/*************************************************************************/ /* skeleton.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "skeleton.h" #include "message_queue.h" #include "scene/resources/surface_tool.h" #include "core/globals.h" bool Skeleton::_set(const StringName& p_path, const Variant& p_value) { String path = p_path; if (!path.begins_with("bones/")) return false; int which=path.get_slice("/",1).to_int(); String what=path.get_slice("/",2); if (which==bones.size() && what=="name") { add_bone(p_value); return true; } ERR_FAIL_INDEX_V( which, bones.size(), false ); if (what=="parent") set_bone_parent(which, p_value ); else if (what=="rest") set_bone_rest(which, p_value); else if (what=="enabled") set_bone_enabled(which, p_value); else if (what=="pose") set_bone_pose(which, p_value); else if (what=="bound_childs") { Array children=p_value; bones[which].nodes_bound.clear(); for (int i=0;i::Element *E=bones[which].nodes_bound.front();E;E=E->next()) { Object *obj=ObjectDB::get_instance(E->get()); ERR_CONTINUE(!obj); Node *node=obj->cast_to(); ERR_CONTINUE(!node); NodePath path=get_path_to(node); children.push_back(path); } r_ret=children; } else return false; return true; } void Skeleton::_get_property_list( List* p_list ) const { for (int i=0;ipush_back( PropertyInfo( Variant::STRING, prep+"name" ) ); p_list->push_back( PropertyInfo( Variant::INT, prep+"parent" , PROPERTY_HINT_RANGE,"-1,"+itos(i-1)+",1") ); p_list->push_back( PropertyInfo( Variant::TRANSFORM, prep+"rest" ) ); p_list->push_back( PropertyInfo( Variant::BOOL, prep+"enabled" ) ); p_list->push_back( PropertyInfo( Variant::TRANSFORM, prep+"pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR ) ); p_list->push_back( PropertyInfo( Variant::ARRAY, prep+"bound_childs" ) ); } } void Skeleton::_notification(int p_what) { switch(p_what) { case NOTIFICATION_ENTER_WORLD: { if (dirty) { dirty=false; _make_dirty(); // property make it dirty } } break; case NOTIFICATION_EXIT_WORLD: { } break; case NOTIFICATION_UPDATE_SKELETON: { VisualServer *vs=VisualServer::get_singleton(); Bone *bonesptr=&bones[0]; int len=bones.size(); vs->skeleton_resize( skeleton, len ); // if same size, nothin really happens // pose changed, rebuild cache of inverses if (rest_global_inverse_dirty) { // calculate global rests and invert them for (int i=0;i=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=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; } } vs->skeleton_bone_set_transform( skeleton, i, b.pose_global * b.rest_global_inverse ); for(List::Element *E=b.nodes_bound.front();E;E=E->next()) { Object *obj=ObjectDB::get_instance(E->get()); ERR_CONTINUE(!obj); Spatial *sp = obj->cast_to(); ERR_CONTINUE(!sp); sp->set_transform(b.pose_global * b.rest_global_inverse); } } 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(this)->notification(NOTIFICATION_UPDATE_SKELETON); return bones[p_bone].pose_global * bones[p_bone].rest_global_inverse; } RID Skeleton::get_skeleton() const { return skeleton; } // skeleton creation api void Skeleton::add_bone(const String& p_name) { ERR_FAIL_COND( p_name=="" || p_name.find(":")!=-1 || p_name.find("/")!=-1 ); for (int i=0;i=p_bone)); bones[p_bone].parent=p_parent; rest_global_inverse_dirty=true; _make_dirty(); } int Skeleton::get_bone_parent(int p_bone) const { ERR_FAIL_INDEX_V( p_bone, bones.size(), -1 ); return bones[p_bone].parent; } void Skeleton::set_bone_rest(int p_bone, const Transform& p_rest) { ERR_FAIL_INDEX( p_bone, bones.size() ); bones[p_bone].rest=p_rest; rest_global_inverse_dirty=true; _make_dirty(); } Transform Skeleton::get_bone_rest(int p_bone) const { ERR_FAIL_INDEX_V( p_bone, bones.size(), Transform() ); return bones[p_bone].rest; } void Skeleton::set_bone_enabled(int p_bone, bool p_enabled) { ERR_FAIL_INDEX( p_bone, bones.size() ); bones[p_bone].enabled=p_enabled; rest_global_inverse_dirty=true; _make_dirty(); } bool Skeleton::is_bone_enabled(int p_bone) const { ERR_FAIL_INDEX_V( p_bone, bones.size(), false ); return bones[p_bone].enabled; } void Skeleton::bind_child_node_to_bone(int p_bone,Node *p_node) { ERR_FAIL_NULL(p_node); ERR_FAIL_INDEX( p_bone, bones.size() ); uint32_t id=p_node->get_instance_ID(); for (List::Element *E=bones[p_bone].nodes_bound.front();E;E=E->next()) { if (E->get()==id) return; // already here } bones[p_bone].nodes_bound.push_back(id); } void Skeleton::unbind_child_node_from_bone(int p_bone,Node *p_node) { ERR_FAIL_NULL(p_node); ERR_FAIL_INDEX( p_bone, bones.size() ); uint32_t id=p_node->get_instance_ID(); bones[p_bone].nodes_bound.erase(id); } void Skeleton::get_bound_child_nodes_to_bone(int p_bone,List *p_bound) const { ERR_FAIL_INDEX( p_bone, bones.size() ); for (const List::Element *E=bones[p_bone].nodes_bound.front();E;E=E->next()) { Object *obj=ObjectDB::get_instance(E->get()); ERR_CONTINUE(!obj); p_bound->push_back(obj->cast_to()); } } void Skeleton::clear_bones() { bones.clear(); rest_global_inverse_dirty=true; _make_dirty(); } // posing api void Skeleton::set_bone_pose(int p_bone, const Transform& p_pose) { ERR_FAIL_INDEX( p_bone, bones.size() ); ERR_FAIL_COND( !is_inside_scene() ); bones[p_bone].pose=p_pose; _make_dirty(); } Transform Skeleton::get_bone_pose(int p_bone) const { ERR_FAIL_INDEX_V( p_bone, bones.size(), Transform() ); 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[p_bone].custom_pose_enable=(p_custom_pose!=Transform()); bones[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) return; if (!is_inside_scene()) { dirty=true; return; } MessageQueue::get_singleton()->push_notification( this, NOTIFICATION_UPDATE_SKELETON ); dirty=true; } RES Skeleton::_get_gizmo_geometry() const { if (!GLOBAL_DEF("debug/draw_skeleton", true)) return RES(); if (bones.size()==0) return RES(); Ref surface_tool( memnew( SurfaceTool )); Ref mat( memnew( FixedMaterial )); mat->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.6,1.0,0.3,0.1) ); mat->set_line_width(4); mat->set_flag(Material::FLAG_DOUBLE_SIDED,true); mat->set_flag(Material::FLAG_UNSHADED,true); mat->set_flag(Material::FLAG_ONTOP,true); mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true); surface_tool->begin(Mesh::PRIMITIVE_LINES); surface_tool->set_material(mat); const Bone *bonesptr=&bones[0]; int len=bones.size(); for (int i=0;iadd_vertex(v1); surface_tool->add_vertex(v2); } return surface_tool->commit(); } void Skeleton::localize_rests() { for(int i=bones.size()-1;i>=0;i--) { if (bones[i].parent>=0) set_bone_rest(i,bones[bones[i].parent].rest.affine_inverse() * bones[i].rest); } } void Skeleton::_bind_methods() { ObjectTypeDB::bind_method(_MD("add_bone","name"),&Skeleton::add_bone); ObjectTypeDB::bind_method(_MD("find_bone","name"),&Skeleton::find_bone); ObjectTypeDB::bind_method(_MD("get_bone_name","bone_idx"),&Skeleton::get_bone_name); ObjectTypeDB::bind_method(_MD("get_bone_parent","bone_idx"),&Skeleton::get_bone_parent); ObjectTypeDB::bind_method(_MD("set_bone_parent","bone_idx","parent_idx"),&Skeleton::set_bone_parent); ObjectTypeDB::bind_method(_MD("get_bone_count"),&Skeleton::get_bone_count); ObjectTypeDB::bind_method(_MD("get_bone_rest","bone_idx"),&Skeleton::get_bone_rest); ObjectTypeDB::bind_method(_MD("set_bone_rest","bone_idx","rest"),&Skeleton::set_bone_rest); ObjectTypeDB::bind_method(_MD("bind_child_node_to_bone","bone_idx","node:Node"),&Skeleton::bind_child_node_to_bone); ObjectTypeDB::bind_method(_MD("unbind_child_node_from_bone","bone_idx","node:Node"),&Skeleton::unbind_child_node_from_bone); ObjectTypeDB::bind_method(_MD("get_bound_child_nodes_to_bone","bone_idx"),&Skeleton::_get_bound_child_nodes_to_bone); ObjectTypeDB::bind_method(_MD("clear_bones"),&Skeleton::clear_bones); ObjectTypeDB::bind_method(_MD("get_bone_pose","bone_idx"),&Skeleton::get_bone_pose); ObjectTypeDB::bind_method(_MD("set_bone_pose","bone_idx","pose"),&Skeleton::set_bone_pose); ObjectTypeDB::bind_method(_MD("get_bone_custom_pose","bone_idx"),&Skeleton::get_bone_custom_pose); ObjectTypeDB::bind_method(_MD("set_bone_custom_pose","bone_idx","custom_pose"),&Skeleton::set_bone_custom_pose); ObjectTypeDB::bind_method(_MD("get_bone_transform","bone_idx"),&Skeleton::get_bone_transform); BIND_CONSTANT( NOTIFICATION_UPDATE_SKELETON ); } Skeleton::Skeleton() { rest_global_inverse_dirty=true; dirty=false; skeleton=VisualServer::get_singleton()->skeleton_create(); } Skeleton::~Skeleton() { VisualServer::get_singleton()->free( skeleton ); }