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/sphere_shape.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_MIN_DISTANCE 0.001
#define ZOOM_MULTIPLIER 1.08
#define ZOOM_INDICATOR_DELAY_S 1.5
#define FREELOOK_MIN_SPEED 0.01
#define FREELOOK_SPEED_MULTIPLIER 1.08
#define MIN_Z 0.01
#define MAX_Z 1000000.0
#define MIN_FOV 0.01
#define MAX_FOV 179
void ModuleBoneTransformEditor::create_editors() {
const Color section_color = get_color("prop_subsection", "Editor");
section = memnew(EditorInspectorSection);
section->setup("trf_properties", label, this, section_color, true);
add_child(section);
key_button = memnew(Button);
key_button->set_text(TTR("Key Transform"));
key_button->set_visible(keyable);
key_button->set_icon(get_icon("Key", "EditorIcons"));
key_button->set_flat(true);
section->get_vbox()->add_child(key_button);
enabled_checkbox = memnew(CheckBox(TTR("Pose Enabled")));
enabled_checkbox->set_flat(true);
enabled_checkbox->set_visible(toggle_enabled);
section->get_vbox()->add_child(enabled_checkbox);
// Translation property
translation_property = memnew(EditorPropertyVector3());
translation_property->setup(-10000, 10000, 0.001f, true);
translation_property->set_label("Translation");
translation_property->set_use_folding(true);
translation_property->set_read_only(false);
translation_property->connect("property_changed", this, "_value_changed_vector3");
section->get_vbox()->add_child(translation_property);
// Rotation property
rotation_property = memnew(EditorPropertyVector3());
rotation_property->setup(-10000, 10000, 0.001f, true);
rotation_property->set_label("Rotation Degrees");
rotation_property->set_use_folding(true);
rotation_property->set_read_only(false);
rotation_property->connect("property_changed", this, "_value_changed_vector3");
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
transform_section = memnew(EditorInspectorSection);
transform_section->setup("trf_properties_transform", "Matrix", this, section_color, true);
section->get_vbox()->add_child(transform_section);
// Transform/Matrix property
transform_property = memnew(EditorPropertyTransform());
transform_property->setup(-10000, 10000, 0.001f, true);
transform_property->set_label("Transform");
transform_property->set_use_folding(true);
transform_property->set_read_only(false);
transform_property->connect("property_changed", this, "_value_changed_transform");
transform_section->get_vbox()->add_child(transform_property);
}
void ModuleBoneTransformEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
create_editors();
key_button->connect("pressed", this, "_key_button_pressed");
enabled_checkbox->connect("toggled", this, "_checkbox_toggled");
FALLTHROUGH;
}
case NOTIFICATION_SORT_CHILDREN: {
const Ref<Font> font = get_font("font", "Tree");
Point2 buffer;
buffer.x += get_constant("inspector_margin", "Editor");
buffer.y += font->get_height();
buffer.y += get_constant("vseparation", "Tree");
const float vector_height = translation_property->get_size().y;
const float transform_height = transform_property->get_size().y;
const float button_height = key_button->get_size().y;
const float width = get_size().x - get_constant("inspector_margin", "Editor");
Vector<Rect2> input_rects;
if (keyable && section->get_vbox()->is_visible()) {
input_rects.push_back(Rect2(key_button->get_position() + buffer, Size2(width, button_height)));
} else {
input_rects.push_back(Rect2(0, 0, 0, 0));
}
if (section->get_vbox()->is_visible()) {
input_rects.push_back(Rect2(translation_property->get_position() + buffer, Size2(width, vector_height)));
input_rects.push_back(Rect2(rotation_property->get_position() + buffer, Size2(width, vector_height)));
input_rects.push_back(Rect2(scale_property->get_position() + buffer, Size2(width, vector_height)));
input_rects.push_back(Rect2(transform_property->get_position() + buffer, Size2(width, transform_height)));
} else {
const int32_t start = input_rects.size();
const int32_t empty_input_rect_elements = 4;
const int32_t end = start + empty_input_rect_elements;
for (int i = start; i < end; ++i) {
input_rects.push_back(Rect2(0, 0, 0, 0));
}
}
for (int32_t i = 0; i < input_rects.size(); i++) {
background_rects[i] = input_rects[i];
}
update();
break;
}
case NOTIFICATION_DRAW: {
const Color dark_color = get_color("dark_color_2", "Editor");
for (int i = 0; i < 5; ++i) {
draw_rect(background_rects[i], dark_color);
}
break;
}
}
}
void ModuleBoneTransformEditor::_value_changed(const double p_value) {
if (updating)
return;
Transform tform = compute_transform_from_vector3s();
_change_transform(tform);
}
void ModuleBoneTransformEditor::_value_changed_vector3(const String &p_property, const Variant &p_value, const String &p_field, bool p_changing) {
if (updating) {
return;
}
Transform tform = compute_transform_from_vector3s();
_change_transform(tform);
}
Transform ModuleBoneTransformEditor::compute_transform_from_vector3s() const {
// Convert rotation from degrees to radians.
Vector3 prop_rotation = rotation_property->get_vector();
prop_rotation.x = Math::deg2rad(prop_rotation.x);
prop_rotation.y = Math::deg2rad(prop_rotation.y);
prop_rotation.z = Math::deg2rad(prop_rotation.z);
return Transform(
Basis(prop_rotation, scale_property->get_vector()),
translation_property->get_vector());
}
void ModuleBoneTransformEditor::_value_changed_transform(const String &p_property, const Variant &p_value, const String &p_field, bool p_changing) {
if (updating) {
return;
}
Transform transform = p_value;
_change_transform(transform);
}
void ModuleBoneTransformEditor::_change_transform(Transform p_new_transform) {
if (property.get_slicec('/', 0) != "bones") {
return;
}
String s = property.get_slicec('/', 2);
if (s == "pose") {
undo_redo->create_action(TTR("Set Pose Transform"), UndoRedo::MERGE_ENDS);
undo_redo->add_undo_method(skeleton, "set_bone_pose", property.get_slicec('/', 1).to_int(), skeleton->get_bone_pose(property.get_slicec('/', 1).to_int()));
undo_redo->add_do_method(skeleton, "set_bone_pose", property.get_slicec('/', 1).to_int(), p_new_transform);
undo_redo->commit_action();
} else if (s == "custom_pose") {
undo_redo->create_action(TTR("Set Custom Bone Pose Transform"), UndoRedo::MERGE_ENDS);
undo_redo->add_undo_method(skeleton, "set_bone_custom_pose", property.get_slicec('/', 1).to_int(), skeleton->get_bone_custom_pose(property.get_slicec('/', 1).to_int()));
undo_redo->add_do_method(skeleton, "set_bone_custom_pose", property.get_slicec('/', 1).to_int(), p_new_transform);
undo_redo->commit_action();
} else if (s == "rest") {
undo_redo->create_action(TTR("Set Bone Rest Transform"), UndoRedo::MERGE_ENDS);
undo_redo->add_undo_property(skeleton, property, skeleton->get(property));
undo_redo->add_do_property(skeleton, property, p_new_transform);
}
}
void ModuleBoneTransformEditor::update_enabled_checkbox() {
if (property == "") {
return;
}
if (enabled_checkbox) {
const String path = "bones/" + property.get_slicec('/', 1) + "/enabled";
const bool is_enabled = skeleton->get(path);
enabled_checkbox->set_pressed(is_enabled);
}
}
void ModuleBoneTransformEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_key_button_pressed"), &ModuleBoneTransformEditor::_key_button_pressed);
ClassDB::bind_method(D_METHOD("_checkbox_toggled", "toggled"), &ModuleBoneTransformEditor::_checkbox_toggled);
ClassDB::bind_method(D_METHOD("_value_changed"), &ModuleBoneTransformEditor::_value_changed);
ClassDB::bind_method(D_METHOD("_value_changed_vector3"), &ModuleBoneTransformEditor::_value_changed_vector3);
ClassDB::bind_method(D_METHOD("_value_changed_transform"), &ModuleBoneTransformEditor::_value_changed_transform);
ClassDB::bind_method(D_METHOD("_change_transform"), &ModuleBoneTransformEditor::_change_transform);
}
void ModuleBoneTransformEditor::_update_properties() {
if (updating)
return;
if (skeleton == nullptr)
return;
updating = true;
Transform tform = skeleton->get(property);
_update_transform_properties(tform);
}
void ModuleBoneTransformEditor::_update_custom_pose_properties() {
if (updating)
return;
if (skeleton == nullptr)
return;
updating = true;
int idx = property.to_int();
if (idx == 0) {
return;
}
Transform tform = skeleton->get_bone_custom_pose(idx);
_update_transform_properties(tform);
}
void ModuleBoneTransformEditor::_update_transform_properties(Transform tform) {
Basis rotation_basis = tform.get_basis();
Vector3 rotation_radians = rotation_basis.get_rotation_euler();
Vector3 rotation_degrees = Vector3(Math::rad2deg(rotation_radians.x), Math::rad2deg(rotation_radians.y), Math::rad2deg(rotation_radians.z));
Vector3 translation = tform.get_origin();
Vector3 scale = tform.basis.get_scale();
translation_property->update_using_vector(translation);
rotation_property->update_using_vector(rotation_degrees);
scale_property->update_using_vector(scale);
transform_property->update_using_transform(tform);
update_enabled_checkbox();
updating = false;
}
ModuleBoneTransformEditor::ModuleBoneTransformEditor(Skeleton *p_skeleton) :
skeleton(p_skeleton),
key_button(nullptr),
enabled_checkbox(nullptr),
keyable(false),
toggle_enabled(false),
updating(false) {
undo_redo = EditorNode::get_undo_redo();
}
void ModuleBoneTransformEditor::set_target(const String &p_prop) {
property = p_prop;
}
void ModuleBoneTransformEditor::set_keyable(const bool p_keyable) {
keyable = p_keyable;
if (key_button) {
key_button->set_visible(p_keyable);
}
}
void ModuleBoneTransformEditor::set_toggle_enabled(const bool p_enabled) {
toggle_enabled = p_enabled;
if (enabled_checkbox) {
enabled_checkbox->set_visible(p_enabled);
}
}
void ModuleBoneTransformEditor::_key_button_pressed() {
if (skeleton == nullptr)
return;
const BoneId bone_id = property.get_slicec('/', 1).to_int();
const String name = skeleton->get_bone_name(bone_id);
if (name.empty())
return;
// Need to normalize the basis before you key it
Transform tform = compute_transform_from_vector3s();
tform.orthonormalize();
AnimationPlayerEditor::singleton->get_track_editor()->insert_transform_key(skeleton, name, tform);
}
void ModuleBoneTransformEditor::_checkbox_toggled(const bool p_toggled) {
if (enabled_checkbox) {
const String path = "bones/" + property.get_slicec('/', 1) + "/enabled";
skeleton->set(path, p_toggled);
}
}
void ModuleSkeletonEditor::set_keyable(const bool p_keyable) {
keyable = p_keyable;
options->get_popup()->set_item_disabled(MENU_OPTION_INSERT_KEYS, !p_keyable);
options->get_popup()->set_item_disabled(MENU_OPTION_INSERT_KEYS_EXISTED, !p_keyable);
};
void ModuleSkeletonEditor::_on_click_option(int p_option) {
if (!skeleton) {
return;
}
switch (p_option) {
case MENU_OPTION_INIT_POSE: {
init_pose();
} break;
case MENU_OPTION_INSERT_KEYS: {
insert_keys(true);
} break;
case MENU_OPTION_INSERT_KEYS_EXISTED: {
insert_keys(false);
} break;
case MENU_OPTION_POSE_TO_REST: {
pose_to_rest();
} break;
case MENU_OPTION_CREATE_PHYSICAL_SKELETON: {
create_physical_skeleton();
} break;
case MENU_OPTION_ADD_BONE: {
add_bone();
} break;
case MENU_OPTION_REMOVE_BONE: {
remove_bone();
} break;
case MENU_OPTION_RENAME_BONE: {
rename_bone();
} break;
}
}
void ModuleSkeletonEditor::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++) {
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->commit_action();
}
void ModuleSkeletonEditor::insert_keys(bool p_all_bones) {
if (skeleton == nullptr)
return;
int bone_len = skeleton->get_bone_count();
Node *root = EditorNode::get_singleton()->get_tree()->get_root();
String path = root->get_path_to(skeleton);
for (int i = 0; i < bone_len; i++) {
const String name = skeleton->get_bone_name(i);
if (name.empty())
continue;
if (!p_all_bones && !AnimationPlayerEditor::singleton->get_track_editor()->has_transform_key(skeleton, name)) {
continue;
}
// Need to normalize the basis before you key it
Transform tform = skeleton->get_bone_pose(i);
tform.orthonormalize();
AnimationPlayerEditor::singleton->get_track_editor()->insert_transform_key(skeleton, name, tform);
}
}
void ModuleSkeletonEditor::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 ModuleSkeletonEditor::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 *ModuleSkeletonEditor::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_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 ModuleSkeletonEditor::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 ModuleSkeletonEditor::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 ModuleSkeletonEditor::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 ModuleSkeletonEditor::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"));
// 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);
}
}
}
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();
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 ModuleSkeletonEditor::_update_spatial_transform_gizmo() {
SpatialEditor::get_singleton()->clear_externals();
if (skeleton->get_selected_bone() >= 0) {
SpatialEditor::get_singleton()->append_to_externals(skeleton->get_global_transform() * skeleton->get_bone_global_pose(skeleton->get_selected_bone()));
}
SpatialEditor::get_singleton()->update_transform_gizmo();
};
void ModuleSkeletonEditor::_joint_tree_selection_changed() {
TreeItem *selected = joint_tree->get_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 + "pose");
rest_editor->set_target(bone_path + "rest");
custom_pose_editor->set_target(bone_path + "custom_pose");
pose_editor->set_visible(true);
rest_editor->set_visible(true);
custom_pose_editor->set_visible(true);
skeleton->set_selected_bone(b_idx);
}
_update_properties();
}
void ModuleSkeletonEditor::_joint_tree_rmb_select(const Vector2 &p_pos) {
skeleton->set_selected_bone(-1);
_update_spatial_transform_gizmo();
}
void ModuleSkeletonEditor::_update_properties() {
if (rest_editor)
rest_editor->_update_properties();
if (pose_editor)
pose_editor->_update_properties();
if (custom_pose_editor)
custom_pose_editor->_update_custom_pose_properties();
_update_spatial_transform_gizmo();
}
void ModuleSkeletonEditor::update_joint_tree() {
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.
2022-08-10 01:01:38 +02:00
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.
2022-08-10 01:01:38 +02:00
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 ModuleSkeletonEditor::update_editors() {
}
void ModuleSkeletonEditor::create_editors() {
set_h_size_flags(SIZE_EXPAND_FILL);
add_constant_override("separation", 0);
set_focus_mode(FOCUS_ALL);
// Create Top Menu Bar
separators[0] = memnew(VSeparator);
separators[1] = memnew(VSeparator);
SpatialEditor::get_singleton()->add_control_to_menu_panel(separators[0]);
options = memnew(MenuButton);
SpatialEditor::get_singleton()->add_control_to_menu_panel(options);
options->set_text(TTR("Skeleton"));
options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Skeleton", "EditorIcons"));
options->get_popup()->add_item(TTR("Init pose"), MENU_OPTION_INIT_POSE);
options->get_popup()->add_item(TTR("Insert key of all bone poses"), MENU_OPTION_INSERT_KEYS);
options->get_popup()->add_item(TTR("Insert key of bone poses already exist track"), MENU_OPTION_INSERT_KEYS_EXISTED);
options->get_popup()->add_item(TTR("Apply current pose to rest"), MENU_OPTION_POSE_TO_REST);
options->get_popup()->add_item(TTR("Create physical skeleton"), MENU_OPTION_CREATE_PHYSICAL_SKELETON);
options->get_popup()->add_item(TTR("Add bone"), MENU_OPTION_ADD_BONE);
options->get_popup()->add_item(TTR("Rename bone"), MENU_OPTION_RENAME_BONE);
options->get_popup()->add_item(TTR("Remove bone"), MENU_OPTION_REMOVE_BONE);
options->get_popup()->connect("id_pressed", this, "_on_click_option");
Vector<Variant> button_binds;
button_binds.resize(1);
tool_button[TOOL_MODE_BONE_SELECT] = memnew(ToolButton);
SpatialEditor::get_singleton()->add_control_to_menu_panel(tool_button[TOOL_MODE_BONE_SELECT]);
tool_button[TOOL_MODE_BONE_SELECT]->set_tooltip(TTR("Transform Bone Mode"));
tool_button[TOOL_MODE_BONE_SELECT]->set_toggle_mode(true);
tool_button[TOOL_MODE_BONE_SELECT]->set_flat(true);
button_binds.write[0] = MENU_TOOL_BONE_SELECT;
tool_button[TOOL_MODE_BONE_SELECT]->connect("pressed", this, "_menu_tool_item_pressed", button_binds);
tool_button[TOOL_MODE_BONE_MOVE] = memnew(ToolButton);
SpatialEditor::get_singleton()->add_control_to_menu_panel(tool_button[TOOL_MODE_BONE_MOVE]);
tool_button[TOOL_MODE_BONE_MOVE]->set_tooltip(TTR("Move Bone Mode"));
tool_button[TOOL_MODE_BONE_MOVE]->set_toggle_mode(true);
tool_button[TOOL_MODE_BONE_MOVE]->set_flat(true);
button_binds.write[0] = MENU_TOOL_BONE_MOVE;
tool_button[TOOL_MODE_BONE_MOVE]->connect("pressed", this, "_menu_tool_item_pressed", button_binds);
tool_button[TOOL_MODE_BONE_ROTATE] = memnew(ToolButton);
SpatialEditor::get_singleton()->add_control_to_menu_panel(tool_button[TOOL_MODE_BONE_ROTATE]);
tool_button[TOOL_MODE_BONE_ROTATE]->set_tooltip(TTR("Rotate Bone Mode"));
tool_button[TOOL_MODE_BONE_ROTATE]->set_toggle_mode(true);
tool_button[TOOL_MODE_BONE_ROTATE]->set_flat(true);
button_binds.write[0] = MENU_TOOL_BONE_ROTATE;
tool_button[TOOL_MODE_BONE_ROTATE]->connect("pressed", this, "_menu_tool_item_pressed", button_binds);
tool_button[TOOL_MODE_BONE_SCALE] = memnew(ToolButton);
SpatialEditor::get_singleton()->add_control_to_menu_panel(tool_button[TOOL_MODE_BONE_SCALE]);
tool_button[TOOL_MODE_BONE_SCALE]->set_tooltip(TTR("Scale Bone Mode"));
tool_button[TOOL_MODE_BONE_SCALE]->set_toggle_mode(true);
tool_button[TOOL_MODE_BONE_SCALE]->set_flat(true);
button_binds.write[0] = MENU_TOOL_BONE_SCALE;
tool_button[TOOL_MODE_BONE_SCALE]->connect("pressed", this, "_menu_tool_item_pressed", button_binds);
tool_button[TOOL_MODE_BONE_NONE] = memnew(ToolButton);
button_binds.write[0] = MENU_TOOL_BONE_NONE;
tool_button[TOOL_MODE_BONE_NONE]->connect("pressed", this, "_menu_tool_item_pressed", button_binds);
SpatialEditor::get_singleton()->connect("change_tool_mode", this, "_menu_tool_item_pressed", button_binds);
tool_mode = TOOL_MODE_BONE_NONE;
SpatialEditor::get_singleton()->add_control_to_menu_panel(separators[1]);
rest_mode_button = memnew(ToolButton);
SpatialEditor::get_singleton()->add_control_to_menu_panel(rest_mode_button);
rest_mode_button->set_tooltip(TTR("Rest Mode\nNote: Bone poses are disabled during Rest Mode."));
rest_mode_button->set_toggle_mode(true);
rest_mode_button->set_flat(true);
rest_mode_button->connect("toggled", this, "rest_mode_toggled");
rest_mode = false;
set_keyable(AnimationPlayerEditor::singleton->get_track_editor()->has_keying());
if (skeleton) {
skeleton->add_child(pointsm);
pointsm->set_skeleton_path(NodePath(""));
skeleton->connect("pose_updated", this, "_draw_handles");
}
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::FocusMode::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(ModuleBoneTransformEditor(skeleton));
pose_editor->set_label(TTR("Bone Pose"));
pose_editor->set_keyable(AnimationPlayerEditor::singleton->get_track_editor()->has_keying());
// pose_editor->set_toggle_enabled(true);
pose_editor->set_visible(false);
add_child(pose_editor);
rest_editor = memnew(ModuleBoneTransformEditor(skeleton));
rest_editor->set_label(TTR("Bone Rest"));
rest_editor->set_visible(false);
add_child(rest_editor);
custom_pose_editor = memnew(ModuleBoneTransformEditor(skeleton));
custom_pose_editor->set_label(TTR("Bone Custom Pose"));
custom_pose_editor->set_visible(false);
add_child(custom_pose_editor);
skeleton->set_selected_bone(-1);
}
void ModuleSkeletonEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
tool_button[TOOL_MODE_BONE_SELECT]->set_icon(get_icon("ToolBoneSelect", "EditorIcons"));
tool_button[TOOL_MODE_BONE_MOVE]->set_icon(get_icon("ToolBoneMove", "EditorIcons"));
tool_button[TOOL_MODE_BONE_ROTATE]->set_icon(get_icon("ToolBoneRotate", "EditorIcons"));
tool_button[TOOL_MODE_BONE_SCALE]->set_icon(get_icon("ToolBoneScale", "EditorIcons"));
rest_mode_button->set_icon(get_icon("ToolBoneRest", "EditorIcons"));
} break;
case NOTIFICATION_ENTER_TREE: {
create_editors();
update_joint_tree();
update_editors();
get_tree()->connect("node_removed", this, "_node_removed", Vector<Variant>(), Object::CONNECT_ONESHOT);
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, "_update_properties");
#endif // TOOLS_ENABLED
break;
}
}
}
void ModuleSkeletonEditor::_node_removed(Node *p_node) {
if (skeleton && p_node == skeleton) {
skeleton = nullptr;
}
}
void ModuleSkeletonEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_node_removed"), &ModuleSkeletonEditor::_node_removed);
ClassDB::bind_method(D_METHOD("_joint_tree_selection_changed"), &ModuleSkeletonEditor::_joint_tree_selection_changed);
ClassDB::bind_method(D_METHOD("_joint_tree_rmb_select"), &ModuleSkeletonEditor::_joint_tree_rmb_select);
ClassDB::bind_method(D_METHOD("_update_properties"), &ModuleSkeletonEditor::_update_properties);
ClassDB::bind_method(D_METHOD("_on_click_option"), &ModuleSkeletonEditor::_on_click_option);
ClassDB::bind_method(D_METHOD("_menu_tool_item_pressed"), &ModuleSkeletonEditor::_menu_tool_item_pressed);
ClassDB::bind_method(D_METHOD("rest_mode_toggled"), &ModuleSkeletonEditor::rest_mode_toggled);
ClassDB::bind_method(D_METHOD("set_rest_mode_toggled"), &ModuleSkeletonEditor::set_rest_mode_toggled);
ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &ModuleSkeletonEditor::get_drag_data_fw);
ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &ModuleSkeletonEditor::can_drop_data_fw);
ClassDB::bind_method(D_METHOD("drop_data_fw"), &ModuleSkeletonEditor::drop_data_fw);
ClassDB::bind_method(D_METHOD("move_skeleton_bone"), &ModuleSkeletonEditor::move_skeleton_bone);
ClassDB::bind_method(D_METHOD("_draw_handles"), &ModuleSkeletonEditor::_draw_handles);
_bind_tool_popup_methods();
}
void ModuleSkeletonEditor::_menu_tool_item_pressed(int p_option) {
if (p_option != TOOL_MODE_BONE_NONE && !SpatialEditor::get_singleton()->is_tool_external()) {
SpatialEditor::get_singleton()->set_tool_mode(SpatialEditor::TOOL_MODE_EXTERNAL);
}
for (int i = 0; i < TOOL_MODE_BONE_MAX; i++)
tool_button[i]->set_pressed(i == p_option);
tool_mode = (ToolMode)p_option;
if (skeleton) {
if (p_option == TOOL_MODE_BONE_NONE) {
_hide_handles();
} else {
_draw_handles();
if (skeleton->get_selected_bone() >= 0) {
SpatialEditor::get_singleton()->clear_externals();
SpatialEditor::get_singleton()->append_to_externals(skeleton->get_global_transform() * skeleton->get_bone_global_pose(skeleton->get_selected_bone()));
}
}
}
switch (p_option) {
case TOOL_MODE_BONE_SELECT: {
SpatialEditor::get_singleton()->set_external_tool_mode(SpatialEditor::EX_TOOL_MODE_SELECT);
} break;
case TOOL_MODE_BONE_MOVE: {
SpatialEditor::get_singleton()->set_external_tool_mode(SpatialEditor::EX_TOOL_MODE_MOVE);
} break;
case TOOL_MODE_BONE_ROTATE: {
SpatialEditor::get_singleton()->set_external_tool_mode(SpatialEditor::EX_TOOL_MODE_ROTATE);
} break;
case TOOL_MODE_BONE_SCALE: {
SpatialEditor::get_singleton()->set_external_tool_mode(SpatialEditor::EX_TOOL_MODE_SCALE);
} break;
case TOOL_MODE_BONE_NONE:
break;
}
_update_spatial_transform_gizmo();
}
void ModuleSkeletonEditor::rest_mode_toggled(const bool pressed) {
bool before_val = rest_mode;
// Prevent that bone pose will be undo during rest mode.
// However ModuleSkeletonEditor will be memdeleted,
// so it need to record in SpatialEditor with calling method in
// ModuleEditorInspectorPluginSkeleton and it will not be memdeleted.
UndoRedo *ur = SpatialEditor::get_singleton()->get_undo_redo();
ur->create_action(TTR("Toggled Rest Mode"));
set_rest_mode_toggled(pressed);
ur->add_undo_method(editor_plugin, "set_rest_mode_toggled", before_val);
ur->add_do_method(editor_plugin, "set_rest_mode_toggled", pressed);
ur->commit_action();
}
void ModuleSkeletonEditor::set_rest_mode_toggled(const bool pressed) {
rest_mode_button->disconnect("toggled", this, "rest_mode_toggled");
rest_mode_button->set_pressed(pressed);
rest_mode_button->connect("toggled", this, "rest_mode_toggled");
rest_mode = pressed;
const int bone_len = skeleton->get_bone_count();
for (int i = 0; i < bone_len; i++) {
skeleton->set_bone_enabled(i, !rest_mode);
}
set_keyable(AnimationPlayerEditor::singleton->get_track_editor()->has_keying() && !rest_mode);
}
ModuleSkeletonEditor::ModuleSkeletonEditor(ModuleEditorInspectorPluginSkeleton *e_plugin, EditorNode *p_editor, Skeleton *p_skeleton) :
editor(p_editor),
editor_plugin(e_plugin),
skeleton(p_skeleton) {
handle_material = Ref<ShaderMaterial>(memnew(ShaderMaterial));
handle_shader = Ref<Shader>(memnew(Shader));
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; \
} \
");
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);
pointsm = memnew(MeshInstance);
am.instance();
pointsm->set_mesh(am);
pointsm->set_transform(Transform(Basis(), Vector3(0, 0, 0.00001)));
create_bone_tool_popups();
}
ModuleSkeletonEditor::~ModuleSkeletonEditor() {
set_rest_mode_toggled(false);
SpatialEditor::get_singleton()->disconnect("change_tool_mode", this, "_menu_tool_item_pressed");
if (skeleton) {
pointsm->get_parent()->remove_child(pointsm);
skeleton->set_selected_bone(-1);
skeleton->disconnect("pose_updated", this, "_draw_handles");
memdelete(pointsm);
}
for (int i = 0; i < 2; i++) {
if (separators[i]) {
SpatialEditor::get_singleton()->remove_control_from_menu_panel(separators[i]);
memdelete(separators[i]);
}
}
if (options) {
SpatialEditor::get_singleton()->remove_control_from_menu_panel(options);
memdelete(options);
}
SpatialEditor::get_singleton()->remove_control_from_menu_panel(tool_button[TOOL_MODE_BONE_SELECT]);
SpatialEditor::get_singleton()->remove_control_from_menu_panel(tool_button[TOOL_MODE_BONE_MOVE]);
SpatialEditor::get_singleton()->remove_control_from_menu_panel(tool_button[TOOL_MODE_BONE_ROTATE]);
SpatialEditor::get_singleton()->remove_control_from_menu_panel(tool_button[TOOL_MODE_BONE_SCALE]);
for (int i = 0; i < TOOL_MODE_BONE_MAX; i++) {
if (tool_button[i]) {
memdelete(tool_button[i]);
}
}
SpatialEditor::get_singleton()->remove_control_from_menu_panel(rest_mode_button);
if (rest_mode_button) {
memdelete(rest_mode_button);
}
if (SpatialEditor::get_singleton()->is_tool_external()) {
SpatialEditor::get_singleton()->set_tool_mode(SpatialEditor::TOOL_MODE_SELECT);
SpatialEditor::get_singleton()->set_external_tool_mode(SpatialEditor::EX_TOOL_MODE_SELECT);
}
}
void ModuleSkeletonEditor::_hide_handles() {
if (!skeleton)
return;
pointsm->hide();
}
void ModuleSkeletonEditor::_draw_handles() {
if (!skeleton || tool_mode == TOOL_MODE_BONE_NONE)
return;
while (am->get_surface_count()) {
am->surface_remove(0);
}
pointsm->show();
Array a;
a.resize(Mesh::ARRAY_MAX);
PoolVector<Vector3> va;
PoolVector<Color> ca;
{
const int bone_len = skeleton->get_bone_count();
va.resize(bone_len);
ca.resize(bone_len);
PoolVector<Vector3>::Write vaw = va.write();
PoolVector<Color>::Write caw = ca.write();
for (int i = 0; i < bone_len; i++) {
Vector3 point = skeleton->get_bone_global_pose(i).origin;
vaw[i] = point;
Color c;
if (i == skeleton->get_selected_bone()) {
c = Color(1, 1, 0);
} else {
c = Color(0, 0, 1);
}
caw[i] = c;
}
}
a[Mesh::ARRAY_VERTEX] = va;
a[Mesh::ARRAY_COLOR] = ca;
am->add_surface_from_arrays(Mesh::PRIMITIVE_POINTS, a);
am->surface_set_material(0, handle_material);
}
bool ModuleSkeletonEditor::forward_spatial_gui_input(int p_index, Camera *p_camera, const Ref<InputEvent> &p_event) {
if (!skeleton || tool_mode == TOOL_MODE_BONE_NONE)
return false;
SpatialEditor *se = SpatialEditor::get_singleton();
SpatialEditorViewport *sev = se->get_editor_viewport(p_index);
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid()) {
Transform gt = skeleton->get_global_transform();
Vector3 ray_from = p_camera->get_global_transform().origin;
Vector2 gpoint = mb->get_position();
real_t grab_threshold = 4 * EDSCALE;
switch (mb->get_button_index()) {
case BUTTON_LEFT: {
if (mb->is_pressed()) {
_edit.mouse_pos = mb->get_position();
_edit.snap = se->is_snap_enabled();
_edit.mode = SpatialEditorViewport::TRANSFORM_NONE;
// check gizmo
if (_gizmo_select(p_index, _edit.mouse_pos)) {
return true;
}
// select bone
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 = gpoint.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) {
TreeItem *ti = joint_tree->get_item_with_text(skeleton->get_bone_name(closest_idx));
ti->select(0);
joint_tree->scroll_to_item(ti);
} else {
skeleton->set_selected_bone(-1);
joint_tree->deselect_all();
}
} else {
if (_edit.mode != SpatialEditorViewport::TRANSFORM_NONE) {
if (skeleton && (skeleton->get_selected_bone() >= 0)) {
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
if (rest_mode) {
ur->add_do_method(skeleton, "set_bone_rest", skeleton->get_selected_bone(), skeleton->get_bone_rest(skeleton->get_selected_bone()));
ur->add_undo_method(skeleton, "set_bone_rest", skeleton->get_selected_bone(), original_local);
} else {
ur->add_do_method(skeleton, "set_bone_pose", skeleton->get_selected_bone(), skeleton->get_bone_pose(skeleton->get_selected_bone()));
ur->add_undo_method(skeleton, "set_bone_pose", skeleton->get_selected_bone(), original_local);
}
ur->commit_action();
_edit.mode = SpatialEditorViewport::TRANSFORM_NONE;
}
}
}
return true;
} break;
default:
break;
}
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
_edit.mouse_pos = mm->get_position();
if (!(mm->get_button_mask() & 1)) {
_gizmo_select(p_index, _edit.mouse_pos, true);
}
if (mm->get_button_mask() & BUTTON_MASK_LEFT) {
if (_edit.mode == SpatialEditorViewport::TRANSFORM_NONE)
return true;
Vector3 ray_pos = sev->get_ray_pos(mm->get_position());
Vector3 ray = sev->get_ray(mm->get_position());
float snap = EDITOR_GET("interface/inspector/default_float_step");
switch (_edit.mode) {
case SpatialEditorViewport::TRANSFORM_SCALE: {
Vector3 motion_mask;
Plane plane;
2022-03-16 10:15:33 +01:00
//bool plane_mv = false;
switch (_edit.plane) {
case SpatialEditorViewport::TRANSFORM_VIEW:
motion_mask = Vector3(0, 0, 0);
plane = Plane(_edit.center, sev->get_camera_normal());
break;
case SpatialEditorViewport::TRANSFORM_X_AXIS:
motion_mask = se->get_gizmo_transform().basis.get_axis(0);
plane = Plane(_edit.center, motion_mask.cross(motion_mask.cross(sev->get_camera_normal())).normalized());
break;
case SpatialEditorViewport::TRANSFORM_Y_AXIS:
motion_mask = se->get_gizmo_transform().basis.get_axis(1);
plane = Plane(_edit.center, motion_mask.cross(motion_mask.cross(sev->get_camera_normal())).normalized());
break;
case SpatialEditorViewport::TRANSFORM_Z_AXIS:
motion_mask = se->get_gizmo_transform().basis.get_axis(2);
plane = Plane(_edit.center, motion_mask.cross(motion_mask.cross(sev->get_camera_normal())).normalized());
break;
case SpatialEditorViewport::TRANSFORM_YZ:
motion_mask = se->get_gizmo_transform().basis.get_axis(2) + se->get_gizmo_transform().basis.get_axis(1);
plane = Plane(_edit.center, se->get_gizmo_transform().basis.get_axis(0));
2022-03-16 10:15:33 +01:00
//plane_mv = true;
break;
case SpatialEditorViewport::TRANSFORM_XZ:
motion_mask = se->get_gizmo_transform().basis.get_axis(2) + se->get_gizmo_transform().basis.get_axis(0);
plane = Plane(_edit.center, se->get_gizmo_transform().basis.get_axis(1));
2022-03-16 10:15:33 +01:00
//plane_mv = true;
break;
case SpatialEditorViewport::TRANSFORM_XY:
motion_mask = se->get_gizmo_transform().basis.get_axis(0) + se->get_gizmo_transform().basis.get_axis(1);
plane = Plane(_edit.center, se->get_gizmo_transform().basis.get_axis(2));
2022-03-16 10:15:33 +01:00
//plane_mv = true;
break;
}
Vector3 intersection;
if (!plane.intersects_ray(ray_pos, ray, &intersection))
break;
Vector3 click;
if (!plane.intersects_ray(_edit.click_ray_pos, _edit.click_ray, &click))
break;
Vector3 motion = intersection - click;
if (_edit.plane != SpatialEditorViewport::TRANSFORM_VIEW) {
motion = motion_mask.dot(motion) * motion_mask;
} else {
float center_click_dist = click.distance_to(_edit.center);
float center_inters_dist = intersection.distance_to(_edit.center);
if (center_click_dist == 0)
break;
float scale = center_inters_dist - center_click_dist;
motion = Vector3(scale, scale, scale);
}
bool local_coords = (se->are_local_coords_enabled() && _edit.plane != SpatialEditorViewport::TRANSFORM_VIEW);
if (_edit.snap || se->is_snap_enabled()) {
snap = se->get_scale_snap() / 100;
}
Transform t;
if (local_coords) {
Basis g = original_global.basis;
motion = g.inverse().xform(motion);
if (_edit.snap || se->is_snap_enabled()) {
motion.snap(Vector3(snap, snap, snap));
}
Vector3 local_scale = original_local.basis.get_scale() * (motion + Vector3(1, 1, 1));
// Prevent scaling to 0 it would break the gizmo
Basis check = original_local.basis;
check.scale(local_scale);
if (check.determinant() != 0) {
t = original_local;
t.basis = t.basis.scaled_local(motion + Vector3(1, 1, 1));
}
} else {
if (_edit.snap || se->is_snap_enabled()) {
motion.snap(Vector3(snap, snap, snap));
}
t = original_local;
Transform r;
r.basis.scale(motion + Vector3(1, 1, 1));
Basis base = original_to_local.get_basis().orthonormalized().inverse();
t.basis = base * (r.get_basis() * (base.inverse() * original_local.get_basis()));
}
// Apply scale
if (rest_mode) {
skeleton->set_bone_rest(skeleton->get_selected_bone(), t);
} else {
2022-08-09 18:32:39 +02:00
skeleton->set_bone_pose_scale(skeleton->get_selected_bone(), t.basis.get_scale());
}
sev->update_surface();
} break;
case SpatialEditorViewport::TRANSFORM_TRANSLATE: {
Vector3 motion_mask;
Plane plane;
bool plane_mv = false;
switch (_edit.plane) {
case SpatialEditorViewport::TRANSFORM_VIEW:
plane = Plane(_edit.center, sev->get_camera_normal());
break;
case SpatialEditorViewport::TRANSFORM_X_AXIS:
motion_mask = se->get_gizmo_transform().basis.get_axis(0);
plane = Plane(_edit.center, motion_mask.cross(motion_mask.cross(sev->get_camera_normal())).normalized());
break;
case SpatialEditorViewport::TRANSFORM_Y_AXIS:
motion_mask = se->get_gizmo_transform().basis.get_axis(1);
plane = Plane(_edit.center, motion_mask.cross(motion_mask.cross(sev->get_camera_normal())).normalized());
break;
case SpatialEditorViewport::TRANSFORM_Z_AXIS:
motion_mask = se->get_gizmo_transform().basis.get_axis(2);
plane = Plane(_edit.center, motion_mask.cross(motion_mask.cross(sev->get_camera_normal())).normalized());
break;
case SpatialEditorViewport::TRANSFORM_YZ:
plane = Plane(_edit.center, se->get_gizmo_transform().basis.get_axis(0));
plane_mv = true;
break;
case SpatialEditorViewport::TRANSFORM_XZ:
plane = Plane(_edit.center, se->get_gizmo_transform().basis.get_axis(1));
plane_mv = true;
break;
case SpatialEditorViewport::TRANSFORM_XY:
plane = Plane(_edit.center, se->get_gizmo_transform().basis.get_axis(2));
plane_mv = true;
break;
}
Vector3 intersection;
if (!plane.intersects_ray(ray_pos, ray, &intersection))
break;
Vector3 click;
if (!plane.intersects_ray(_edit.click_ray_pos, _edit.click_ray, &click))
break;
Vector3 motion = intersection - click;
if (_edit.plane != SpatialEditorViewport::TRANSFORM_VIEW) {
if (!plane_mv) {
motion = motion_mask.dot(motion) * motion_mask;
}
}
if (_edit.snap || se->is_snap_enabled()) {
snap = se->get_translate_snap();
}
motion = original_to_local.basis.inverse().xform(motion);
if (_edit.snap || se->is_snap_enabled()) {
motion.snap(Vector3(snap, snap, snap));
}
Transform t;
// Apply translation
t = original_local;
t.origin += motion;
if (rest_mode) {
skeleton->set_bone_rest(skeleton->get_selected_bone(), t);
} else {
2022-08-09 18:32:39 +02:00
skeleton->set_bone_pose_position(skeleton->get_selected_bone(), t.origin);
}
sev->update_surface();
} break;
case SpatialEditorViewport::TRANSFORM_ROTATE: {
Plane plane;
Vector3 axis;
switch (_edit.plane) {
case SpatialEditorViewport::TRANSFORM_VIEW:
plane = Plane(_edit.center, sev->get_camera_normal());
break;
case SpatialEditorViewport::TRANSFORM_X_AXIS:
plane = Plane(_edit.center, se->get_gizmo_transform().basis.get_axis(0));
axis = Vector3(1, 0, 0);
break;
case SpatialEditorViewport::TRANSFORM_Y_AXIS:
plane = Plane(_edit.center, se->get_gizmo_transform().basis.get_axis(1));
axis = Vector3(0, 1, 0);
break;
case SpatialEditorViewport::TRANSFORM_Z_AXIS:
plane = Plane(_edit.center, se->get_gizmo_transform().basis.get_axis(2));
axis = Vector3(0, 0, 1);
break;
case SpatialEditorViewport::TRANSFORM_YZ:
case SpatialEditorViewport::TRANSFORM_XZ:
case SpatialEditorViewport::TRANSFORM_XY:
break;
}
Vector3 intersection;
if (!plane.intersects_ray(ray_pos, ray, &intersection))
break;
Vector3 click;
if (!plane.intersects_ray(_edit.click_ray_pos, _edit.click_ray, &click))
break;
Vector3 y_axis = (click - _edit.center).normalized();
Vector3 x_axis = plane.normal.cross(y_axis).normalized();
float angle = Math::atan2(x_axis.dot(intersection - _edit.center), y_axis.dot(intersection - _edit.center));
if (_edit.snap || se->is_snap_enabled()) {
snap = se->get_rotate_snap();
}
angle = Math::rad2deg(angle) + snap * 0.5; //else it won't reach +180
angle -= Math::fmod(angle, snap);
// set_message(vformat(TTR("Rotating %s degrees."), String::num(angle, snap_step_decimals)));
angle = Math::deg2rad(angle);
bool local_coords = (se->are_local_coords_enabled() && _edit.plane != SpatialEditorViewport::TRANSFORM_VIEW); // Disable local transformation for TRANSFORM_VIEW
Transform t;
if (local_coords) {
Basis rot = Basis(axis, angle);
t.basis = original_local.get_basis().orthonormalized() * rot;
t.basis = t.basis.scaled_local(original_local.basis.get_scale());
t.origin = original_local.origin;
} else {
Transform r;
Basis base = original_to_local.get_basis().orthonormalized().inverse();
r.basis.rotate(plane.normal, angle);
t.basis = base * r.get_basis() * base.inverse() * original_local.get_basis();
// t.basis = t.basis.scaled(original_local.basis.get_scale());
t.origin = original_local.origin;
}
// Apply rotation
if (rest_mode) {
skeleton->set_bone_rest(skeleton->get_selected_bone(), t);
} else {
2022-08-09 18:32:39 +02:00
skeleton->set_bone_pose_rotation(skeleton->get_selected_bone(), t.basis.get_rotation_quat());
}
sev->update_surface();
} break;
default: {
}
}
return true;
}
}
return false;
}
void ModuleSkeletonEditor::add_bone() {
_bone_add_dialog->popup_centered();
_bone_add_line_edit->set_text("");
_bone_add_line_edit->grab_focus();
}
void ModuleSkeletonEditor::_add_bone_callback() {
skeleton->add_bone(_bone_add_line_edit->get_text());
update_joint_tree();
}
void ModuleSkeletonEditor::remove_bone() {
if (skeleton->get_selected_bone() == -1) {
return;
}
_bone_remove_dialog->popup_centered();
}
void ModuleSkeletonEditor::_remove_bone_callback() {
if (skeleton->get_selected_bone() == -1) {
return;
}
skeleton->remove_bone(skeleton->get_selected_bone());
update_joint_tree();
}
void ModuleSkeletonEditor::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 ModuleSkeletonEditor::_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 ModuleSkeletonEditor::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 ModuleSkeletonEditor::_bind_tool_popup_methods() {
ClassDB::bind_method(D_METHOD("_add_bone_callback"), &ModuleSkeletonEditor::_add_bone_callback);
ClassDB::bind_method(D_METHOD("_remove_bone_callback"), &ModuleSkeletonEditor::_remove_bone_callback);
ClassDB::bind_method(D_METHOD("_rename_bone_callback"), &ModuleSkeletonEditor::_rename_bone_callback);
}
void ModuleEditorInspectorPluginSkeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_rest_mode_toggled"), &ModuleEditorInspectorPluginSkeleton::set_rest_mode_toggled);
}
bool ModuleEditorInspectorPluginSkeleton::can_handle(Object *p_object) {
return Object::cast_to<Skeleton>(p_object) != nullptr;
}
void ModuleEditorInspectorPluginSkeleton::parse_begin(Object *p_object) {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_object);
ERR_FAIL_COND(!skeleton);
skel_editor = memnew(ModuleSkeletonEditor(this, editor, skeleton));
add_custom_control(skel_editor);
}
void ModuleEditorInspectorPluginSkeleton::set_rest_mode_toggled(const bool p_pressed) {
if (SpatialEditor::get_singleton()->get_selected()->get_class() == "Skeleton" && skel_editor) {
skel_editor->set_rest_mode_toggled(p_pressed);
}
}
ModuleSkeletonEditorPlugin::ModuleSkeletonEditorPlugin(EditorNode *p_node) {
editor = p_node;
skeleton_plugin = memnew(ModuleEditorInspectorPluginSkeleton);
skeleton_plugin->editor = editor;
EditorInspector::add_inspector_plugin(skeleton_plugin);
}
bool ModuleSkeletonEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Skeleton");
}
void ModuleSkeletonEditor::_compute_edit(int p_index, const Point2 &p_point) {
SpatialEditor *se = SpatialEditor::get_singleton();
SpatialEditorViewport *sev = se->get_editor_viewport(p_index);
_edit.click_ray = sev->get_ray(Vector2(p_point.x, p_point.y));
_edit.click_ray_pos = sev->get_ray_pos(Vector2(p_point.x, p_point.y));
_edit.plane = SpatialEditorViewport::TRANSFORM_VIEW;
_update_spatial_transform_gizmo();
_edit.center = se->get_gizmo_transform().origin;
if (skeleton->get_selected_bone() != -1) {
original_global = skeleton->get_global_transform() * skeleton->get_bone_global_pose(skeleton->get_selected_bone());
if (rest_mode) {
original_local = skeleton->get_bone_rest(skeleton->get_selected_bone());
} else {
original_local = skeleton->get_bone_pose(skeleton->get_selected_bone());
}
original_to_local = skeleton->get_global_transform();
int parent_idx = skeleton->get_bone_parent(skeleton->get_selected_bone());
if (parent_idx >= 0) {
original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx);
}
if (!rest_mode) {
original_to_local = original_to_local * skeleton->get_bone_rest(skeleton->get_selected_bone()) * skeleton->get_bone_custom_pose(skeleton->get_selected_bone());
}
}
}
bool ModuleSkeletonEditor::_gizmo_select(int p_index, const Vector2 &p_screenpos, bool p_highlight_only) {
SpatialEditor *se = SpatialEditor::get_singleton();
SpatialEditorViewport *sev = se->get_editor_viewport(p_index);
if (!se->is_gizmo_visible())
return false;
if (skeleton->get_selected_bone() == -1) {
if (p_highlight_only)
se->select_gizmo_highlight_axis(-1);
return false;
}
Vector3 ray_pos = sev->get_ray_pos(Vector2(p_screenpos.x, p_screenpos.y));
Vector3 ray = sev->get_ray(Vector2(p_screenpos.x, p_screenpos.y));
Transform gt = se->get_gizmo_transform();
float gs = sev->get_gizmo_scale();
if (se->get_external_tool_mode() == SpatialEditor::EX_TOOL_MODE_SELECT || se->get_external_tool_mode() == SpatialEditor::EX_TOOL_MODE_MOVE) {
int col_axis = -1;
float col_d = 1e20;
for (int i = 0; i < 3; i++) {
Vector3 grabber_pos = gt.origin + gt.basis.get_axis(i) * gs * (GIZMO_ARROW_OFFSET + (GIZMO_ARROW_SIZE * 0.5));
float grabber_radius = gs * GIZMO_ARROW_SIZE;
Vector3 r;
if (Geometry::segment_intersects_sphere(ray_pos, ray_pos + ray * MAX_Z, grabber_pos, grabber_radius, &r)) {
float d = r.distance_to(ray_pos);
if (d < col_d) {
col_d = d;
col_axis = i;
}
}
}
bool is_plane_translate = false;
// plane select
if (col_axis == -1) {
col_d = 1e20;
for (int i = 0; i < 3; i++) {
Vector3 ivec2 = gt.basis.get_axis((i + 1) % 3).normalized();
Vector3 ivec3 = gt.basis.get_axis((i + 2) % 3).normalized();
Vector3 grabber_pos = gt.origin + (ivec2 + ivec3) * gs * (GIZMO_PLANE_SIZE + GIZMO_PLANE_DST);
Vector3 r;
Plane plane(gt.origin, gt.basis.get_axis(i).normalized());
if (plane.intersects_ray(ray_pos, ray, &r)) {
float dist = r.distance_to(grabber_pos);
if (dist < (gs * GIZMO_PLANE_SIZE)) {
float d = ray_pos.distance_to(r);
if (d < col_d) {
col_d = d;
col_axis = i;
is_plane_translate = true;
}
}
}
}
}
if (col_axis != -1) {
if (p_highlight_only) {
se->select_gizmo_highlight_axis(col_axis + (is_plane_translate ? 6 : 0));
} else {
//handle plane translate
_edit.mode = SpatialEditorViewport::TRANSFORM_TRANSLATE;
_compute_edit(p_index, Point2(p_screenpos.x, p_screenpos.y));
_edit.plane = SpatialEditorViewport::TransformPlane(SpatialEditorViewport::TRANSFORM_X_AXIS + col_axis + (is_plane_translate ? 3 : 0));
}
return true;
}
}
if (se->get_external_tool_mode() == SpatialEditor::EX_TOOL_MODE_SELECT || se->get_external_tool_mode() == SpatialEditor::EX_TOOL_MODE_ROTATE) {
int col_axis = -1;
float col_d = 1e20;
for (int i = 0; i < 3; i++) {
Plane plane(gt.origin, gt.basis.get_axis(i).normalized());
Vector3 r;
if (!plane.intersects_ray(ray_pos, ray, &r))
continue;
float dist = r.distance_to(gt.origin);
if (dist > gs * (GIZMO_CIRCLE_SIZE - GIZMO_RING_HALF_WIDTH) && dist < gs * (GIZMO_CIRCLE_SIZE + GIZMO_RING_HALF_WIDTH)) {
float d = ray_pos.distance_to(r);
if (d < col_d) {
col_d = d;
col_axis = i;
}
}
}
if (col_axis != -1) {
if (p_highlight_only) {
se->select_gizmo_highlight_axis(col_axis + 3);
} else {
//handle rotate
_edit.mode = SpatialEditorViewport::TRANSFORM_ROTATE;
_compute_edit(p_index, Point2(p_screenpos.x, p_screenpos.y));
_edit.plane = SpatialEditorViewport::TransformPlane(SpatialEditorViewport::TRANSFORM_X_AXIS + col_axis);
}
return true;
}
}
if (se->get_external_tool_mode() == SpatialEditor::EX_TOOL_MODE_SCALE) {
int col_axis = -1;
float col_d = 1e20;
for (int i = 0; i < 3; i++) {
Vector3 grabber_pos = gt.origin + gt.basis.get_axis(i) * gs * GIZMO_SCALE_OFFSET;
float grabber_radius = gs * GIZMO_ARROW_SIZE;
Vector3 r;
if (Geometry::segment_intersects_sphere(ray_pos, ray_pos + ray * MAX_Z, grabber_pos, grabber_radius, &r)) {
float d = r.distance_to(ray_pos);
if (d < col_d) {
col_d = d;
col_axis = i;
}
}
}
bool is_plane_scale = false;
// plane select
if (col_axis == -1) {
col_d = 1e20;
for (int i = 0; i < 3; i++) {
Vector3 ivec2 = gt.basis.get_axis((i + 1) % 3).normalized();
Vector3 ivec3 = gt.basis.get_axis((i + 2) % 3).normalized();
Vector3 grabber_pos = gt.origin + (ivec2 + ivec3) * gs * (GIZMO_PLANE_SIZE + GIZMO_PLANE_DST);
Vector3 r;
Plane plane(gt.origin, gt.basis.get_axis(i).normalized());
if (plane.intersects_ray(ray_pos, ray, &r)) {
float dist = r.distance_to(grabber_pos);
if (dist < (gs * GIZMO_PLANE_SIZE)) {
float d = ray_pos.distance_to(r);
if (d < col_d) {
col_d = d;
col_axis = i;
is_plane_scale = true;
}
}
}
}
}
if (col_axis != -1) {
if (p_highlight_only) {
se->select_gizmo_highlight_axis(col_axis + (is_plane_scale ? 12 : 9));
} else {
//handle scale
_edit.mode = SpatialEditorViewport::TRANSFORM_SCALE;
_compute_edit(p_index, Point2(p_screenpos.x, p_screenpos.y));
_edit.plane = SpatialEditorViewport::TransformPlane(SpatialEditorViewport::TRANSFORM_X_AXIS + col_axis + (is_plane_scale ? 3 : 0));
}
return true;
}
}
if (p_highlight_only)
se->select_gizmo_highlight_axis(-1);
return false;
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}