Commit Graph

234 Commits

Author SHA1 Message Date
170a41ca82 Backported improvements to Basis from Godot4. Also bound all eligible methods. 2022-08-14 00:18:21 +02:00
d9e094ab9a Renamed elements in Basis to rows. 2022-08-13 19:07:59 +02:00
730bce8587 Renamed Quat to Quaternion for consistency with the other engine math classes. 2022-08-13 15:22:33 +02:00
88da0c8d4f Backported from Godot4: Fix animation player crashing when caching disabled tracks - MinusKube
a73882305c
2022-08-12 18:42:34 +02:00
47358bfaab Backported: add viewport.get_camera_2d()
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code
* simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results
* rebased to current godot master
- verdog
879f84d8f8
- Note that i did not rename the original Camera related methods.
2022-08-12 18:29:04 +02:00
f51c08120e Backported from Godot4: improved way of getting method track keys - TokageItLab
dedc4710a3
2022-08-12 17:48:00 +02:00
65f8c774a8 Backported from Godot 4: Fixed value track blend animation without RESET - TokageItLab
0fe723a1ac
2022-08-12 17:28:51 +02:00
ec9eb18aaf Backported from Godot4: Make blend animation to use ResetTrack as default value - TokageItLab
860fac4e6f
2022-08-12 17:16:52 +02:00
d1fe0ae433 Backported from Godot4: Fix blend animation to solve TRS track bug & blend order inconsistency - TokageItLab
b06d253920
2022-08-12 16:48:31 +02:00
e3918692a3 Backported from Godot 4: Fixed animation insertion in SkeletonEditor - TokageItLab
653e2a550c
2022-08-12 01:34:45 +02:00
4b939998a7 Removed AnimationTreePlayer, as it was deprecated (and also practically unusable). 2022-08-11 23:01:27 +02:00
ab86ae7c2c Backported form godot4: Respect disabled animation tracks - reduz
11805ac01d
2022-08-11 22:50:39 +02:00
dc3500ec17 Fixed BoneAttachments. 2022-08-11 22:32:32 +02:00
502f8f85c5 Fix infinite recursion issues in Skeleton. 2022-08-11 22:32:25 +02:00
575b830f68 Fixed AnimationTree animating Spatials. 2022-08-11 22:08:44 +02:00
9d9271b518 Removed the SNAME macro, I'll probably keep static counting support for StringNames though. 2022-08-11 20:22:51 +02:00
5e3c3ff4d0 Ported from Godot4: Implement global rest - TokageItLab
4d4ffa3a2c
2022-08-11 20:10:26 +02:00
da62c587e8 Ported from Godot4: get rid set_bone_pose and fix some function in SkeletonEditor - TokageItLab
8e9897b6de
2022-08-11 19:57:23 +02:00
36b5334282 Ported from Godot4: Fix for SkeletonModification3Ds to work with the new bone pose changes, fixed global_pose_to_local_pose function
- TwistedTwigleg
0cedc04769
2022-08-11 19:09:58 +02:00
109a0ca81b Ported from Godot4: Remove REST transform influence in skeleton bones
* Animations and Skeletons are now pose-only.
* Rest transform is kept as reference (when it exists) and for IK
* Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
- reduz
2dc823273e
2022-08-11 19:06:33 +02:00
15a5bea727 Clear surfaces in ImmediateMesh before adding a new one. 2022-08-11 18:09:33 +02:00
4db7bba945 Now ImmediateMesh actually sends the expected data to the VisualServer. 2022-08-11 17:56:31 +02:00
92600420ba Backported from Godot4: Implemented SkeletonEditorGizmo.
-TokageItLab, lyuma
f2e9867e9f
- It still has some issues, as this one works differently than the 3.x version, they will be fixed later.
2022-08-11 17:31:02 +02:00
d662b2f3c9 Fix unused variable. 2022-08-11 12:31:24 +02:00
1b743e8a6d Fixed comparison of integer expressions of different signedness warnings. 2022-08-11 12:28:04 +02:00
dd250bf678 Backported ImmediateMesh from Godot4. 2022-08-11 12:23:36 +02:00
58539a22b6 Backported from Godot4: Node3D gizmo improvements
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
- JFonS
cfb555a081
- Note: MeshDataResourceEditor is now kind of painful to use, it will be fixed a bit later.
2022-08-11 01:24:29 +02:00
b352060a62 Added a new bones_updated signal to Skeleton. 2022-08-10 12:42:04 +02:00
49f76407ba Fix unsigned signed comparison warnings. 2022-08-10 11:34:12 +02:00
7a9fe9117a Fix build. 2022-08-10 10:17:02 +02:00
22ce231a4e 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
5ffed49907
Note: It still needs some work.
2022-08-10 01:01:38 +02:00
cf918406ae Renamed Skeleton's skeleton_updated signal to pose_updated to make the following backports that much easier. 2022-08-09 22:31:17 +02:00
0ffa8e33a7 Backporter from Godot 4: Unexpose methods and property for binding children to Bones.
- madmiraal
65faa12fd3
2022-08-09 22:05:43 +02:00
a478334d4a Backported from Godot master: Made low level changes to the Skeleton3D class and Skeleton3D inspector. Changes listed below:
* Added helper functions to Skeleton3D for converting transforms from bone space to global space, and vice versa.
* Updated the Skeleton3D class reference.
* Changed the icon used for bones in the Skeleton3D inspector to use BoneAttachement3D's icon.
* Changed the Skeleton3D inspector to use EditorPropertyTransform and EditorPropertyVector3 when possible.
* Placed the Transform/Matrix for each bone in a sub-section, so it is visually similar to the Node3D inspector.
- TwistedTwigleg
24905becb2
- Also fixed smaller issues.
2022-08-09 21:57:46 +02:00
3d4a55a1a3 Backported: Added feature to move physical bones with skeleton when not simulating physics. - AndreaCatania
374432d074
2022-08-09 19:19:50 +02:00
27aaa70037 Added back set_bone_pose to Skeleton, as I don't see any reason not to have it. Also improved it it. 2022-08-09 18:31:47 +02:00
6d293dc7a3 Removed Transform type track from the Animation. This leaves a few things, like the skeleton editor broken, it will be fixed soon. 2022-08-09 17:40:42 +02:00
3a8ffc6df3 Added missing cases to switch. 2022-08-09 12:26:47 +02:00
8fd473f685 Backported: "Remove animation 3D transform track, replace by loc/rot/scale tracks" from Godot4.
ec19ed3723
Its a bit broken right now, more patches need to be ported. Also I kept the Transform track for now, and I did not touch the gltf module yet.
2022-08-08 23:49:18 +02:00
453c6cdda4 Remove duplicate methods. 2022-08-08 17:31:56 +02:00
2d2dfb6a84 Backported some of the improvemnents to BoneAttachment from Godot4. 2022-08-08 17:29:59 +02:00
5fa6f5e5fb Backported a few helper methods from Godot4 to Skeleton. 2022-08-08 17:29:34 +02:00
7301c3f43c Backported ImporterMesh and ImporterMeshInstance3D from Godot4. 2022-08-07 22:44:42 +02:00
53f274de2f Ported: AnimatedSprite Fix updating inspector when SpriteFrames is modified - kleonc
8ae246f15e
2022-08-07 16:20:57 +02:00
Yuri Sizov
eed219ada1 Fix theme propagation for children of top level controls 2022-08-07 15:34:47 +02:00
3b84a64a36 Ported: Mark node groups as dirty for every children if parent is moved - YuriSizov
6d53c60bf7
2022-08-07 15:32:28 +02:00
Haoyu Qiu
a7f9cc21b7 Fix crash when executing AnimationTreePlayer.are_nodes_connected 2022-08-02 18:02:17 +02:00
6cceda5101 Fix warnings on the pi. 2022-08-01 23:32:12 +02:00
249dd4d661 Updated property hints for variant arrays. 2022-07-30 21:58:40 +02:00
Marcel Admiraal
89737a1ad5 Ensure changes to Camera2D's limits don't affect smoothed_camera_pos 2022-07-30 00:29:44 +02:00