pandemonium_engine/modules/skeleton_editor/skeleton_editor_plugin.cpp

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/*************************************************************************/
/* skeleton_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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_editor_plugin.h"
#include "core/io/resource_saver.h"
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#include "editor/animation_track_editor.h"
#include "editor/editor_file_dialog.h"
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#include "editor/editor_inspector.h"
#include "editor/editor_properties.h"
#include "editor/editor_scale.h"
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#include "editor/editor_settings.h"
#include "editor/editor_spin_slider.h"
#include "editor/plugins/animation_player_editor_plugin.h"
#include "editor/plugins/spatial_editor_plugin.h"
#include "scene/3d/collision_shape.h"
#include "scene/3d/mesh_instance.h"
#include "scene/3d/physics_body.h"
#include "scene/3d/physics_joint.h"
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#include "scene/gui/check_box.h"
#include "scene/gui/grid_container.h"
#include "scene/gui/label.h"
#include "scene/gui/popup_menu.h"
#include "scene/gui/separator.h"
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#include "scene/gui/texture_rect.h"
#include "scene/gui/tree.h"
#include "scene/main/viewport.h"
#include "scene/resources/capsule_shape.h"
#include "scene/resources/skin.h"
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#include "scene/resources/sphere_shape.h"
#include "scene/resources/surface_tool.h"
#define DISTANCE_DEFAULT 4
#define GIZMO_ARROW_SIZE 0.35
#define GIZMO_RING_HALF_WIDTH 0.1
//#define GIZMO_SCALE_DEFAULT 0.15
#define GIZMO_PLANE_SIZE 0.2
#define GIZMO_PLANE_DST 0.3
#define GIZMO_CIRCLE_SIZE 1.1
#define GIZMO_SCALE_OFFSET (GIZMO_CIRCLE_SIZE + 0.3)
#define GIZMO_ARROW_OFFSET (GIZMO_CIRCLE_SIZE + 0.3)
#define ZOOM_FREELOOK_MIN 0.01
#define ZOOM_FREELOOK_MULTIPLIER 1.08
#define ZOOM_FREELOOK_INDICATOR_DELAY_S 1.5
#ifdef REAL_T_IS_DOUBLE
#define ZOOM_FREELOOK_MAX 1'000'000'000'000
#else
#define ZOOM_FREELOOK_MAX 10'000
#endif
#define MIN_Z 0.01
#define MAX_Z 1000000.0
#define MIN_FOV 0.01
#define MAX_FOV 179
void BoneTransformEditor::create_editors() {
const Color section_color = get_color("prop_subsection", "Editor");
section = memnew(EditorInspectorSection);
section->setup("trf_properties", label, this, section_color, true);
section->unfold();
add_child(section);
enabled_checkbox = memnew(EditorPropertyCheck());
enabled_checkbox->set_label("Pose Enabled");
enabled_checkbox->connect("property_changed", this, "_value_changed");
section->get_vbox()->add_child(enabled_checkbox);
// Position property.
position_property = memnew(EditorPropertyVector3());
position_property->setup(-10000, 10000, 0.001f, true);
position_property->set_label("Position");
position_property->connect("property_changed", this, "_value_changed");
section->get_vbox()->add_child(position_property);
// Rotation property
rotation_property = memnew(EditorPropertyQuat());
rotation_property->setup(-10000, 10000, 0.001f, true);
rotation_property->set_label("Rotation");
rotation_property->connect("property_changed", this, "_value_changed");
section->get_vbox()->add_child(rotation_property);
// Scale property
scale_property = memnew(EditorPropertyVector3());
scale_property->setup(-10000, 10000, 0.001f, true);
scale_property->set_label("Scale");
scale_property->set_use_folding(true);
scale_property->set_read_only(false);
scale_property->connect("property_changed", this, "_value_changed_vector3");
section->get_vbox()->add_child(scale_property);
// Transform/Matrix section
rest_section = memnew(EditorInspectorSection);
rest_section->setup("trf_properties_transform", "Rest", this, section_color, true);
section->get_vbox()->add_child(rest_section);
// Transform/Matrix property
rest_matrix = memnew(EditorPropertyTransform());
rest_matrix->setup(-10000, 10000, 0.001f, true);
rest_matrix->set_label("Transform");
rest_section->get_vbox()->add_child(rest_matrix);
}
void BoneTransformEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
create_editors();
}
}
}
void BoneTransformEditor::_value_changed(const String &p_path, const Variant &p_value, const String &p_name, bool changing) {
if (updating) {
return;
}
if (skeleton) {
undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
undo_redo->add_undo_property(skeleton, p_path, skeleton->get(p_path));
undo_redo->add_do_property(skeleton, p_path, p_value);
undo_redo->commit_action();
}
}
void BoneTransformEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_value_changed"), &BoneTransformEditor::_value_changed);
//ClassDB::bind_method(D_METHOD("update_joint_tree"), &BoneTransformEditor::update_joint_tree);
}
BoneTransformEditor::BoneTransformEditor(Skeleton *p_skeleton) {
skeleton = p_skeleton;
enabled_checkbox = nullptr;
keyable = false;
toggle_enabled = false;
updating = false;
undo_redo = EditorNode::get_undo_redo();
}
void BoneTransformEditor::set_target(const String &p_prop) {
enabled_checkbox->set_object_and_property(skeleton, p_prop + "enabled");
enabled_checkbox->update_property();
position_property->set_object_and_property(skeleton, p_prop + "position");
position_property->update_property();
rotation_property->set_object_and_property(skeleton, p_prop + "rotation");
rotation_property->update_property();
scale_property->set_object_and_property(skeleton, p_prop + "scale");
scale_property->update_property();
rest_matrix->set_object_and_property(skeleton, p_prop + "rest");
rest_matrix->update_property();
}
void BoneTransformEditor::_update_properties() {
/*
if (!skeleton) {
return;
}
int selected = SkeletonEditor::get_singleton()->get_selected_bone();
List<PropertyInfo> props;
skeleton->get_property_list(&props);
for (const PropertyInfo &E : props) {
PackedStringArray spr = E.name.split("/");
if (spr.size() == 3 && spr[0] == "bones") {
if (spr[1].to_int() == selected) {
if (spr[2] == "enabled") {
enabled_checkbox->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
enabled_checkbox->update_property();
enabled_checkbox->update();
}
if (spr[2] == "position") {
position_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
position_property->update_property();
position_property->update();
}
if (spr[2] == "rotation") {
rotation_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
rotation_property->update_property();
rotation_property->update();
}
if (spr[2] == "scale") {
scale_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
scale_property->update_property();
scale_property->update();
}
if (spr[2] == "rest") {
rest_matrix->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
rest_matrix->update_property();
rest_matrix->update();
}
}
}
}
*/
}
SkeletonEditor *SkeletonEditor::singleton = nullptr;
void SkeletonEditor::set_keyable(const bool p_keyable) {
keyable = p_keyable;
skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_INSERT_KEYS, !p_keyable);
skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_INSERT_KEYS_EXISTED, !p_keyable);
};
void SkeletonEditor::set_rest_options_enabled(const bool p_rest_options_enabled) {
rest_options->get_popup()->set_item_disabled(REST_OPTION_POSE_TO_REST, !p_rest_options_enabled);
};
void SkeletonEditor::_on_click_skeleton_option(int p_skeleton_option) {
if (!skeleton) {
return;
}
switch (p_skeleton_option) {
case SKELETON_OPTION_CREATE_PHYSICAL_SKELETON: {
create_physical_skeleton();
break;
}
case SKELETON_OPTION_INIT_POSE: {
init_pose();
break;
}
case SKELETON_OPTION_INSERT_KEYS: {
insert_keys(true);
break;
}
case SKELETON_OPTION_INSERT_KEYS_EXISTED: {
insert_keys(false);
break;
}
case SKELETON_OPTION_ADD_BONE: {
add_bone();
} break;
case SKELETON_OPTION_REMOVE_BONE: {
remove_bone();
} break;
case SKELETON_OPTION_RENAME_BONE: {
rename_bone();
} break;
}
}
void SkeletonEditor::_on_click_rest_option(int p_rest_option) {
if (!skeleton) {
return;
}
switch (p_rest_option) {
case REST_OPTION_POSE_TO_REST: {
pose_to_rest();
break;
}
}
}
void SkeletonEditor::init_pose() {
const int bone_len = skeleton->get_bone_count();
if (!bone_len) {
return;
}
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
for (int i = 0; i < bone_len; i++) {
Transform rest = skeleton->get_bone_rest(i);
ur->add_do_method(skeleton, "set_bone_pose_position", i, rest.origin);
ur->add_do_method(skeleton, "set_bone_pose_rotation", i, rest.basis.get_rotation_quat());
ur->add_do_method(skeleton, "set_bone_pose_scale", i, rest.basis.get_scale());
ur->add_undo_method(skeleton, "set_bone_pose_position", i, skeleton->get_bone_pose_position(i));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", i, skeleton->get_bone_pose_rotation(i));
ur->add_undo_method(skeleton, "set_bone_pose_scale", i, skeleton->get_bone_pose_scale(i));
}
ur->commit_action();
}
void SkeletonEditor::insert_keys(bool p_all_bones) {
if (!skeleton) {
return;
}
int bone_len = skeleton->get_bone_count();
Node *root = EditorNode::get_singleton()->get_tree()->get_root();
String path = root->get_path_to(skeleton);
AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
for (int i = 0; i < bone_len; i++) {
const String name = skeleton->get_bone_name(i);
if (name.empty()) {
continue;
}
if (!p_all_bones && !te->has_transform_track(skeleton, name)) {
continue;
}
// Need to normalize the basis before you key it
Transform tform = skeleton->get_bone_pose(i);
tform.orthonormalize();
te->insert_transform_key(skeleton, name, tform);
}
}
void SkeletonEditor::pose_to_rest() {
if (!skeleton) {
return;
}
// Todo: Do method with multiple bone selection.
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Rest"), UndoRedo::MERGE_ENDS);
ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_pose(selected_bone));
ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone));
ur->commit_action();
}
/*
void SkeletonEditor::pose_to_rest() {
const int bone_len = skeleton->get_bone_count();
if (!bone_len) {
return;
}
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
for (int i = 0; i < bone_len; i++) {
ur->add_do_method(skeleton, "set_bone_pose", i, Transform());
ur->add_undo_method(skeleton, "set_bone_pose", i, skeleton->get_bone_pose(i));
ur->add_do_method(skeleton, "set_bone_custom_pose", i, Transform());
ur->add_undo_method(skeleton, "set_bone_custom_pose", i, skeleton->get_bone_custom_pose(i));
ur->add_do_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i) * skeleton->get_bone_custom_pose(i) * skeleton->get_bone_pose(i));
ur->add_undo_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i));
}
ur->commit_action();
}
*/
void SkeletonEditor::create_physical_skeleton() {
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ERR_FAIL_COND(!get_tree());
Node *owner = skeleton == get_tree()->get_edited_scene_root() ? skeleton : skeleton->get_owner();
const int bc = skeleton->get_bone_count();
if (!bc) {
return;
}
Vector<BoneInfo> bones_infos;
bones_infos.resize(bc);
for (int bone_id = 0; bc > bone_id; ++bone_id) {
const int parent = skeleton->get_bone_parent(bone_id);
if (parent < 0) {
bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
} else {
const int parent_parent = skeleton->get_bone_parent(parent);
bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
/// create physical bone on parent
if (!bones_infos[parent].physical_bone) {
bones_infos.write[parent].physical_bone = create_physical_bone(parent, bone_id, bones_infos);
ur->create_action(TTR("Create physical bones"));
ur->add_do_method(skeleton, "add_child", bones_infos[parent].physical_bone);
ur->add_do_reference(bones_infos[parent].physical_bone);
ur->add_undo_method(skeleton, "remove_child", bones_infos[parent].physical_bone);
ur->commit_action();
bones_infos[parent].physical_bone->set_bone_name(skeleton->get_bone_name(parent));
bones_infos[parent].physical_bone->set_owner(owner);
bones_infos[parent].physical_bone->get_child(0)->set_owner(owner); // set shape owner
/// Create joint between parent of parent
if (-1 != parent_parent) {
bones_infos[parent].physical_bone->set_joint_type(PhysicalBone::JOINT_TYPE_PIN);
}
}
}
}
}
PhysicalBone *SkeletonEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
const Transform child_rest = skeleton->get_bone_rest(bone_child_id);
real_t half_height(child_rest.origin.length() * 0.5);
real_t radius(half_height * 0.2);
CapsuleShape *bone_shape_capsule = memnew(CapsuleShape);
//bone_shape_capsule->set_height((half_height - radius) * 2);
bone_shape_capsule->set_height(half_height * 2);
bone_shape_capsule->set_radius(radius);
CollisionShape *bone_shape = memnew(CollisionShape);
bone_shape->set_shape(bone_shape_capsule);
Transform capsule_transform;
bone_shape->set_transform(capsule_transform);
Vector3 up = Vector3(0, 1, 0);
if (up.cross(child_rest.origin).is_equal_approx(Vector3())) {
up = Vector3(0, 0, 1);
}
Transform body_transform;
body_transform.set_look_at(Vector3(0, 0, 0), child_rest.origin, up);
body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
Transform joint_transform;
joint_transform.origin = Vector3(0, 0, half_height);
PhysicalBone *physical_bone = memnew(PhysicalBone);
physical_bone->add_child(bone_shape);
physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id));
physical_bone->set_body_offset(body_transform);
physical_bone->set_joint_offset(joint_transform);
return physical_bone;
}
Variant SkeletonEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
TreeItem *selected = joint_tree->get_selected();
if (!selected) {
return Variant();
}
Ref<Texture> icon = selected->get_icon(0);
VBoxContainer *vb = memnew(VBoxContainer);
HBoxContainer *hb = memnew(HBoxContainer);
TextureRect *tf = memnew(TextureRect);
tf->set_texture(icon);
tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
hb->add_child(tf);
Label *label = memnew(Label(selected->get_text(0)));
hb->add_child(label);
vb->add_child(hb);
hb->set_modulate(Color(1, 1, 1, 1));
set_drag_preview(vb);
Dictionary drag_data;
drag_data["type"] = "nodes";
drag_data["node"] = selected;
return drag_data;
}
bool SkeletonEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
TreeItem *target = joint_tree->get_item_at_position(p_point);
if (!target) {
return false;
}
const String path = target->get_metadata(0);
if (!path.begins_with("bones/")) {
return false;
}
TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
if (target == selected)
return false;
const String path2 = target->get_metadata(0);
if (!path2.begins_with("bones/")) {
return false;
}
return true;
}
void SkeletonEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
if (!can_drop_data_fw(p_point, p_data, p_from)) {
return;
}
TreeItem *target = joint_tree->get_item_at_position(p_point);
TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
const BoneId target_boneidx = String(target->get_metadata(0)).get_slicec('/', 1).to_int();
const BoneId selected_boneidx = String(selected->get_metadata(0)).get_slicec('/', 1).to_int();
move_skeleton_bone(skeleton->get_path(), selected_boneidx, target_boneidx);
}
void SkeletonEditor::move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx) {
Node *node = get_node_or_null(p_skeleton_path);
Skeleton *skeleton = Object::cast_to<Skeleton>(node);
ERR_FAIL_NULL(skeleton);
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Parentage"));
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// If the target is a child of ourselves, we move only *us* and not our children
if (skeleton->is_bone_parent_of(p_target_boneidx, p_selected_boneidx)) {
const BoneId parent_idx = skeleton->get_bone_parent(p_selected_boneidx);
const int bone_count = skeleton->get_bone_count();
for (BoneId i = 0; i < bone_count; ++i) {
if (skeleton->get_bone_parent(i) == p_selected_boneidx) {
ur->add_undo_method(skeleton, "set_bone_parent", i, skeleton->get_bone_parent(i));
ur->add_do_method(skeleton, "set_bone_parent", i, parent_idx);
skeleton->set_bone_parent(i, parent_idx);
}
}
}
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ur->add_undo_method(skeleton, "set_bone_parent", p_selected_boneidx, skeleton->get_bone_parent(p_selected_boneidx));
ur->add_do_method(skeleton, "set_bone_parent", p_selected_boneidx, p_target_boneidx);
skeleton->set_bone_parent(p_selected_boneidx, p_target_boneidx);
ur->commit_action();
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Backported from Godot 4: New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes - TwistedTwigleg https://github.com/godotengine/godot/commit/5ffed49907618e3c7e7e2bddddcc8449d0b090a6 Note: It still needs some work.
2022-08-10 01:01:38 +02:00
update_joint_tree();
}
void SkeletonEditor::_joint_tree_selection_changed() {
TreeItem *selected = joint_tree->get_selected();
if (selected) {
const String path = selected->get_metadata(0);
if (path.begins_with("bones/")) {
const int b_idx = path.get_slicec('/', 1).to_int();
const String bone_path = "bones/" + itos(b_idx) + "/";
pose_editor->set_target(bone_path);
selected_bone = b_idx;
}
}
pose_editor->set_visible(selected);
set_rest_options_enabled(selected);
_update_properties();
_update_gizmo_visible();
}
void SkeletonEditor::_joint_tree_rmb_select(const Vector2 &p_pos) {
//skeleton->set_selected_bone(-1);
//_update_spatial_transform_gizmo();
}
void SkeletonEditor::_update_properties() {
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if (pose_editor) {
pose_editor->_update_properties();
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}
SpatialEditor::get_singleton()->update_transform_gizmo();
}
void SkeletonEditor::update_joint_tree() {
joint_tree->clear();
if (!skeleton) {
return;
}
TreeItem *root = joint_tree->create_item();
Map<int, TreeItem *> items;
items.insert(-1, root);
Ref<Texture> bone_icon = get_icon(SNAME("Bone"), SNAME("EditorIcons"));
Vector<int> bones_to_process = skeleton->get_parentless_bones();
while (bones_to_process.size() > 0) {
int current_bone_idx = bones_to_process[0];
bones_to_process.erase(current_bone_idx);
const int parent_idx = skeleton->get_bone_parent(current_bone_idx);
TreeItem *parent_item = items.find(parent_idx)->get();
TreeItem *joint_item = joint_tree->create_item(parent_item);
items.insert(current_bone_idx, joint_item);
joint_item->set_text(0, skeleton->get_bone_name(current_bone_idx));
joint_item->set_icon(0, bone_icon);
joint_item->set_selectable(0, true);
joint_item->set_metadata(0, "bones/" + itos(current_bone_idx));
// Add the bone's children to the list of bones to be processed.
Vector<int> current_bone_child_bones = skeleton->get_bone_children(current_bone_idx);
int child_bone_size = current_bone_child_bones.size();
for (int i = 0; i < child_bone_size; i++) {
bones_to_process.push_back(current_bone_child_bones[i]);
}
}
}
/*
void SkeletonEditor::update_joint_tree() {
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skeleton->force_update_all_bone_transforms();
joint_tree->clear();
if (skeleton == nullptr)
return;
TreeItem *root = joint_tree->create_item();
Map<int, TreeItem *> items;
items.insert(-1, root);
Ref<Texture> bone_icon = get_icon("Bone", "EditorIcons");
Backported from Godot 4: New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes - TwistedTwigleg https://github.com/godotengine/godot/commit/5ffed49907618e3c7e7e2bddddcc8449d0b090a6 Note: It still needs some work.
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Vector<int> bones_to_process = skeleton->get_parentless_bones();
while (bones_to_process.size() > 0) {
int current_bone_idx = bones_to_process[0];
bones_to_process.erase(current_bone_idx);
Backported from Godot 4: New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes - TwistedTwigleg https://github.com/godotengine/godot/commit/5ffed49907618e3c7e7e2bddddcc8449d0b090a6 Note: It still needs some work.
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const int parent_idx = skeleton->get_bone_parent(current_bone_idx);
TreeItem *parent_item = items.find(parent_idx)->get();
Backported from Godot 4: New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes - TwistedTwigleg https://github.com/godotengine/godot/commit/5ffed49907618e3c7e7e2bddddcc8449d0b090a6 Note: It still needs some work.
2022-08-10 01:01:38 +02:00
TreeItem *joint_item = joint_tree->create_item(parent_item);
items.insert(current_bone_idx, joint_item);
Backported from Godot 4: New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes - TwistedTwigleg https://github.com/godotengine/godot/commit/5ffed49907618e3c7e7e2bddddcc8449d0b090a6 Note: It still needs some work.
2022-08-10 01:01:38 +02:00
joint_item->set_text(0, skeleton->get_bone_name(current_bone_idx));
joint_item->set_icon(0, bone_icon);
joint_item->set_selectable(0, true);
Backported from Godot 4: New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes - TwistedTwigleg https://github.com/godotengine/godot/commit/5ffed49907618e3c7e7e2bddddcc8449d0b090a6 Note: It still needs some work.
2022-08-10 01:01:38 +02:00
joint_item->set_metadata(0, "bones/" + itos(current_bone_idx));
// Add the bone's children to the list of bones to be processed
Vector<int> current_bone_child_bones = skeleton->get_bone_children(current_bone_idx);
int child_bone_size = current_bone_child_bones.size();
for (int i = 0; i < child_bone_size; i++) {
bones_to_process.push_back(current_bone_child_bones[i]);
}
}
}
*/
void SkeletonEditor::update_editors() {
}
void SkeletonEditor::create_editors() {
set_h_size_flags(SIZE_EXPAND_FILL);
add_constant_override("separation", 0);
set_focus_mode(FOCUS_ALL);
SpatialEditor *ne = SpatialEditor::get_singleton();
AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
// Create Top Menu Bar
separator = memnew(VSeparator);
ne->add_control_to_menu_panel(separator);
// Create Skeleton Option in Top Menu Bar.
skeleton_options = memnew(MenuButton);
ne->add_control_to_menu_panel(skeleton_options);
skeleton_options->set_text(TTR("Skeleton"));
skeleton_options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon(SNAME("Skeleton"), SNAME("EditorIcons")));
skeleton_options->get_popup()->add_item(TTR("Init pose"), SKELETON_OPTION_INIT_POSE);
skeleton_options->get_popup()->add_item(TTR("Insert key of all bone poses"), SKELETON_OPTION_INSERT_KEYS);
skeleton_options->get_popup()->add_item(TTR("Insert key of bone poses already exist track"), SKELETON_OPTION_INSERT_KEYS_EXISTED);
skeleton_options->get_popup()->add_item(TTR("Create physical skeleton"), SKELETON_OPTION_CREATE_PHYSICAL_SKELETON);
skeleton_options->get_popup()->add_item(TTR("Add bone"), SKELETON_OPTION_ADD_BONE);
skeleton_options->get_popup()->add_item(TTR("Rename bone"), SKELETON_OPTION_RENAME_BONE);
skeleton_options->get_popup()->add_item(TTR("Remove bone"), SKELETON_OPTION_REMOVE_BONE);
skeleton_options->get_popup()->connect("id_pressed", this, "_on_click_skeleton_option");
// Create Rest Option in Top Menu Bar.
rest_options = memnew(MenuButton);
ne->add_control_to_menu_panel(rest_options);
rest_options->set_text(TTR("Edit Rest"));
rest_options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon(SNAME("BoneAttachment"), SNAME("EditorIcons")));
rest_options->get_popup()->add_item(TTR("Apply current pose to rest"), REST_OPTION_POSE_TO_REST);
rest_options->get_popup()->connect("id_pressed", this, "_on_click_rest_option");
set_rest_options_enabled(false);
Vector<Variant> button_binds;
button_binds.resize(1);
edit_mode_button = memnew(Button);
ne->add_control_to_menu_panel(edit_mode_button);
edit_mode_button->set_tooltip(TTR("Edit Mode\nShow buttons on joints."));
edit_mode_button->set_toggle_mode(true);
edit_mode_button->set_flat(true);
edit_mode_button->connect("toggled", this, "edit_mode_toggled");
edit_mode = false;
set_keyable(te->has_keying());
if (skeleton) {
skeleton->add_child(handles_mesh_instance);
handles_mesh_instance->set_skeleton_path(NodePath(""));
}
const Color section_color = get_color("prop_subsection", "Editor");
EditorInspectorSection *bones_section = memnew(EditorInspectorSection);
bones_section->setup("bones", "Bones", skeleton, section_color, true);
add_child(bones_section);
bones_section->unfold();
ScrollContainer *s_con = memnew(ScrollContainer);
s_con->set_h_size_flags(SIZE_EXPAND_FILL);
s_con->set_custom_minimum_size(Size2(1, 350) * EDSCALE);
bones_section->get_vbox()->add_child(s_con);
joint_tree = memnew(Tree);
joint_tree->set_columns(1);
joint_tree->set_focus_mode(Control::FOCUS_NONE);
joint_tree->set_select_mode(Tree::SELECT_SINGLE);
joint_tree->set_hide_root(true);
joint_tree->set_v_size_flags(SIZE_EXPAND_FILL);
joint_tree->set_h_size_flags(SIZE_EXPAND_FILL);
joint_tree->set_allow_rmb_select(true);
joint_tree->set_drag_forwarding(this);
s_con->add_child(joint_tree);
pose_editor = memnew(BoneTransformEditor(skeleton));
pose_editor->set_label(TTR("Bone Transform"));
pose_editor->set_visible(false);
add_child(pose_editor);
}
void SkeletonEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
edit_mode_button->set_icon(get_icon("ToolBoneSelect", "EditorIcons"));
get_tree()->connect("node_removed", this, "_node_removed", Vector<Variant>(), Object::CONNECT_ONESHOT);
break;
} break;
case NOTIFICATION_ENTER_TREE: {
create_editors();
update_joint_tree();
update_editors();
joint_tree->connect("item_selected", this, "_joint_tree_selection_changed");
joint_tree->connect("item_rmb_selected", this, "_joint_tree_rmb_select");
#ifdef TOOLS_ENABLED
skeleton->connect("pose_updated", this, "_draw_gizmo");
skeleton->connect("pose_updated", this, "_update_properties");
skeleton->connect("bone_enabled_changed", this, "_bone_enabled_changed");
skeleton->connect("show_rest_only_changed", this, "_update_gizmo_visible");
#endif
break;
}
}
}
void SkeletonEditor::_node_removed(Node *p_node) {
if (skeleton && p_node == skeleton) {
skeleton = nullptr;
skeleton_options->hide();
rest_options->hide();
}
_update_properties();
}
void SkeletonEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_node_removed"), &SkeletonEditor::_node_removed);
ClassDB::bind_method(D_METHOD("_joint_tree_selection_changed"), &SkeletonEditor::_joint_tree_selection_changed);
ClassDB::bind_method(D_METHOD("_joint_tree_rmb_select"), &SkeletonEditor::_joint_tree_rmb_select);
ClassDB::bind_method(D_METHOD("_update_properties"), &SkeletonEditor::_update_properties);
ClassDB::bind_method(D_METHOD("_on_click_skeleton_option"), &SkeletonEditor::_on_click_skeleton_option);
ClassDB::bind_method(D_METHOD("_on_click_rest_option"), &SkeletonEditor::_on_click_rest_option);
ClassDB::bind_method(D_METHOD("edit_mode_toggled"), &SkeletonEditor::edit_mode_toggled);
ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &SkeletonEditor::get_drag_data_fw);
ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &SkeletonEditor::can_drop_data_fw);
ClassDB::bind_method(D_METHOD("drop_data_fw"), &SkeletonEditor::drop_data_fw);
ClassDB::bind_method(D_METHOD("move_skeleton_bone"), &SkeletonEditor::move_skeleton_bone);
ClassDB::bind_method(D_METHOD("_draw_handles"), &SkeletonEditor::_draw_handles);
ClassDB::bind_method(D_METHOD("_draw_gizmo"), &SkeletonEditor::_draw_gizmo);
_bind_tool_popup_methods();
}
void SkeletonEditor::edit_mode_toggled(const bool pressed) {
edit_mode = pressed;
_update_gizmo_visible();
}
SkeletonEditor::SkeletonEditor(EditorInspectorPluginSkeleton *e_plugin, EditorNode *p_editor, Skeleton *p_skeleton) {
editor = p_editor;
editor_plugin = e_plugin;
skeleton = p_skeleton;
singleton = this;
joint_tree = nullptr;
rest_editor = nullptr;
pose_editor = nullptr;
skeleton_options = nullptr;
rest_options = nullptr;
edit_mode = false;
file_dialog = nullptr;
keyable = false;
file_export_lib = nullptr;
selected_bone = -1;
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handle_material = Ref<ShaderMaterial>(memnew(ShaderMaterial));
handle_shader = Ref<Shader>(memnew(Shader));
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/*
handle_shader->set_code(" \
shader_type spatial; \
render_mode unshaded; \
uniform vec4 albedo : hint_color = vec4(1,1,1,1); \
uniform sampler2D texture_albedo : hint_albedo; \
uniform float point_size : hint_range(0,128) = 32; \
void vertex() { \
if (!OUTPUT_IS_SRGB) { \
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) ); \
} \
POINT_SIZE=point_size; \
VERTEX = VERTEX; \
POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0); \
POSITION.z = mix(POSITION.z, -POSITION.w, 0.999); \
} \
void fragment() { \
vec4 albedo_tex = texture(texture_albedo,POINT_COORD); \
if (albedo.a * albedo_tex.a < 0.5) { discard; } \
vec3 col = albedo_tex.rgb + COLOR.rgb; \
col = vec3(min(col.r,1.0),min(col.g,1.0),min(col.b,1.0)); \
ALBEDO = albedo.rgb * col; \
} \
");
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handle_material->set_shader(handle_shader);
// handle_material->set_flag(SpatialMaterial::FLAG_DISABLE_DEPTH_TEST, true);
handle_material->set_render_priority(SpatialMaterial::RENDER_PRIORITY_MIN);
// handle_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
// handle_material->set_flag(SpatialMaterial::FLAG_USE_POINT_SIZE, true);
// handle_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
Ref<Texture> handle = editor->get_gui_base()->get_icon("EditorBoneHandle", "EditorIcons");
handle_material->set_shader_param("point_size", handle->get_width());
handle_material->set_shader_param("texture_albedo", handle);
//handle_material->set_texture(SpatialMaterial::TEXTURE_ALBEDO, handle);
*/
handle_shader->set_code(R"(
// Skeleton 3D gizmo handle shader.
shader_type spatial;
render_mode unshaded, shadows_disabled, depth_draw_always;
uniform sampler2D texture_albedo : hint_albedo;
uniform float point_size : hint_range(0,128) = 32;
void vertex() {
if (!OUTPUT_IS_SRGB) {
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
}
VERTEX = VERTEX;
POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0);
POSITION.z = mix(POSITION.z, 0, 0.999);
POINT_SIZE = point_size;
}
void fragment() {
vec4 albedo_tex = texture(texture_albedo,POINT_COORD);
vec3 col = albedo_tex.rgb + COLOR.rgb;
col = vec3(min(col.r,1.0),min(col.g,1.0),min(col.b,1.0));
ALBEDO = col;
if (albedo_tex.a < 0.5) { discard; }
ALPHA = albedo_tex.a;
}
)");
handle_material->set_shader(handle_shader);
Ref<Texture> handle = editor->get_gui_base()->get_icon("EditorBoneHandle", "EditorIcons");
handle_material->set_shader_param("point_size", handle->get_width());
handle_material->set_shader_param("texture_albedo", handle);
handles_mesh_instance = memnew(MeshInstance);
handles_mesh_instance->set_cast_shadows_setting(GeometryInstance::SHADOW_CASTING_SETTING_OFF);
handles_mesh.instance();
handles_mesh_instance->set_mesh(handles_mesh);
create_bone_tool_popups();
}
SkeletonEditor::~SkeletonEditor() {
if (skeleton) {
#ifdef TOOLS_ENABLED
skeleton->disconnect("show_rest_only_changed", this, "_update_gizmo_visible");
skeleton->disconnect("bone_enabled_changed", this, "_bone_enabled_changed");
skeleton->disconnect("pose_updated", this, "_draw_gizmo");
skeleton->disconnect("pose_updated", this, "_update_properties");
skeleton->set_transform_gizmo_visible(true);
#endif
handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance);
}
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handles_mesh_instance->queue_delete();
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SpatialEditor *ne = SpatialEditor::get_singleton();
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if (separator) {
ne->remove_control_from_menu_panel(separator);
memdelete(separator);
}
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if (skeleton_options) {
ne->remove_control_from_menu_panel(skeleton_options);
memdelete(skeleton_options);
}
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if (rest_options) {
ne->remove_control_from_menu_panel(rest_options);
memdelete(rest_options);
}
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if (edit_mode_button) {
ne->remove_control_from_menu_panel(edit_mode_button);
memdelete(edit_mode_button);
}
}
void SkeletonEditor::update_bone_original() {
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if (!skeleton) {
return;
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}
if (skeleton->get_bone_count() == 0 || selected_bone == -1) {
return;
}
bone_original_position = skeleton->get_bone_pose_position(selected_bone);
bone_original_rotation = skeleton->get_bone_pose_rotation(selected_bone);
bone_original_scale = skeleton->get_bone_pose_scale(selected_bone);
}
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void SkeletonEditor::_hide_handles() {
handles_mesh_instance->hide();
}
void SkeletonEditor::_draw_gizmo() {
if (!skeleton) {
return;
}
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// If you call get_bone_global_pose() while drawing the surface, such as toggle rest mode,
// the skeleton update will be done first and
// the drawing surface will be interrupted once and an error will occur.
skeleton->force_update_all_dirty_bones();
// Handles.
if (edit_mode) {
_draw_handles();
} else {
_hide_handles();
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}
}
void SkeletonEditor::_draw_handles() {
handles_mesh_instance->show();
const int bone_len = skeleton->get_bone_count();
handles_mesh->clear_surfaces();
handles_mesh->surface_begin(Mesh::PRIMITIVE_POINTS);
for (int i = 0; i < bone_len; i++) {
Color c;
if (i == selected_bone) {
c = Color(1, 1, 0);
} else {
c = Color(0.1, 0.25, 0.8);
}
Vector3 point = skeleton->get_bone_global_pose(i).origin;
handles_mesh->surface_set_color(c);
handles_mesh->surface_add_vertex(point);
}
handles_mesh->surface_end();
handles_mesh->surface_set_material(0, handle_material);
}
TreeItem *SkeletonEditor::_find(TreeItem *p_node, const NodePath &p_path) {
if (!p_node) {
return nullptr;
}
NodePath np = p_node->get_metadata(0);
if (np == p_path) {
return p_node;
}
TreeItem *children = p_node->get_children();
while (children) {
TreeItem *n = _find(children, p_path);
if (n) {
return n;
}
children = children->get_next();
}
return nullptr;
}
void SkeletonEditor::_subgizmo_selection_change() {
if (!skeleton) {
return;
}
// Once validated by subgizmos_intersect_ray, but required if through inspector's bones tree.
if (!edit_mode) {
skeleton->clear_subgizmo_selection();
return;
}
int selected = -1;
SkeletonEditor *se = SkeletonEditor::get_singleton();
if (se) {
selected = se->get_selected_bone();
}
if (selected >= 0) {
Vector<Ref<SpatialGizmo>> gizmos = skeleton->get_gizmos();
for (int i = 0; i < gizmos.size(); i++) {
Ref<EditorSpatialGizmo> gizmo = gizmos[i];
if (!gizmo.is_valid()) {
continue;
}
Ref<SkeletonGizmoPlugin> plugin = gizmo->get_plugin();
if (!plugin.is_valid()) {
continue;
}
skeleton->set_subgizmo_selection(gizmo, selected, skeleton->get_bone_global_pose(selected));
break;
}
} else {
skeleton->clear_subgizmo_selection();
}
}
void SkeletonEditor::select_bone(int p_idx) {
if (p_idx >= 0) {
TreeItem *ti = _find(joint_tree->get_root(), "bones/" + itos(p_idx));
if (ti) {
// Make visible when it's collapsed.
TreeItem *node = ti->get_parent();
while (node && node != joint_tree->get_root()) {
node->set_collapsed(false);
node = node->get_parent();
}
ti->select(0);
joint_tree->scroll_to_item(ti);
}
} else {
selected_bone = -1;
joint_tree->deselect_all();
_joint_tree_selection_changed();
}
}
void SkeletonEditor::add_bone() {
_bone_add_dialog->popup_centered();
_bone_add_line_edit->set_text("");
_bone_add_line_edit->grab_focus();
}
void SkeletonEditor::_add_bone_callback() {
skeleton->add_bone(_bone_add_line_edit->get_text());
update_joint_tree();
}
void SkeletonEditor::remove_bone() {
if (skeleton->get_selected_bone() == -1) {
return;
}
_bone_remove_dialog->popup_centered();
}
void SkeletonEditor::_remove_bone_callback() {
if (skeleton->get_selected_bone() == -1) {
return;
}
skeleton->remove_bone(skeleton->get_selected_bone());
update_joint_tree();
}
void SkeletonEditor::rename_bone() {
if (skeleton->get_selected_bone() == -1) {
return;
}
_bone_rename_line_edit->set_text(skeleton->get_bone_name(skeleton->get_selected_bone()));
_bone_rename_dialog->popup_centered();
_bone_rename_line_edit->grab_focus();
}
void SkeletonEditor::_rename_bone_callback() {
if (skeleton->get_selected_bone() == -1) {
return;
}
skeleton->set_bone_name(skeleton->get_selected_bone(), _bone_rename_line_edit->get_text());
update_joint_tree();
}
void SkeletonEditor::create_bone_tool_popups() {
_bone_add_dialog = memnew(ConfirmationDialog);
_bone_add_dialog->set_title("Add bone");
_bone_add_dialog->connect("confirmed", this, "_add_bone_callback");
_bone_add_line_edit = memnew(LineEdit);
_bone_add_line_edit->set_placeholder("Name");
_bone_add_dialog->add_child(_bone_add_line_edit);
add_child(_bone_add_dialog);
_bone_rename_dialog = memnew(ConfirmationDialog);
_bone_rename_dialog->set_title("Rename bone");
_bone_rename_dialog->connect("confirmed", this, "_rename_bone_callback");
_bone_rename_line_edit = memnew(LineEdit);
_bone_rename_dialog->add_child(_bone_rename_line_edit);
add_child(_bone_rename_dialog);
_bone_remove_dialog = memnew(ConfirmationDialog);
_bone_remove_dialog->set_title("Remove");
_bone_remove_dialog->connect("confirmed", this, "_remove_bone_callback");
Label *rl = memnew(Label);
rl->set_text("Remove Bone?");
_bone_remove_dialog->add_child(rl);
add_child(_bone_remove_dialog);
}
void SkeletonEditor::_bind_tool_popup_methods() {
ClassDB::bind_method(D_METHOD("_add_bone_callback"), &SkeletonEditor::_add_bone_callback);
ClassDB::bind_method(D_METHOD("_remove_bone_callback"), &SkeletonEditor::_remove_bone_callback);
ClassDB::bind_method(D_METHOD("_rename_bone_callback"), &SkeletonEditor::_rename_bone_callback);
}
void EditorInspectorPluginSkeleton::_bind_methods() {
}
bool EditorInspectorPluginSkeleton::can_handle(Object *p_object) {
return Object::cast_to<Skeleton>(p_object) != nullptr;
}
void EditorInspectorPluginSkeleton::parse_begin(Object *p_object) {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_object);
ERR_FAIL_COND(!skeleton);
skel_editor = memnew(SkeletonEditor(this, editor, skeleton));
add_custom_control(skel_editor);
}
SkeletonEditorPlugin::SkeletonEditorPlugin(EditorNode *p_node) {
editor = p_node;
skeleton_plugin = memnew(EditorInspectorPluginSkeleton);
skeleton_plugin->editor = editor;
EditorInspector::add_inspector_plugin(skeleton_plugin);
Ref<SkeletonGizmoPlugin> gizmo_plugin = Ref<SkeletonGizmoPlugin>(memnew(SkeletonGizmoPlugin));
SpatialEditor::get_singleton()->add_gizmo_plugin(gizmo_plugin);
}
EditorPlugin::AfterGUIInput SkeletonEditorPlugin::forward_spatial_gui_input(Camera *p_camera, const Ref<InputEvent> &p_event) {
SkeletonEditor *se = SkeletonEditor::get_singleton();
SpatialEditor *ne = SpatialEditor::get_singleton();
if (se->is_edit_mode()) {
const Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid() && mb->get_button_index() == BUTTON_LEFT) {
if (ne->get_tool_mode() != SpatialEditor::TOOL_MODE_SELECT) {
if (!ne->is_gizmo_visible()) {
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
}
if (mb->is_pressed()) {
se->update_bone_original();
}
}
return EditorPlugin::AFTER_GUI_INPUT_DESELECT;
}
return EditorPlugin::AFTER_GUI_INPUT_PASS;
}
bool SkeletonEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Skeleton");
}
void SkeletonEditor::_bone_enabled_changed(const int p_bone_id) {
_update_gizmo_visible();
}
void SkeletonEditorPlugin::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
add_spatial_gizmo_plugin(Ref<SkeletonGizmoPlugin>(memnew(SkeletonGizmoPlugin)));
}
}
void SkeletonEditor::_update_gizmo_visible() {
_subgizmo_selection_change();
if (edit_mode) {
if (selected_bone == -1) {
#ifdef TOOLS_ENABLED
skeleton->set_transform_gizmo_visible(false);
#endif
} else {
#ifdef TOOLS_ENABLED
if (skeleton->is_bone_enabled(selected_bone) && !skeleton->is_show_rest_only()) {
skeleton->set_transform_gizmo_visible(true);
} else {
skeleton->set_transform_gizmo_visible(false);
}
#endif
}
} else {
#ifdef TOOLS_ENABLED
skeleton->set_transform_gizmo_visible(true);
#endif
}
_draw_gizmo();
}
int SkeletonEditor::get_selected_bone() const {
return selected_bone;
}
SkeletonGizmoPlugin::SkeletonGizmoPlugin() {
unselected_mat.instance();
unselected_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
unselected_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
unselected_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
unselected_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
selected_sh = Ref<Shader>(memnew(Shader));
selected_sh->set_code(R"(
// Skeleton 3D gizmo bones shader.
shader_type spatial;
render_mode unshaded, shadows_disabled;
void vertex() {
if (!OUTPUT_IS_SRGB) {
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
}
VERTEX = VERTEX;
POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0);
POSITION.z = mix(POSITION.z, 0, 0.998);
}
void fragment() {
ALBEDO = COLOR.rgb;
ALPHA = COLOR.a;
}
)");
selected_mat->set_shader(selected_sh);
// Regist properties in editor settings.
EDITOR_DEF("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4));
EDITOR_DEF("editors/3d_gizmos/gizmo_colors/selected_bone", Color(0.8, 0.3, 0.0));
EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_axis_length", (float)0.1);
EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_shape", 1);
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d_gizmos/gizmo_settings/bone_shape", PROPERTY_HINT_ENUM, "Wire,Octahedron"));
}
bool SkeletonGizmoPlugin::has_gizmo(Spatial *p_spatial) {
return Object::cast_to<Skeleton>(p_spatial) != nullptr;
}
String SkeletonGizmoPlugin::get_gizmo_name() const {
return "Skeleton";
}
int SkeletonGizmoPlugin::get_priority() const {
return -1;
}
int SkeletonGizmoPlugin::subgizmos_intersect_ray(const EditorSpatialGizmo *p_gizmo, Camera *p_camera, const Vector2 &p_point) const {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
ERR_FAIL_COND_V(!skeleton, -1);
SkeletonEditor *se = SkeletonEditor::get_singleton();
if (!se->is_edit_mode()) {
return -1;
}
if (SpatialEditor::get_singleton()->get_tool_mode() != SpatialEditor::TOOL_MODE_SELECT) {
return -1;
}
// Select bone.
real_t grab_threshold = 4 * EDSCALE;
Vector3 ray_from = p_camera->get_global_transform().origin;
Transform gt = skeleton->get_global_transform();
int closest_idx = -1;
real_t closest_dist = 1e10;
const int bone_len = skeleton->get_bone_count();
for (int i = 0; i < bone_len; i++) {
Vector3 joint_pos_3d = gt.xform(skeleton->get_bone_global_pose(i).origin);
Vector2 joint_pos_2d = p_camera->unproject_position(joint_pos_3d);
real_t dist_3d = ray_from.distance_to(joint_pos_3d);
real_t dist_2d = p_point.distance_to(joint_pos_2d);
if (dist_2d < grab_threshold && dist_3d < closest_dist) {
closest_dist = dist_3d;
closest_idx = i;
}
}
if (closest_idx >= 0) {
WARN_PRINT("ray:");
WARN_PRINT(itos(closest_idx));
se->select_bone(closest_idx);
return closest_idx;
}
se->select_bone(-1);
return -1;
}
Transform SkeletonGizmoPlugin::get_subgizmo_transform(const EditorSpatialGizmo *p_gizmo, int p_id) const {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
ERR_FAIL_COND_V(!skeleton, Transform());
return skeleton->get_bone_global_pose(p_id);
}
void SkeletonGizmoPlugin::set_subgizmo_transform(const EditorSpatialGizmo *p_gizmo, int p_id, Transform p_transform) {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
ERR_FAIL_COND(!skeleton);
// Prepare for global to local.
Transform original_to_local = Transform();
int parent_idx = skeleton->get_bone_parent(p_id);
if (parent_idx >= 0) {
original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx);
}
Basis to_local = original_to_local.get_basis().inverse();
// Prepare transform.
Transform t = Transform();
// Basis.
t.basis = to_local * p_transform.get_basis();
// Origin.
Vector3 orig = Vector3();
orig = skeleton->get_bone_pose(p_id).origin;
Vector3 sub = p_transform.origin - skeleton->get_bone_global_pose(p_id).origin;
t.origin = orig + to_local.xform(sub);
// Apply transform.
skeleton->set_bone_pose_position(p_id, t.origin);
skeleton->set_bone_pose_rotation(p_id, t.basis.get_rotation_quat());
skeleton->set_bone_pose_scale(p_id, t.basis.get_scale());
}
void SkeletonGizmoPlugin::commit_subgizmos(const EditorSpatialGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform> &p_restore, bool p_cancel) {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
ERR_FAIL_COND(!skeleton);
SkeletonEditor *se = SkeletonEditor::get_singleton();
SpatialEditor *ne = SpatialEditor::get_singleton();
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Transform"));
if (ne->get_tool_mode() == SpatialEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == SpatialEditor::TOOL_MODE_MOVE) {
for (int i = 0; i < p_ids.size(); i++) {
ur->add_do_method(skeleton, "set_bone_pose_position", p_ids[i], skeleton->get_bone_pose_position(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_position", p_ids[i], se->get_bone_original_position());
}
}
if (ne->get_tool_mode() == SpatialEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == SpatialEditor::TOOL_MODE_ROTATE) {
for (int i = 0; i < p_ids.size(); i++) {
ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
}
}
if (ne->get_tool_mode() == SpatialEditor::TOOL_MODE_SCALE) {
for (int i = 0; i < p_ids.size(); i++) {
// If the axis is swapped by scaling, the rotation can be changed.
ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
ur->add_do_method(skeleton, "set_bone_pose_scale", p_ids[i], skeleton->get_bone_pose_scale(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_scale", p_ids[i], se->get_bone_original_scale());
}
}
ur->commit_action();
}
void SkeletonGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
p_gizmo->clear();
int selected = -1;
SkeletonEditor *se = SkeletonEditor::get_singleton();
if (se) {
selected = se->get_selected_bone();
}
Color bone_color = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_colors/skeleton");
Color selected_bone_color = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_colors/selected_bone");
real_t bone_axis_length = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_settings/bone_axis_length");
int bone_shape = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_settings/bone_shape");
LocalVector<Color> axis_colors;
axis_colors.push_back(SpatialEditor::get_singleton()->get_color(SNAME("axis_x_color"), SNAME("Editor")));
axis_colors.push_back(SpatialEditor::get_singleton()->get_color(SNAME("axis_y_color"), SNAME("Editor")));
axis_colors.push_back(SpatialEditor::get_singleton()->get_color(SNAME("axis_z_color"), SNAME("Editor")));
Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
surface_tool->begin(Mesh::PRIMITIVE_LINES);
if (p_gizmo->is_selected()) {
surface_tool->set_material(selected_mat);
} else {
unselected_mat->set_albedo(bone_color);
surface_tool->set_material(unselected_mat);
}
LocalVector<int> bones;
LocalVector<float> weights;
bones.resize(4);
weights.resize(4);
for (int i = 0; i < 4; i++) {
bones[i] = 0;
weights[i] = 0;
}
weights[0] = 1;
int current_bone_index = 0;
Vector<int> bones_to_process = skeleton->get_parentless_bones();
while (bones_to_process.size() > current_bone_index) {
int current_bone_idx = bones_to_process[current_bone_index];
current_bone_index++;
Color current_bone_color = (current_bone_idx == selected) ? selected_bone_color : bone_color;
Vector<int> child_bones_vector;
child_bones_vector = skeleton->get_bone_children(current_bone_idx);
int child_bones_size = child_bones_vector.size();
for (int i = 0; i < child_bones_size; i++) {
// Something wrong.
if (child_bones_vector[i] < 0) {
continue;
}
int child_bone_idx = child_bones_vector[i];
Vector3 v0 = skeleton->get_bone_global_rest(current_bone_idx).origin;
Vector3 v1 = skeleton->get_bone_global_rest(child_bone_idx).origin;
Vector3 d = (v1 - v0).normalized();
real_t dist = v0.distance_to(v1);
// Find closest axis.
int closest = -1;
real_t closest_d = 0.0;
for (int j = 0; j < 3; j++) {
real_t dp = Math::abs(skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));
if (j == 0 || dp > closest_d) {
closest = j;
}
}
// Draw bone.
switch (bone_shape) {
case 0: { // Wire shape.
surface_tool->add_color(current_bone_color);
bones[0] = current_bone_idx;
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v0);
bones[0] = child_bone_idx;
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v1);
} break;
case 1: { // Octahedron shape.
Vector3 first;
Vector3 points[6];
int point_idx = 0;
for (int j = 0; j < 3; j++) {
Vector3 axis;
if (first == Vector3()) {
axis = d.cross(d.cross(skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
first = axis;
} else {
axis = d.cross(first).normalized();
}
surface_tool->add_color(current_bone_color);
for (int k = 0; k < 2; k++) {
if (k == 1) {
axis = -axis;
}
Vector3 point = v0 + d * dist * 0.2;
point += axis * dist * 0.1;
bones[0] = current_bone_idx;
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v0);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(point);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(point);
bones[0] = child_bone_idx;
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v1);
points[point_idx++] = point;
}
}
surface_tool->add_color(current_bone_color);
SWAP(points[1], points[2]);
bones[0] = current_bone_idx;
for (int j = 0; j < 6; j++) {
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(points[j]);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(points[(j + 1) % 6]);
}
} break;
}
// Axis as root of the bone.
for (int j = 0; j < 3; j++) {
bones[0] = current_bone_idx;
surface_tool->add_color(axis_colors[j]);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v0);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v0 + (skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
if (j == closest) {
continue;
}
}
// Axis at the end of the bone children.
if (i == child_bones_size - 1) {
for (int j = 0; j < 3; j++) {
bones[0] = child_bone_idx;
surface_tool->add_color(axis_colors[j]);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v1);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v1 + (skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
if (j == closest) {
continue;
}
}
}
// Add the bone's children to the list of bones to be processed.
bones_to_process.push_back(child_bones_vector[i]);
}
}
Ref<ArrayMesh> m = surface_tool->commit();
p_gizmo->add_mesh(m, Ref<Material>(), Transform(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
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}