godot/scene/3d/skeleton.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

631 lines
16 KiB
C++

/*************************************************************************/
/* skeleton.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_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_childs") {
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_name,Variant &r_ret) const {
String path=p_name;
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_childs") {
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=obj->cast_to<Node>();
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_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<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;
}
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;
}
}
}
vs->skeleton_bone_set_transform( skeleton, i, b.pose_global * b.rest_global_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 = obj->cast_to<Spatial>();
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_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(obj->cast_to<Node>());
}
}
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;
}
RES Skeleton::_get_gizmo_geometry() const {
if (!GLOBAL_DEF("debug/draw_skeleton", true))
return RES();
if (bones.size()==0)
return RES();
Ref<SurfaceTool> surface_tool( memnew( SurfaceTool ));
Ref<FixedMaterial> 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;i<len;i++) {
const Bone &b=bonesptr[i];
Transform t;
if (b.parent<0)
continue;
Vector3 v1=(bonesptr[b.parent].pose_global * bonesptr[b.parent].rest_global_inverse).xform(bonesptr[b.parent].rest_global_inverse.affine_inverse().origin);
Vector3 v2=(b.pose_global * b.rest_global_inverse).xform(b.rest_global_inverse.affine_inverse().origin);
surface_tool->add_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("unparent_bone_and_rest","bone_idx"),&Skeleton::unparent_bone_and_rest);
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("set_bone_disable_rest","bone_idx","disable"),&Skeleton::set_bone_disable_rest);
ObjectTypeDB::bind_method(_MD("is_bone_rest_disabled","bone_idx"),&Skeleton::is_bone_rest_disabled);
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("set_bone_global_pose","bone_idx","pose"),&Skeleton::set_bone_global_pose);
ObjectTypeDB::bind_method(_MD("get_bone_global_pose","bone_idx"),&Skeleton::get_bone_global_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 );
}