeleton;
ins.skin_reference = p_skin_reference;
ins.material = p_material;
if (valid) {
ins.create_instance(spatial_node, hidden);
@ -1802,7 +1802,7 @@ void SkeletonSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
}
Ref<ArrayMesh> m = surface_tool->commit();
p_gizmo->add_mesh(m, false, skel->get_skeleton());
p_gizmo->add_mesh(m, false, skel->register_skin(Ref<Skin>()));
}
////
@ -3725,7 +3725,7 @@ void CollisionShapeSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
Ref<ConcavePolygonShape> cs2 = s;
Ref<ArrayMesh> mesh = cs2->get_debug_mesh();
p_gizmo->add_mesh(mesh, false, RID(), material);
p_gizmo->add_mesh(mesh, false, Ref<SkinReference>(), material);
}
if (Object::cast_to<RayShape>(*s)) {
@ -3747,7 +3747,7 @@ void CollisionShapeSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
Ref<HeightMapShape> hms = s;
Ref<ArrayMesh> mesh = hms->get_debug_mesh();
p_gizmo->add_mesh(mesh, false, RID(), material);
p_gizmo->add_mesh(mesh, false, Ref<SkinReference>(), material);
}
}

View file

@ -377,7 +377,7 @@ void CSGShapeSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
break;
}
p_gizmo->add_mesh(mesh, false, RID(), solid_material);
p_gizmo->add_mesh(mesh, false, Ref<SkinReference>(), solid_material);
}
if (Object::cast_to<CSGSphere>(cs)) {

View file

@ -149,12 +149,38 @@ Ref<Mesh> MeshInstance::get_mesh() const {
void MeshInstance::_resolve_skeleton_path() {
if (skeleton_path.is_empty())
return;
Ref<SkinReference> new_skin_reference;
Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path));
if (skeleton)
VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skeleton->get_skeleton());
if (!skeleton_path.is_empty()) {
Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path));
if (skeleton) {
new_skin_reference = skeleton->register_skin(skin);
if (skin.is_null()) {
//a skin was created for us
skin = new_skin_reference->get_skin();
_change_notify();
}
}
}
skin_ref = new_skin_reference;
if (skin_ref.is_valid()) {
VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
} else {
VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), RID());
}
}
void MeshInstance::set_skin(const Ref<Skin> &p_skin) {
skin = p_skin;
if (!is_inside_tree())
return;
_resolve_skeleton_path();
}
Ref<Skin> MeshInstance::get_skin() const {
return skin;
}
void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) {
@ -365,6 +391,8 @@ void MeshInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance::get_mesh);
ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance::set_skeleton_path);
ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance::get_skeleton_path);
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance::set_skin);
ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance::get_skin);
ClassDB::bind_method(D_METHOD("get_surface_material_count"), &MeshInstance::get_surface_material_count);
ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance::set_surface_material);
@ -380,6 +408,7 @@ void MeshInstance::_bind_methods() {
ClassDB::set_method_flags("MeshInstance", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
}

View file

@ -31,8 +31,10 @@
#ifndef MESH_INSTANCE_H
#define MESH_INSTANCE_H
#include "scene/3d/skeleton.h"
#include "scene/3d/visual_instance.h"
#include "scene/resources/mesh.h"
#include "scene/resources/skin.h"
class MeshInstance : public GeometryInstance {
@ -40,6 +42,8 @@ class MeshInstance : public GeometryInstance {
protected:
Ref<Mesh> mesh;
Ref<Skin> skin;
Ref<SkinReference> skin_ref;
NodePath skeleton_path;
struct BlendShapeTrack {
@ -70,6 +74,9 @@ public:
void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh() const;
void set_skin(const Ref<Skin> &p_skin);
Ref<Skin> get_skin() const;
void set_skeleton_path(const NodePath &p_skeleton);
NodePath get_skeleton_path();

View file

@ -2182,7 +2182,7 @@ void PhysicalBone::_notification(int p_what) {
void PhysicalBone::_direct_state_changed(Object *p_state) {
if (!simulate_physics) {
if (!simulate_physics || !_internal_simulate_physics) {
return;
}
@ -2205,7 +2205,7 @@ void PhysicalBone::_direct_state_changed(Object *p_state) {
// Update skeleton
if (parent_skeleton) {
if (-1 != bone_id) {
parent_skeleton->set_bone_global_pose(bone_id, parent_skeleton->get_global_transform().affine_inverse() * (global_transform * body_offset_inverse));
parent_skeleton->set_bone_global_pose_override(bone_id, parent_skeleton->get_global_transform().affine_inverse() * (global_transform * body_offset_inverse), 1.0, true);
}
}
}
@ -2716,7 +2716,6 @@ void PhysicalBone::_start_physics_simulation() {
PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
parent_skeleton->set_bone_ignore_animation(bone_id, true);
_internal_simulate_physics = true;
}
@ -2728,6 +2727,6 @@ void PhysicalBone::_stop_physics_simulation() {
PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), 0);
PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), 0);
PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, "");
parent_skeleton->set_bone_ignore_animation(bone_id, false);
parent_skeleton->set_bone_global_pose_override(bone_id, Transform(), 0.0, false);
_internal_simulate_physics = false;
}

View file

@ -36,6 +36,34 @@
#include "scene/3d/physics_body.h"
#include "scene/resources/surface_tool.h"
void SkinReference::_skin_changed() {
if (skeleton_node) {
skeleton_node->_make_dirty();
}
}
void SkinReference::_bind_methods() {
ClassDB::bind_method(D_METHOD("_skin_changed"), &SkinReference::_skin_changed);
ClassDB::bind_method(D_METHOD("get_skeleton"), &SkinReference::get_skeleton);
ClassDB::bind_method(D_METHOD("get_skin"), &SkinReference::get_skin);
}
RID SkinReference::get_skeleton() const {
return skeleton;
}
Ref<Skin> SkinReference::get_skin() const {
return skin;
}
SkinReference::~SkinReference() {
if (skeleton_node) {
skeleton_node->skin_bindings.erase(this);
}
VS::get_singleton()->free(skeleton);
}
bool Skeleton::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
@ -196,110 +224,77 @@ void Skeleton::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform());
} break;
case NOTIFICATION_EXIT_WORLD: {
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform());
} break;
case NOTIFICATION_UPDATE_SKELETON: {
VisualServer *vs = VisualServer::get_singleton();
Bone *bonesptr = bones.ptrw();
int len = bones.size();
vs->skeleton_allocate(skeleton, len); // if same size, nothing really happens
_update_process_order();
const int *order = process_order.ptr();
// pose changed, rebuild cache of inverses
if (rest_global_inverse_dirty) {
// calculate global rests and invert them
for (int i = 0; i < len; i++) {
Bone &b = bonesptr[order[i]];
if (b.parent >= 0)
b.rest_global_inverse = bonesptr[b.parent].rest_global_inverse * b.rest;
else
b.rest_global_inverse = b.rest;
}
for (int i = 0; i < len; i++) {
Bone &b = bonesptr[order[i]];
b.rest_global_inverse.affine_invert();
}
rest_global_inverse_dirty = false;
}
for (int i = 0; i < len; i++) {
Bone &b = bonesptr[order[i]];
if (b.disable_rest) {
if (b.enabled) {
if (b.global_pose_override_amount >= 0.999) {
b.pose_global = b.global_pose_override;
} else {
if (b.disable_rest) {
if (b.enabled) {
Transform pose = b.pose;
if (b.custom_pose_enable) {
Transform pose = b.pose;
if (b.parent >= 0) {
pose = b.custom_pose * pose;
}
b.pose_global = bonesptr[b.parent].pose_global * pose;
} else {
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * pose;
b.pose_global = pose;
}
} else {
b.pose_global = pose;
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global;
} else {
b.pose_global = Transform();
}
}
} else {
if (b.enabled) {
if (b.parent >= 0) {
Transform pose = b.pose;
b.pose_global = bonesptr[b.parent].pose_global;
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
} else {
b.pose_global = b.rest * pose;
}
} else {
b.pose_global = Transform();
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * b.rest;
} else {
b.pose_global = b.rest;
}
}
}
} else {
if (b.enabled) {
Transform pose = b.pose;
if (b.custom_pose_enable) {
pose = b.custom_pose * pose;
}
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
} else {
b.pose_global = b.rest * pose;
}
} else {
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * b.rest;
} else {
b.pose_global = b.rest;
}
if (b.global_pose_override_amount >= CMP_EPSILON) {
b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
}
}
b.transform_final = b.pose_global * b.rest_global_inverse;
vs->skeleton_bone_set_transform(skeleton, order[i], b.transform_final);
if (b.global_pose_override_reset) {
b.global_pose_override_amount = 0.0;
}
for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
@ -311,28 +306,37 @@ void Skeleton::_notification(int p_what) {
}
}
//update skins
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
const Skin *skin = E->get()->skin.operator->();
RID skeleton = E->get()->skeleton;
uint32_t bind_count = skin->get_bind_count();
if (E->get()->bind_count != bind_count) {
VS::get_singleton()->skeleton_allocate(skeleton, bind_count);
E->get()->bind_count = bind_count;
}
for (uint32_t i = 0; i < bind_count; i++) {
uint32_t bone_index = skin->get_bind_bone(i);
ERR_CONTINUE(bone_index >= (uint32_t)len);
vs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].pose_global * skin->get_bind_pose(i));
}
}
dirty = false;
} break;
}
}
Transform Skeleton::get_bone_transform(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
if (dirty)
const_cast<Skeleton *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
return bones[p_bone].pose_global * bones[p_bone].rest_global_inverse;
}
void Skeleton::set_bone_global_pose(int p_bone, const Transform &p_pose) {
void Skeleton::set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent) {
ERR_FAIL_INDEX(p_bone, bones.size());
if (bones[p_bone].parent == -1) {
set_bone_pose(p_bone, bones[p_bone].rest_global_inverse * p_pose); //fast
} else {
set_bone_pose(p_bone, bones[p_bone].rest.affine_inverse() * (get_bone_global_pose(bones[p_bone].parent).affine_inverse() * p_pose)); //slow
}
bones.write[p_bone].global_pose_override_amount = p_amount;
bones.write[p_bone].global_pose_override = p_pose;
bones.write[p_bone].global_pose_override_reset = !p_persistent;
_make_dirty();
}
Transform Skeleton::get_bone_global_pose(int p_bone) const {
@ -343,11 +347,6 @@ Transform Skeleton::get_bone_global_pose(int p_bone) const {
return bones[p_bone].pose_global;
}
RID Skeleton::get_skeleton() const {
return skeleton;
}
// skeleton creation api
void Skeleton::add_bone(const String &p_name) {
@ -362,8 +361,6 @@ void Skeleton::add_bone(const String &p_name) {
b.name = p_name;
bones.push_back(b);
process_order_dirty = true;
rest_global_inverse_dirty = true;
_make_dirty();
update_gizmo();
}
@ -408,7 +405,6 @@ void Skeleton::set_bone_parent(int p_bone, int p_parent) {
ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
bones.write[p_bone].parent = p_parent;
rest_global_inverse_dirty = true;
process_order_dirty = true;
_make_dirty();
}
@ -426,23 +422,11 @@ void Skeleton::unparent_bone_and_rest(int p_bone) {
}
bones.write[p_bone].parent = -1;
bones.write[p_bone].rest_global_inverse = bones[p_bone].rest.affine_inverse(); //same thing
process_order_dirty = true;
_make_dirty();
}
void Skeleton::set_bone_ignore_animation(int p_bone, bool p_ignore) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones.write[p_bone].ignore_animation = p_ignore;
}
bool Skeleton::is_bone_ignore_animation(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
return bones[p_bone].ignore_animation;
}
void Skeleton::set_bone_disable_rest(int p_bone, bool p_disable) {
ERR_FAIL_INDEX(p_bone, bones.size());
@ -467,7 +451,6 @@ void Skeleton::set_bone_rest(int p_bone, const Transform &p_rest) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones.write[p_bone].rest = p_rest;
rest_global_inverse_dirty = true;
_make_dirty();
}
Transform Skeleton::get_bone_rest(int p_bone) const {
@ -482,7 +465,6 @@ void Skeleton::set_bone_enabled(int p_bone, bool p_enabled) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones.write[p_bone].enabled = p_enabled;
rest_global_inverse_dirty = true;
_make_dirty();
}
bool Skeleton::is_bone_enabled(int p_bone) const {
@ -529,7 +511,6 @@ void Skeleton::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound)
void Skeleton::clear_bones() {
bones.clear();
rest_global_inverse_dirty = true;
process_order_dirty = true;
_make_dirty();
@ -552,23 +533,6 @@ Transform Skeleton::get_bone_pose(int p_bone) const {
return bones[p_bone].pose;
}
void Skeleton::set_bone_custom_pose(int p_bone, const Transform &p_custom_pose) {
ERR_FAIL_INDEX(p_bone, bones.size());
//ERR_FAIL_COND( !is_inside_scene() );
bones.write[p_bone].custom_pose_enable = (p_custom_pose != Transform());
bones.write[p_bone].custom_pose = p_custom_pose;
_make_dirty();
}
Transform Skeleton::get_bone_custom_pose(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
return bones[p_bone].custom_pose;
}
void Skeleton::_make_dirty() {
if (dirty)
@ -747,14 +711,66 @@ void Skeleton::physical_bones_remove_collision_exception(RID p_exception) {
#endif // _3D_DISABLED
void Skeleton::set_use_bones_in_world_transform(bool p_enable) {
use_bones_in_world_transform = p_enable;
if (is_inside_tree()) {
VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform());
}
void Skeleton::_skin_changed() {
_make_dirty();
}
bool Skeleton::is_using_bones_in_world_transform() const {
return use_bones_in_world_transform;
Ref<SkinReference> Skeleton::register_skin(const Ref<Skin> &p_skin) {
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
if (E->get()->skin == p_skin) {
return Ref<SkinReference>(E->get());
}
}
Ref<Skin> skin = p_skin;
if (skin.is_null()) {
//need to create one from existing code, this is for compatibility only
//when skeletons did not support skins. It is also used by gizmo
//to display the skeleton.
skin.instance();
skin->set_bind_count(bones.size());
_update_process_order(); //just in case
// pose changed, rebuild cache of inverses
const Bone *bonesptr = bones.ptr();
int len = bones.size();
const int *order = process_order.ptr();
// calculate global rests and invert them
for (int i = 0; i < len; i++) {
const Bone &b = bonesptr[order[i]];
if (b.parent >= 0) {
skin->set_bind_pose(order[i], skin->get_bind_pose(b.parent) * b.rest);
} else {
skin->set_bind_pose(order[i], b.rest);
}
}
for (int i = 0; i < len; i++) {
//the inverse is what is actually required
skin->set_bind_bone(i, i);
skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse());
}
}
ERR_FAIL_COND_V(skin.is_null(), Ref<SkinReference>());
Ref<SkinReference> skin_ref;
skin_ref.instance();
skin_ref->skeleton_node = this;
skin_ref->bind_count = 0;
skin_ref->skeleton = VisualServer::get_singleton()->skeleton_create();
skin_ref->skeleton_node = this;
skin_ref->skin = skin;
skin_bindings.insert(skin_ref.operator->());
skin->connect("changed", skin_ref.operator->(), "_skin_changed");
return skin_ref;
}
void Skeleton::_bind_methods() {
@ -773,6 +789,8 @@ void Skeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton::get_bone_rest);
ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton::set_bone_rest);
ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton::register_skin);
ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton::localize_rests);
ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton::set_bone_disable_rest);
@ -787,17 +805,9 @@ void Skeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton::get_bone_pose);
ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton::set_bone_pose);
ClassDB::bind_method(D_METHOD("set_bone_global_pose", "bone_idx", "pose"), &Skeleton::set_bone_global_pose);
ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton::set_bone_global_pose_override, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton::get_bone_global_pose);
ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton::get_bone_custom_pose);
ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton::set_bone_custom_pose);
ClassDB::bind_method(D_METHOD("get_bone_transform", "bone_idx"), &Skeleton::get_bone_transform);
ClassDB::bind_method(D_METHOD("set_use_bones_in_world_transform", "enable"), &Skeleton::set_use_bones_in_world_transform);
ClassDB::bind_method(D_METHOD("is_using_bones_in_world_transform"), &Skeleton::is_using_bones_in_world_transform);
#ifndef _3D_DISABLED
ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation);
@ -807,22 +817,19 @@ void Skeleton::_bind_methods() {
#endif // _3D_DISABLED
ClassDB::bind_method(D_METHOD("set_bone_ignore_animation", "bone", "ignore"), &Skeleton::set_bone_ignore_animation);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones_in_world_transform"), "set_use_bones_in_world_transform", "is_using_bones_in_world_transform");
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
}
Skeleton::Skeleton() {
rest_global_inverse_dirty = true;
dirty = false;
process_order_dirty = true;
skeleton = VisualServer::get_singleton()->skeleton_create();
set_notify_transform(true);
use_bones_in_world_transform = false;
}
Skeleton::~Skeleton() {
VisualServer::get_singleton()->free(skeleton);
//some skins may remain bound
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
E->get()->skeleton_node = nullptr;
}
}

View file

@ -33,6 +33,7 @@
#include "core/rid.h"
#include "scene/3d/spatial.h"
#include "scene/resources/skin.h"
#ifndef _3D_DISABLED
typedef int BoneId;
@ -40,10 +41,38 @@ typedef int BoneId;
class PhysicalBone;
#endif // _3D_DISABLED
class Skeleton;
class SkinReference : public Reference {
GDCLASS(SkinReference, Reference)
friend class Skeleton;
Skeleton *skeleton_node;
RID skeleton;
Ref<Skin> skin;
uint32_t bind_count = 0;
void _skin_changed();
protected:
static void _bind_methods();
public:
RID get_skeleton() const;
Ref<Skin> get_skin() const;
~SkinReference();
};
class Skeleton : public Spatial {
GDCLASS(Skeleton, Spatial);
private:
friend class SkinReference;
Set<SkinReference *> skin_bindings;
void _skin_changed();
struct Bone {
String name;
@ -52,19 +81,15 @@ class Skeleton : public Spatial {
int parent;
int sort_index; //used for re-sorting process order
bool ignore_animation;
bool disable_rest;
Transform rest;
Transform rest_global_inverse;
Transform pose;
Transform pose_global;
bool custom_pose_enable;
Transform custom_pose;
Transform transform_final;
float global_pose_override_amount;
bool global_pose_override_reset;
Transform global_pose_override;
#ifndef _3D_DISABLED
PhysicalBone *physical_bone;
@ -76,9 +101,9 @@ class Skeleton : public Spatial {
Bone() {
parent = -1;
enabled = true;
ignore_animation = false;
custom_pose_enable = false;
disable_rest = false;
global_pose_override_amount = 0;
global_pose_override_reset = false;
#ifndef _3D_DISABLED
physical_bone = NULL;
cache_parent_physical_bone = NULL;
@ -86,17 +111,12 @@ class Skeleton : public Spatial {
}
};
bool rest_global_inverse_dirty;
Vector<Bone> bones;
Vector<int> process_order;
bool process_order_dirty;
RID skeleton;
void _make_dirty();
bool dirty;
bool use_bones_in_world_transform;
// bind helpers
Array _get_bound_child_nodes_to_bone(int p_bone) const {
@ -127,8 +147,6 @@ public:
NOTIFICATION_UPDATE_SKELETON = 50
};
RID get_skeleton() const;
// skeleton creation api
void add_bone(const String &p_name);
int find_bone(const String &p_name) const;
@ -141,9 +159,6 @@ public:
void unparent_bone_and_rest(int p_bone);
void set_bone_ignore_animation(int p_bone, bool p_ignore);
bool is_bone_ignore_animation(int p_bone) const;
void set_bone_disable_rest(int p_bone, bool p_disable);
bool is_bone_rest_disabled(int p_bone) const;
@ -151,10 +166,9 @@ public:
void set_bone_rest(int p_bone, const Transform &p_rest);
Transform get_bone_rest(int p_bone) const;
Transform get_bone_transform(int p_bone) const;
Transform get_bone_global_pose(int p_bone) const;
void set_bone_global_pose(int p_bone, const Transform &p_pose);
void set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent = false);
void set_bone_enabled(int p_bone, bool p_enabled);
bool is_bone_enabled(int p_bone) const;
@ -170,14 +184,10 @@ public:
void set_bone_pose(int p_bone, const Transform &p_pose);
Transform get_bone_pose(int p_bone) const;
void set_bone_custom_pose(int p_bone, const Transform &p_custom_pose);
Transform get_bone_custom_pose(int p_bone) const;
void localize_rests(); // used for loaders and tools
int get_process_order(int p_idx);
void set_use_bones_in_world_transform(bool p_enable);
bool is_using_bones_in_world_transform() const;
Ref<SkinReference> register_skin(const Ref<Skin> &p_skin);
#ifndef _3D_DISABLED
// Physical bone API

View file

@ -256,7 +256,7 @@ void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim) {
Skeleton *sk = Object::cast_to<Skeleton>(child);
bone_idx = sk->find_bone(a->track_get_path(i).get_subname(0));
if (bone_idx == -1 || sk->is_bone_ignore_animation(bone_idx)) {
if (bone_idx == -1) {
continue;
}

View file

@ -622,7 +622,7 @@ bool AnimationTree::_update_caches(AnimationPlayer *player) {
Skeleton *sk = Object::cast_to<Skeleton>(spatial);
int bone_idx = sk->find_bone(path.get_subname(0));
if (bone_idx != -1 && !sk->is_bone_ignore_animation(bone_idx)) {
if (bone_idx != -1) {
track_xform->skeleton = sk;
track_xform->bone_idx = bone_idx;

View file

@ -820,11 +820,7 @@ void AnimationTreePlayer::_process_animation(float p_delta) {
t.value = t.object->get_indexed(t.subpath);
t.value.zero();
if (t.skeleton) {
t.skip = t.skeleton->is_bone_ignore_animation(t.bone_idx);
} else {
t.skip = false;
}
t.skip = false;
}
/* STEP 2 PROCESS ANIMATIONS */

View file

@ -320,7 +320,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
}
p_task->skeleton->set_bone_global_pose(ci->bone, new_bone_pose);
p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0);
if (!ci->children.empty())
ci = &ci->children.write[0];

View file

@ -364,6 +364,9 @@ void register_scene_types() {
/* REGISTER 3D */
ClassDB::register_class<Skin>();
ClassDB::register_virtual_class<SkinReference>();
ClassDB::register_class<Spatial>();
ClassDB::register_virtual_class<SpatialGizmo>();
ClassDB::register_class<Skeleton>();

102
scene/resources/skin.cpp Normal file
View file

@ -0,0 +1,102 @@
#include "skin.h"
void Skin::set_bind_count(int p_size) {
ERR_FAIL_COND(p_size < 0);
binds.resize(p_size);
binds_ptr = binds.ptrw();
bind_count = p_size;
emit_changed();
}
void Skin::add_bind(int p_bone, const Transform &p_pose) {
uint32_t index = bind_count;
set_bind_count(bind_count + 1);
set_bind_bone(index, p_bone);
set_bind_pose(index, p_pose);
}
void Skin::set_bind_bone(int p_index, int p_bone) {
ERR_FAIL_INDEX(p_index, bind_count);
binds_ptr[p_index].bone = p_bone;
emit_changed();
}
void Skin::set_bind_pose(int p_index, const Transform &p_pose) {
ERR_FAIL_INDEX(p_index, bind_count);
binds_ptr[p_index].pose = p_pose;
emit_changed();
}
void Skin::clear_binds() {
binds.clear();
binds_ptr = nullptr;
bind_count = 0;
emit_changed();
}
bool Skin::_set(const StringName &p_name, const Variant &p_value) {
String name = p_name;
if (name == "bind_count") {
set_bind_count(p_value);
return true;
} else if (name.begins_with("bind/")) {
int index = name.get_slicec('/', 1).to_int();
String what = name.get_slicec('/', 2);
if (what == "bone") {
set_bind_bone(index, p_value);
return true;
} else if (what == "pose") {
set_bind_pose(index, p_value);
return true;
}
}
return false;
}
bool Skin::_get(const StringName &p_name, Variant &r_ret) const {
String name = p_name;
if (name == "bind_count") {
r_ret = get_bind_count();
return true;
} else if (name.begins_with("bind/")) {
int index = name.get_slicec('/', 1).to_int();
String what = name.get_slicec('/', 2);
if (what == "bone") {
r_ret = get_bind_bone(index);
return true;
} else if (what == "pose") {
r_ret = get_bind_pose(index);
return true;
}
}
return false;
}
void Skin::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::INT, "bind_count", PROPERTY_HINT_RANGE, "0,16384,1,or_greater"));
for (int i = 0; i < get_bind_count(); i++) {
p_list->push_back(PropertyInfo(Variant::INT, "bind/" + itos(i) + "/bone", PROPERTY_HINT_RANGE, "0,16384,1,or_greater"));
p_list->push_back(PropertyInfo(Variant::TRANSFORM, "bind/" + itos(i) + "/pose"));
}
}
void Skin::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bind_count", "bind_count"), &Skin::set_bind_count);
ClassDB::bind_method(D_METHOD("get_bind_count"), &Skin::get_bind_count);
ClassDB::bind_method(D_METHOD("add_bind", "bone", "pose"), &Skin::add_bind);
ClassDB::bind_method(D_METHOD("set_bind_pose", "bind_index", "pose"), &Skin::set_bind_pose);
ClassDB::bind_method(D_METHOD("get_bind_pose", "bind_index"), &Skin::get_bind_pose);
ClassDB::bind_method(D_METHOD("set_bind_bone", "bind_index", "bone"), &Skin::set_bind_bone);
ClassDB::bind_method(D_METHOD("get_bind_bone", "bind_index"), &Skin::get_bind_bone);
ClassDB::bind_method(D_METHOD("clear_binds"), &Skin::clear_binds);
}
Skin::Skin() {
bind_count = 0;
binds_ptr = nullptr;
}

54
scene/resources/skin.h Normal file
View file

@ -0,0 +1,54 @@
#ifndef SKIN_H
#define SKIN_H
#include "core/resource.h"
class Skin : public Resource {
GDCLASS(Skin, Resource)
struct Bind {
int bone;
Transform pose;
};
Vector<Bind> binds;
Bind *binds_ptr;
int bind_count;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
void set_bind_count(int p_size);
inline int get_bind_count() const { return bind_count; }
void add_bind(int p_bone, const Transform &p_pose);
void set_bind_bone(int p_index, int p_bone);
void set_bind_pose(int p_index, const Transform &p_pose);
inline int get_bind_bone(int p_index) const {
#ifdef DEBUG_ENABLED
ERR_FAIL_INDEX_V(p_index, bind_count, -1);
#endif
return binds_ptr[p_index].bone;
}
inline Transform get_bind_pose(int p_index) const {
#ifdef DEBUG_ENABLED
ERR_FAIL_INDEX_V(p_index, bind_count, Transform());
#endif
return binds_ptr[p_index].pose;
}
void clear_binds();
Skin();
};
#endif // SKIN_H

View file

@ -357,7 +357,6 @@ public:
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) = 0;
/* Light API */

View file

@ -294,7 +294,6 @@ public:
BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
BIND2(skeleton_set_base_transform_2d, RID, const Transform2D &)
BIND3(skeleton_set_world_transform, RID, bool, const Transform &)
/* Light API */

View file

@ -230,7 +230,6 @@ public:
FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
FUNC3(skeleton_set_world_transform, RID, bool, const Transform &)
/* Light API */

View file

@ -391,7 +391,6 @@ public:
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_base_transform) = 0;
/* Light API */