godot/scene/3d/skeleton.cpp
AndreaCatania 9e57a07fb6 Implemented ragdoll
Implementing ragdoll

Implementing ragdoll

Implementing ragdoll

Implementing ragdoll

Implementing ragdoll

a

Implemented implicit hierarchy.

Improved

Added some physics properties

Added bone offset to preserve COM, partially fixed scaling

work in progress

WIP

wip

Implemented Joint Gizmos

Implemented pin joint joint

Implemented all joints
2018-05-07 21:03:16 +02:00

689 lines
20 KiB
C++

/*************************************************************************/
/* skeleton.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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.h"
#include "message_queue.h"
#include "core/project_settings.h"
#include "scene/3d/physics_body.h"
#include "scene/resources/surface_tool.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_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[which].nodes_bound.clear();
for (int i = 0; i < children.size(); i++) {
NodePath path = children[i];
ERR_CONTINUE(path.operator String() == "");
Node *node = get_node(path);
ERR_CONTINUE(!node);
bind_child_node_to_bone(which, node);
}
}
} else {
return false;
}
return true;
}
bool Skeleton::_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<uint32_t>::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 path = get_path_to(node);
children.push_back(path);
}
r_ret = children;
} else
return false;
return true;
}
void Skeleton::_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"));
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_children"));
}
}
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_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));
}
} break;
case NOTIFICATION_UPDATE_SKELETON: {
VisualServer *vs = VisualServer::get_singleton();
Bone *bonesptr = &bones[0];
int len = bones.size();
vs->skeleton_allocate(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 < len; i++) {
Bone &b = bonesptr[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[i];
b.rest_global_inverse.affine_invert();
}
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[i];
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;
}
}
}
b.transform_final = b.pose_global * b.rest_global_inverse;
vs->skeleton_bone_set_transform(skeleton, i, global_transform * (b.transform_final * global_transform_inverse));
for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->get());
ERR_CONTINUE(!obj);
Spatial *sp = Object::cast_to<Spatial>(obj);
ERR_CONTINUE(!sp);
sp->set_transform(b.pose_global);
}
}
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) {
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
}
}
Transform Skeleton::get_bone_global_pose(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;
}
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 < bones.size(); i++) {
ERR_FAIL_COND(bones[i].name == "p_name");
}
Bone b;
b.name = p_name;
bones.push_back(b);
rest_global_inverse_dirty = true;
_make_dirty();
update_gizmo();
}
int Skeleton::find_bone(String p_name) const {
for (int i = 0; i < bones.size(); i++) {
if (bones[i].name == p_name)
return i;
}
return -1;
}
String Skeleton::get_bone_name(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), "");
return bones[p_bone].name;
}
int Skeleton::get_bone_count() const {
return bones.size();
}
void Skeleton::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 || p_parent >= p_bone));
bones[p_bone].parent = p_parent;
rest_global_inverse_dirty = true;
_make_dirty();
}
void Skeleton::unparent_bone_and_rest(int p_bone) {
ERR_FAIL_INDEX(p_bone, bones.size());
int parent = bones[p_bone].parent;
while (parent >= 0) {
bones[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
parent = bones[parent].parent;
}
bones[p_bone].parent = -1;
bones[p_bone].rest_global_inverse = bones[p_bone].rest.affine_inverse(); //same thing
_make_dirty();
}
void Skeleton::set_bone_ignore_animation(int p_bone, bool p_ignore) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones[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());
bones[p_bone].disable_rest = p_disable;
}
bool Skeleton::is_bone_rest_disabled(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
return bones[p_bone].disable_rest;
}
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<uint32_t>::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<Node *> *p_bound) const {
ERR_FAIL_INDEX(p_bone, bones.size());
for (const List<uint32_t>::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 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_tree());
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_tree()) {
dirty = true;
return;
}
MessageQueue::get_singleton()->push_notification(this, NOTIFICATION_UPDATE_SKELETON);
dirty = true;
}
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 _notify_physical_bones_simulation(bool start, Node *p_node) {
for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
_notify_physical_bones_simulation(start, p_node->get_child(i));
}
PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node);
if (pb) {
pb->set_simulate_physics(start);
}
}
void Skeleton::bind_physical_bone_to_bone(int p_bone, PhysicalBone *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[p_bone].physical_bone = p_physical_bone;
_rebuild_physical_bones_cache();
}
void Skeleton::unbind_physical_bone_from_bone(int p_bone) {
ERR_FAIL_INDEX(p_bone, bones.size());
bones[p_bone].physical_bone = NULL;
_rebuild_physical_bones_cache();
}
PhysicalBone *Skeleton::get_physical_bone(int p_bone) {
ERR_FAIL_INDEX_V(p_bone, bones.size(), NULL);
return bones[p_bone].physical_bone;
}
PhysicalBone *Skeleton::get_physical_bone_parent(int p_bone) {
ERR_FAIL_INDEX_V(p_bone, bones.size(), NULL);
if (bones[p_bone].cache_parent_physical_bone) {
return bones[p_bone].cache_parent_physical_bone;
}
return _get_physical_bone_parent(p_bone);
}
PhysicalBone *Skeleton::_get_physical_bone_parent(int p_bone) {
ERR_FAIL_INDEX_V(p_bone, bones.size(), NULL);
const int parent_bone = bones[p_bone].parent;
if (0 > parent_bone) {
return NULL;
}
PhysicalBone *pb = bones[parent_bone].physical_bone;
if (pb) {
return pb;
} else {
return get_physical_bone_parent(parent_bone);
}
}
void Skeleton::_rebuild_physical_bones_cache() {
const int b_size = bones.size();
for (int i = 0; i < b_size; ++i) {
bones[i].cache_parent_physical_bone = _get_physical_bone_parent(i);
if (bones[i].physical_bone)
bones[i].physical_bone->_on_bone_parent_changed();
}
}
void Skeleton::physical_bones_simulation(bool start) {
_notify_physical_bones_simulation(start, this);
}
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);
}
CollisionObject *co = Object::cast_to<CollisionObject>(p_node);
if (co) {
if (p_add) {
PhysicsServer::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception);
} else {
PhysicsServer::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception);
}
}
}
void Skeleton::physical_bones_add_collision_exception(RID p_exception) {
_physical_bones_add_remove_collision_exception(true, this, p_exception);
}
void Skeleton::physical_bones_remove_collision_exception(RID p_exception) {
_physical_bones_add_remove_collision_exception(false, this, p_exception);
}
void Skeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton::add_bone);
ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton::find_bone);
ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton::get_bone_name);
ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton::get_bone_parent);
ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton::set_bone_parent);
ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton::get_bone_count);
ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton::unparent_bone_and_rest);
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("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton::set_bone_disable_rest);
ClassDB::bind_method(D_METHOD("is_bone_rest_disabled", "bone_idx"), &Skeleton::is_bone_rest_disabled);
ClassDB::bind_method(D_METHOD("bind_child_node_to_bone", "bone_idx", "node"), &Skeleton::bind_child_node_to_bone);
ClassDB::bind_method(D_METHOD("unbind_child_node_from_bone", "bone_idx", "node"), &Skeleton::unbind_child_node_from_bone);
ClassDB::bind_method(D_METHOD("get_bound_child_nodes_to_bone", "bone_idx"), &Skeleton::_get_bound_child_nodes_to_bone);
ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton::clear_bones);
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("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("physical_bones_simulation", "start"), &Skeleton::physical_bones_simulation);
ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton::physical_bones_add_collision_exception);
ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton::physical_bones_remove_collision_exception);
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
}
Skeleton::Skeleton() {
rest_global_inverse_dirty = true;
dirty = false;
skeleton = VisualServer::get_singleton()->skeleton_create();
set_notify_transform(true);
}
Skeleton::~Skeleton() {
VisualServer::get_singleton()->free(skeleton);
}