godot/scene/3d/skeleton_3d.cpp
reduz 8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00

938 lines
29 KiB
C++

/*************************************************************************/
/* skeleton_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 "skeleton_3d.h"
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/object/message_queue.h"
#include "core/variant/type_info.h"
#include "scene/3d/physics_body_3d.h"
#include "scene/resources/surface_tool.h"
#include "scene/scene_string_names.h"
void SkinReference::_skin_changed() {
if (skeleton_node) {
skeleton_node->_make_dirty();
}
skeleton_version = 0;
}
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);
}
RS::get_singleton()->free(skeleton);
}
///////////////////////////////////////
bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
if (!path.begins_with("bones/")) {
return false;
}
int which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 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_children") {
Array children = p_value;
if (is_inside_tree()) {
bones.write[which].nodes_bound.clear();
for (int i = 0; i < children.size(); i++) {
NodePath npath = children[i];
ERR_CONTINUE(npath.operator String() == "");
Node *node = get_node(npath);
ERR_CONTINUE(!node);
bind_child_node_to_bone(which, node);
}
}
} else {
return false;
}
return true;
}
bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
if (!path.begins_with("bones/")) {
return false;
}
int which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
ERR_FAIL_INDEX_V(which, bones.size(), false);
if (what == "name") {
r_ret = get_bone_name(which);
} else if (what == "parent") {
r_ret = get_bone_parent(which);
} else if (what == "rest") {
r_ret = get_bone_rest(which);
} else if (what == "enabled") {
r_ret = is_bone_enabled(which);
} else if (what == "pose") {
r_ret = get_bone_pose(which);
} else if (what == "bound_children") {
Array children;
for (const List<ObjectID>::Element *E = bones[which].nodes_bound.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->get());
ERR_CONTINUE(!obj);
Node *node = Object::cast_to<Node>(obj);
ERR_CONTINUE(!node);
NodePath npath = get_path_to(node);
children.push_back(npath);
}
r_ret = children;
} else {
return false;
}
return true;
}
void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
for (int i = 0; i < bones.size(); i++) {
String prep = "bones/" + itos(i) + "/";
p_list->push_back(PropertyInfo(Variant::STRING, prep + "name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "rest", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::ARRAY, prep + "bound_children", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
}
}
void Skeleton3D::_update_process_order() {
if (!process_order_dirty) {
return;
}
Bone *bonesptr = bones.ptrw();
int len = bones.size();
process_order.resize(len);
int *order = process_order.ptrw();
for (int i = 0; i < len; i++) {
if (bonesptr[i].parent >= len) {
//validate this just in case
ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
bonesptr[i].parent = -1;
}
order[i] = i;
bonesptr[i].sort_index = i;
}
//now check process order
int pass_count = 0;
while (pass_count < len * len) {
//using bubblesort because of simplicity, it won't run every frame though.
//bublesort worst case is O(n^2), and this may be an infinite loop if cyclic
bool swapped = false;
for (int i = 0; i < len; i++) {
int parent_idx = bonesptr[order[i]].parent;
if (parent_idx < 0) {
continue; //do nothing because it has no parent
}
//swap indices
int parent_order = bonesptr[parent_idx].sort_index;
if (parent_order > i) {
bonesptr[order[i]].sort_index = parent_order;
bonesptr[parent_idx].sort_index = i;
//swap order
SWAP(order[i], order[parent_order]);
swapped = true;
}
}
if (!swapped) {
break;
}
pass_count++;
}
if (pass_count == len * len) {
ERR_PRINT("Skeleton3D parenthood graph is cyclic");
}
process_order_dirty = false;
}
void Skeleton3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_UPDATE_SKELETON: {
RenderingServer *rs = RenderingServer::get_singleton();
Bone *bonesptr = bones.ptrw();
int len = bones.size();
_update_process_order();
const int *order = process_order.ptr();
for (int i = 0; i < len; i++) {
Bone &b = bonesptr[order[i]];
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) {
pose = b.custom_pose * pose;
}
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * pose;
} else {
b.pose_global = pose;
}
} else {
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global;
} else {
b.pose_global = Transform();
}
}
} 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);
}
}
if (b.global_pose_override_reset) {
b.global_pose_override_amount = 0.0;
}
for (List<ObjectID>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->get());
ERR_CONTINUE(!obj);
Node3D *node_3d = Object::cast_to<Node3D>(obj);
ERR_CONTINUE(!node_3d);
node_3d->set_transform(b.pose_global);
}
}
//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) {
RS::get_singleton()->skeleton_allocate_data(skeleton, bind_count);
E->get()->bind_count = bind_count;
E->get()->skin_bone_indices.resize(bind_count);
E->get()->skin_bone_indices_ptrs = E->get()->skin_bone_indices.ptrw();
}
if (E->get()->skeleton_version != version) {
for (uint32_t i = 0; i < bind_count; i++) {
StringName bind_name = skin->get_bind_name(i);
if (bind_name != StringName()) {
//bind name used, use this
bool found = false;
for (int j = 0; j < len; j++) {
if (bonesptr[j].name == bind_name) {
E->get()->skin_bone_indices_ptrs[i] = j;
found = true;
break;
}
}
if (!found) {
ERR_PRINT("Skin bind #" + itos(i) + " contains named bind '" + String(bind_name) + "' but Skeleton3D has no bone by that name.");
E->get()->skin_bone_indices_ptrs[i] = 0;
}
} else if (skin->get_bind_bone(i) >= 0) {
int bind_index = skin->get_bind_bone(i);
if (bind_index >= len) {
ERR_PRINT("Skin bind #" + itos(i) + " contains bone index bind: " + itos(bind_index) + " , which is greater than the skeleton bone count: " + itos(len) + ".");
E->get()->skin_bone_indices_ptrs[i] = 0;
} else {
E->get()->skin_bone_indices_ptrs[i] = bind_index;
}
} else {
ERR_PRINT("Skin bind #" + itos(i) + " does not contain a name nor a bone index.");
E->get()->skin_bone_indices_ptrs[i] = 0;
}
}
E->get()->skeleton_version = version;
}
for (uint32_t i = 0; i < bind_count; i++) {
uint32_t bone_index = E->get()->skin_bone_indices_ptrs[i];
ERR_CONTINUE(bone_index >= (uint32_t)len);
rs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].pose_global * skin->get_bind_pose(i));
}
}
dirty = false;
#ifdef TOOLS_ENABLED
emit_signal(SceneStringNames::get_singleton()->pose_updated);
#endif // TOOLS_ENABLED
} break;
#ifndef _3D_DISABLED
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
// This is active only if the skeleton animates the physical bones
// and the state of the bone is not active.
if (animate_physical_bones) {
for (int i = 0; i < bones.size(); i += 1) {
if (bones[i].physical_bone) {
if (bones[i].physical_bone->is_simulating_physics() == false) {
bones[i].physical_bone->reset_to_rest_position();
}
}
}
}
} break;
case NOTIFICATION_READY: {
if (Engine::get_singleton()->is_editor_hint()) {
set_physics_process_internal(true);
}
} break;
#endif
}
}
void Skeleton3D::clear_bones_global_pose_override() {
for (int i = 0; i < bones.size(); i += 1) {
bones.write[i].global_pose_override_amount = 0;
}
_make_dirty();
}
void Skeleton3D::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());
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 Skeleton3D::get_bone_global_pose(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
if (dirty) {
const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
}
return bones[p_bone].pose_global;
}
// skeleton creation api
void Skeleton3D::add_bone(const String &p_name) {
ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
for (int i = 0; i < bones.size(); i++) {
ERR_FAIL_COND(bones[i].name == p_name);
}
Bone b;
b.name = p_name;
bones.push_back(b);
process_order_dirty = true;
version++;
_make_dirty();
update_gizmo();
}
int Skeleton3D::find_bone(const String &p_name) const {
for (int i = 0; i < bones.size(); i++) {
if (bones[i].name == p_name) {
return i;
}
}
return -1;
}
String Skeleton3D::get_bone_name(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), "");
return bones[p_bone].name;
}
bool Skeleton3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
int parent_of_bone = get_bone_parent(p_bone);
if (-1 == parent_of_bone) {
return false;
}
if (parent_of_bone == p_parent_bone_id) {
return true;
}
return is_bone_parent_of(parent_of_bone, p_parent_bone_id);
}
int Skeleton3D::get_bone_count() const {
return bones.size();
}
void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
ERR_FAIL_INDEX(p_bone, bones.size());
ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
bones.write[p_bone].parent = p_parent;
process_order_dirty = true;
_make_dirty();
}
void Skeleton3D::unparent_bone_and_rest(int p_bone) {
ERR_FAIL_INDEX(p_bone, bones.size());
_update_process_order();
int parent = bones[p_bone].parent;
while (parent >= 0) {
bones.write[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
parent = bones[parent].parent;
}
bones.write[p_bone].parent = -1;
process_order_dirty = true;
_make_dirty();
}
void Skeleton3D::set_bone_disable_rest(int p_bone, bool p_disable) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones.write[p_bone].disable_rest = p_disable;
}
bool Skeleton3D::is_bone_rest_disabled(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
return bones[p_bone].disable_rest;
}
int Skeleton3D::get_bone_parent(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), -1);
return bones[p_bone].parent;
}
void Skeleton3D::set_bone_rest(int p_bone, const Transform &p_rest) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones.write[p_bone].rest = p_rest;
_make_dirty();
}
Transform Skeleton3D::get_bone_rest(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
return bones[p_bone].rest;
}
void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones.write[p_bone].enabled = p_enabled;
_make_dirty();
}
bool Skeleton3D::is_bone_enabled(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
return bones[p_bone].enabled;
}
void Skeleton3D::bind_child_node_to_bone(int p_bone, Node *p_node) {
ERR_FAIL_NULL(p_node);
ERR_FAIL_INDEX(p_bone, bones.size());
ObjectID id = p_node->get_instance_id();
for (const List<ObjectID>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
if (E->get() == id) {
return; // already here
}
}
bones.write[p_bone].nodes_bound.push_back(id);
}
void Skeleton3D::unbind_child_node_from_bone(int p_bone, Node *p_node) {
ERR_FAIL_NULL(p_node);
ERR_FAIL_INDEX(p_bone, bones.size());
ObjectID id = p_node->get_instance_id();
bones.write[p_bone].nodes_bound.erase(id);
}
void Skeleton3D::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const {
ERR_FAIL_INDEX(p_bone, bones.size());
for (const List<ObjectID>::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(Object::cast_to<Node>(obj));
}
}
void Skeleton3D::clear_bones() {
bones.clear();
process_order_dirty = true;
version++;
_make_dirty();
}
// posing api
void Skeleton3D::set_bone_pose(int p_bone, const Transform &p_pose) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones.write[p_bone].pose = p_pose;
if (is_inside_tree()) {
_make_dirty();
}
}
Transform Skeleton3D::get_bone_pose(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
return bones[p_bone].pose;
}
void Skeleton3D::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 Skeleton3D::get_bone_custom_pose(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
return bones[p_bone].custom_pose;
}
void Skeleton3D::_make_dirty() {
if (dirty) {
return;
}
MessageQueue::get_singleton()->push_notification(this, NOTIFICATION_UPDATE_SKELETON);
dirty = true;
}
int Skeleton3D::get_process_order(int p_idx) {
ERR_FAIL_INDEX_V(p_idx, bones.size(), -1);
_update_process_order();
return process_order[p_idx];
}
Vector<int> Skeleton3D::get_bone_process_orders() {
_update_process_order();
return process_order;
}
void Skeleton3D::localize_rests() {
_update_process_order();
for (int i = bones.size() - 1; i >= 0; i--) {
int idx = process_order[i];
if (bones[idx].parent >= 0) {
set_bone_rest(idx, bones[bones[idx].parent].rest.affine_inverse() * bones[idx].rest);
}
}
}
#ifndef _3D_DISABLED
void Skeleton3D::set_animate_physical_bones(bool p_animate) {
animate_physical_bones = p_animate;
if (Engine::get_singleton()->is_editor_hint() == false) {
bool sim = false;
for (int i = 0; i < bones.size(); i += 1) {
if (bones[i].physical_bone) {
bones[i].physical_bone->reset_physics_simulation_state();
if (bones[i].physical_bone->is_simulating_physics()) {
sim = true;
}
}
}
set_physics_process_internal(sim == false && p_animate);
}
}
bool Skeleton3D::get_animate_physical_bones() const {
return animate_physical_bones;
}
void Skeleton3D::bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone) {
ERR_FAIL_INDEX(p_bone, bones.size());
ERR_FAIL_COND(bones[p_bone].physical_bone);
ERR_FAIL_COND(!p_physical_bone);
bones.write[p_bone].physical_bone = p_physical_bone;
_rebuild_physical_bones_cache();
}
void Skeleton3D::unbind_physical_bone_from_bone(int p_bone) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones.write[p_bone].physical_bone = nullptr;
_rebuild_physical_bones_cache();
}
PhysicalBone3D *Skeleton3D::get_physical_bone(int p_bone) {
ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr);
return bones[p_bone].physical_bone;
}
PhysicalBone3D *Skeleton3D::get_physical_bone_parent(int p_bone) {
ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr);
if (bones[p_bone].cache_parent_physical_bone) {
return bones[p_bone].cache_parent_physical_bone;
}
return _get_physical_bone_parent(p_bone);
}
PhysicalBone3D *Skeleton3D::_get_physical_bone_parent(int p_bone) {
ERR_FAIL_INDEX_V(p_bone, bones.size(), nullptr);
const int parent_bone = bones[p_bone].parent;
if (0 > parent_bone) {
return nullptr;
}
PhysicalBone3D *pb = bones[parent_bone].physical_bone;
if (pb) {
return pb;
} else {
return get_physical_bone_parent(parent_bone);
}
}
void Skeleton3D::_rebuild_physical_bones_cache() {
const int b_size = bones.size();
for (int i = 0; i < b_size; ++i) {
PhysicalBone3D *parent_pb = _get_physical_bone_parent(i);
if (parent_pb != bones[i].physical_bone) {
bones.write[i].cache_parent_physical_bone = parent_pb;
if (bones[i].physical_bone) {
bones[i].physical_bone->_on_bone_parent_changed();
}
}
}
}
void _pb_stop_simulation(Node *p_node) {
for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
_pb_stop_simulation(p_node->get_child(i));
}
PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
if (pb) {
pb->set_simulate_physics(false);
}
}
void Skeleton3D::physical_bones_stop_simulation() {
_pb_stop_simulation(this);
if (Engine::get_singleton()->is_editor_hint() == false && animate_physical_bones) {
set_physics_process_internal(true);
}
}
void _pb_start_simulation(const Skeleton3D *p_skeleton, Node *p_node, const Vector<int> &p_sim_bones) {
for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
_pb_start_simulation(p_skeleton, p_node->get_child(i), p_sim_bones);
}
PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
if (pb) {
for (int i = p_sim_bones.size() - 1; 0 <= i; --i) {
if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
pb->set_simulate_physics(true);
break;
}
}
}
}
void Skeleton3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) {
set_physics_process_internal(false);
Vector<int> sim_bones;
if (p_bones.size() <= 0) {
sim_bones.push_back(0); // if no bones is specified, activate ragdoll on full body
} else {
sim_bones.resize(p_bones.size());
int c = 0;
for (int i = sim_bones.size() - 1; 0 <= i; --i) {
int bone_id = find_bone(p_bones[i]);
if (bone_id != -1) {
sim_bones.write[c++] = bone_id;
}
}
sim_bones.resize(c);
}
_pb_start_simulation(this, this, sim_bones);
}
void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RID p_exception) {
for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
_physical_bones_add_remove_collision_exception(p_add, p_node->get_child(i), p_exception);
}
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_node);
if (co) {
if (p_add) {
PhysicsServer3D::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception);
} else {
PhysicsServer3D::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception);
}
}
}
void Skeleton3D::physical_bones_add_collision_exception(RID p_exception) {
_physical_bones_add_remove_collision_exception(true, this, p_exception);
}
void Skeleton3D::physical_bones_remove_collision_exception(RID p_exception) {
_physical_bones_add_remove_collision_exception(false, this, p_exception);
}
#endif // _3D_DISABLED
void Skeleton3D::_skin_changed() {
_make_dirty();
}
Ref<SkinReference> Skeleton3D::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 = RenderingServer::get_singleton()->skeleton_create();
skin_ref->skeleton_node = this;
skin_ref->skin = skin;
skin_bindings.insert(skin_ref.operator->());
skin->connect("changed", Callable(skin_ref.operator->(), "_skin_changed"));
_make_dirty(); //skin needs to be updated, so update skeleton
return skin_ref;
}
// helper functions
Transform Skeleton3D::bone_transform_to_world_transform(Transform p_bone_transform) {
return get_global_transform() * p_bone_transform;
}
Transform Skeleton3D::world_transform_to_bone_transform(Transform p_world_transform) {
return get_global_transform().affine_inverse() * p_world_transform;
}
void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bone_process_orders"), &Skeleton3D::get_bone_process_orders);
ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton3D::add_bone);
ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton3D::find_bone);
ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton3D::get_bone_name);
ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton3D::get_bone_parent);
ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton3D::set_bone_parent);
ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton3D::get_bone_count);
ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton3D::unparent_bone_and_rest);
ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton3D::get_bone_rest);
ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton3D::set_bone_rest);
ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton3D::register_skin);
ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton3D::localize_rests);
ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton3D::set_bone_disable_rest);
ClassDB::bind_method(D_METHOD("is_bone_rest_disabled", "bone_idx"), &Skeleton3D::is_bone_rest_disabled);
ClassDB::bind_method(D_METHOD("bind_child_node_to_bone", "bone_idx", "node"), &Skeleton3D::bind_child_node_to_bone);
ClassDB::bind_method(D_METHOD("unbind_child_node_from_bone", "bone_idx", "node"), &Skeleton3D::unbind_child_node_from_bone);
ClassDB::bind_method(D_METHOD("get_bound_child_nodes_to_bone", "bone_idx"), &Skeleton3D::_get_bound_child_nodes_to_bone);
ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton3D::clear_bones);
ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton3D::get_bone_pose);
ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton3D::set_bone_pose);
ClassDB::bind_method(D_METHOD("clear_bones_global_pose_override"), &Skeleton3D::clear_bones_global_pose_override);
ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_global_pose_override, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton3D::get_bone_global_pose);
ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton3D::get_bone_custom_pose);
ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton3D::set_bone_custom_pose);
ClassDB::bind_method(D_METHOD("bone_transform_to_world_transform", "bone_transform"), &Skeleton3D::bone_transform_to_world_transform);
ClassDB::bind_method(D_METHOD("world_transform_to_bone_transform", "world_transform"), &Skeleton3D::world_transform_to_bone_transform);
#ifndef _3D_DISABLED
ClassDB::bind_method(D_METHOD("set_animate_physical_bones"), &Skeleton3D::set_animate_physical_bones);
ClassDB::bind_method(D_METHOD("get_animate_physical_bones"), &Skeleton3D::get_animate_physical_bones);
ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton3D::physical_bones_stop_simulation);
ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton3D::physical_bones_start_simulation_on, DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton3D::physical_bones_add_collision_exception);
ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones");
#endif // _3D_DISABLED
#ifdef TOOLS_ENABLED
ADD_SIGNAL(MethodInfo("pose_updated"));
#endif // TOOLS_ENABLED
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
}
Skeleton3D::Skeleton3D() {
}
Skeleton3D::~Skeleton3D() {
//some skins may remain bound
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
E->get()->skeleton_node = nullptr;
}
}