From 2f32a75d2e2afc22e7e170c2506455010d063ce8 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Sun, 3 Mar 2019 12:23:03 -0300 Subject: [PATCH] Skeletons can now choose between using local or world coords for processing, fixes #26468 --- drivers/dummy/rasterizer_dummy.h | 1 + drivers/gles2/rasterizer_scene_gles2.cpp | 6 +++ drivers/gles2/rasterizer_storage_gles2.cpp | 26 ++++++++--- drivers/gles2/rasterizer_storage_gles2.h | 7 ++- drivers/gles2/shaders/scene.glsl | 13 +++++- drivers/gles3/rasterizer_scene_gles3.cpp | 21 ++++++--- drivers/gles3/rasterizer_storage_gles3.cpp | 14 ++++++ drivers/gles3/rasterizer_storage_gles3.h | 6 ++- drivers/gles3/shaders/scene.glsl | 11 ++++- editor/import/editor_import_collada.cpp | 2 +- editor/import/editor_scene_importer_gltf.cpp | 1 + scene/3d/skeleton.cpp | 46 ++++++++------------ scene/3d/skeleton.h | 4 ++ scene/resources/packed_scene.cpp | 4 +- servers/visual/rasterizer.h | 1 + servers/visual/visual_server_raster.h | 1 + servers/visual/visual_server_wrap_mt.h | 1 + servers/visual_server.h | 1 + 18 files changed, 119 insertions(+), 47 deletions(-) diff --git a/drivers/dummy/rasterizer_dummy.h b/drivers/dummy/rasterizer_dummy.h index 214da82819..ddf4d1d85c 100644 --- a/drivers/dummy/rasterizer_dummy.h +++ b/drivers/dummy/rasterizer_dummy.h @@ -461,6 +461,7 @@ public: RID skeleton_create() { return RID(); } void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) {} void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {} + void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) {} int skeleton_get_bone_count(RID p_skeleton) const { return 0; } void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {} Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const { return Transform(); } diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index e0eec74700..ccf7014b39 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -2487,6 +2487,12 @@ 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); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index d5965bba4f..11ab8438df 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -429,7 +429,6 @@ Ref RasterizerStorageGLES2::_get_gl_image_and_format(const Ref &p_ if (!image.is_null()) { image = image->duplicate(); - print_line("decompressing..."); image->decompress(); ERR_FAIL_COND_V(image->is_compressed(), image); switch (image->get_format()) { @@ -2380,7 +2379,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size; for (int i = 0; i < surface->skeleton_bone_used.size(); i++) { - surface->skeleton_bone_used.write[i] = surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0; + surface->skeleton_bone_used.write[i] = !(surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0); } for (int i = 0; i < VS::ARRAY_MAX; i++) { @@ -2688,7 +2687,7 @@ AABB RasterizerStorageGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const { mtx.basis[0].x = texture[base_ofs + 0]; mtx.basis[0].y = texture[base_ofs + 1]; mtx.origin.x = texture[base_ofs + 3]; - base_ofs += 256 * 4; + base_ofs += 4; mtx.basis[1].x = texture[base_ofs + 0]; mtx.basis[1].y = texture[base_ofs + 1]; mtx.origin.y = texture[base_ofs + 3]; @@ -2716,12 +2715,12 @@ AABB RasterizerStorageGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const { mtx.basis[0].y = texture[base_ofs + 1]; mtx.basis[0].z = texture[base_ofs + 2]; mtx.origin.x = texture[base_ofs + 3]; - base_ofs += 256 * 4; + base_ofs += 4; mtx.basis[1].x = texture[base_ofs + 0]; mtx.basis[1].y = texture[base_ofs + 1]; mtx.basis[1].z = texture[base_ofs + 2]; mtx.origin.y = texture[base_ofs + 3]; - base_ofs += 256 * 4; + base_ofs += 4; mtx.basis[2].x = texture[base_ofs + 0]; mtx.basis[2].y = texture[base_ofs + 1]; mtx.basis[2].z = texture[base_ofs + 2]; @@ -3599,6 +3598,23 @@ 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 &p_data, size_t p_size) { glBindBuffer(GL_ARRAY_BUFFER, resources.skeleton_transform_buffer); diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index e6c23716a5..8f5565c96f 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -864,12 +864,16 @@ public: Set 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) { + update_list(this), + use_world_transform(false) { } }; @@ -887,6 +891,7 @@ 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 &p_data, size_t p_size); diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 371ea8498a..e3c6966e21 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -59,6 +59,10 @@ uniform ivec2 skeleton_texture_size; #endif +uniform highp mat4 skeleton_transform; +uniform highp mat4 skeleton_transform_inverse; +uniform bool skeleton_in_world_coords; + #endif #ifdef USE_INSTANCING @@ -404,7 +408,14 @@ void main() { #endif - world_matrix = bone_transform * world_matrix; + 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; + } + + #endif #ifdef USE_INSTANCING diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index e645e39f3f..ac2c100f7b 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -2044,7 +2044,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ int current_blend_mode = -1; int prev_shading = -1; - RID prev_skeleton; + RasterizerStorageGLES3::Skeleton *prev_skeleton = NULL; state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); //by default unshaded (easier to set) @@ -2058,7 +2058,10 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ RenderList::Element *e = p_elements[i]; RasterizerStorageGLES3::Material *material = e->material; - RID skeleton = e->instance->skeleton; + RasterizerStorageGLES3::Skeleton *skeleton = NULL; + if (e->instance->skeleton.is_valid()) { + skeleton = storage->skeleton_owner.getornull(e->instance->skeleton); + } bool rebind = first; @@ -2205,15 +2208,14 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ } if (prev_skeleton != skeleton) { - if (prev_skeleton.is_valid() != skeleton.is_valid()) { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, skeleton.is_valid()); + if ((prev_skeleton == NULL) != (skeleton == NULL)) { + state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, skeleton != NULL); rebind = true; } - if (skeleton.is_valid()) { - RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton); + if (skeleton) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); - glBindTexture(GL_TEXTURE_2D, sk->texture); + glBindTexture(GL_TEXTURE_2D, skeleton->texture); } } @@ -2240,6 +2242,11 @@ 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); diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index fdfa4a72e4..e38f9f922c 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -5135,6 +5135,20 @@ 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); diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index d1e02e25d6..2994bfb074 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -890,12 +890,15 @@ public: SelfList update_list; Set 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) { + update_list(this), + use_world_transform(false) { } }; @@ -913,6 +916,7 @@ 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 */ diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 3b06b08dec..630e1c2089 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -302,6 +302,8 @@ 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; @@ -430,7 +432,14 @@ void main() { vec4(0.0, 0.0, 0.0, 1.0)) * bone_weights.w; - world_matrix = transpose(m) * world_matrix; + if (skeleton_in_world_coords) { + highp mat4 bone_matrix = skeleton_transform * (transpose(m) * inverse(skeleton_transform)); + world_matrix = bone_matrix * world_matrix; + + } else { + + world_matrix = world_matrix * transpose(m); + } } #endif diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp index 652f1ebac9..44eaf3d9ef 100644 --- a/editor/import/editor_import_collada.cpp +++ b/editor/import/editor_import_collada.cpp @@ -176,7 +176,7 @@ 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); diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp index 3909d437e5..7032146229 100644 --- a/editor/import/editor_scene_importer_gltf.cpp +++ b/editor/import/editor_scene_importer_gltf.cpp @@ -2121,6 +2121,7 @@ Spatial *EditorSceneImporterGLTF::_generate_scene(GLTFState &state, int p_bake_f Vector skeletons; for (int i = 0; i < state.skins.size(); i++) { Skeleton *s = memnew(Skeleton); + s->set_use_bones_in_world_transform(false); //GLTF does not need this since meshes are always local String name = state.skins[i].name; if (name == "") { name = _gen_unique_name(state, "Skeleton"); diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp index ceea50f74a..b7279e4d4f 100644 --- a/scene/3d/skeleton.cpp +++ b/scene/3d/skeleton.cpp @@ -198,11 +198,7 @@ void Skeleton::_notification(int p_what) { case NOTIFICATION_ENTER_WORLD: { - if (dirty) { - - dirty = false; - _make_dirty(); // property make it dirty - } + VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform()); } break; case NOTIFICATION_EXIT_WORLD: { @@ -210,21 +206,7 @@ void Skeleton::_notification(int p_what) { } break; case NOTIFICATION_TRANSFORM_CHANGED: { - if (dirty) - break; //will be eventually updated - - //if moved, just update transforms - VisualServer *vs = VisualServer::get_singleton(); - const Bone *bonesptr = bones.ptr(); - int len = bones.size(); - Transform global_transform = get_global_transform(); - Transform global_transform_inverse = global_transform.affine_inverse(); - - for (int i = 0; i < len; i++) { - - const Bone &b = bonesptr[i]; - vs->skeleton_bone_set_transform(skeleton, i, global_transform * (b.transform_final * global_transform_inverse)); - } + VS::get_singleton()->skeleton_set_world_transform(skeleton, use_bones_in_world_transform, get_global_transform()); } break; case NOTIFICATION_UPDATE_SKELETON: { @@ -257,9 +239,6 @@ void Skeleton::_notification(int p_what) { rest_global_inverse_dirty = false; } - Transform global_transform = get_global_transform(); - Transform global_transform_inverse = global_transform.affine_inverse(); - for (int i = 0; i < len; i++) { Bone &b = bonesptr[order[i]]; @@ -320,7 +299,7 @@ void Skeleton::_notification(int p_what) { } b.transform_final = b.pose_global * b.rest_global_inverse; - vs->skeleton_bone_set_transform(skeleton, order[i], global_transform * (b.transform_final * global_transform_inverse)); + vs->skeleton_bone_set_transform(skeleton, order[i], b.transform_final); for (List::Element *E = b.nodes_bound.front(); E; E = E->next()) { @@ -594,10 +573,6 @@ void Skeleton::_make_dirty() { if (dirty) return; - if (!is_inside_tree()) { - dirty = true; - return; - } MessageQueue::get_singleton()->push_notification(this, NOTIFICATION_UPDATE_SKELETON); dirty = true; } @@ -771,6 +746,16 @@ 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()); + } +} +bool Skeleton::is_using_bones_in_world_transform() const { + return use_bones_in_world_transform; +} + void Skeleton::_bind_methods() { ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton::add_bone); @@ -807,6 +792,9 @@ void Skeleton::_bind_methods() { 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); @@ -818,6 +806,7 @@ void Skeleton::_bind_methods() { 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); } @@ -828,6 +817,7 @@ Skeleton::Skeleton() { process_order_dirty = true; skeleton = VisualServer::get_singleton()->skeleton_create(); set_notify_transform(true); + use_bones_in_world_transform = false; } Skeleton::~Skeleton() { diff --git a/scene/3d/skeleton.h b/scene/3d/skeleton.h index 0f463c9ea7..5f43b3c6c3 100644 --- a/scene/3d/skeleton.h +++ b/scene/3d/skeleton.h @@ -100,6 +100,7 @@ class Skeleton : public Spatial { void _make_dirty(); bool dirty; + bool use_bones_in_world_transform; // bind helpers Array _get_bound_child_nodes_to_bone(int p_bone) const { @@ -179,6 +180,9 @@ public: 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; + #ifndef _3D_DISABLED // Physical bone API diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp index 99440ff202..626ed9f5b4 100644 --- a/scene/resources/packed_scene.cpp +++ b/scene/resources/packed_scene.cpp @@ -177,8 +177,8 @@ Node *SceneState::instance(GenEditState p_edit_state) const { node = Object::cast_to(obj); } else { - print_line("Class is disabled for: " + itos(n.type)); - print_line("name: " + String(snames[n.type])); + //print_line("Class is disabled for: " + itos(n.type)); + //print_line("name: " + String(snames[n.type])); } if (node) { diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h index 8502ef5bf7..dd54698471 100644 --- a/servers/visual/rasterizer.h +++ b/servers/visual/rasterizer.h @@ -355,6 +355,7 @@ 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 */ diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h index 89a759b963..a1204c7573 100644 --- a/servers/visual/visual_server_raster.h +++ b/servers/visual/visual_server_raster.h @@ -296,6 +296,7 @@ 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 */ diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h index a6f0bd9d16..c6da6799a5 100644 --- a/servers/visual/visual_server_wrap_mt.h +++ b/servers/visual/visual_server_wrap_mt.h @@ -232,6 +232,7 @@ 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 */ diff --git a/servers/visual_server.h b/servers/visual_server.h index 96a5d19efd..63ddc3328a 100644 --- a/servers/visual_server.h +++ b/servers/visual_server.h @@ -393,6 +393,7 @@ 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 */