Commit Graph

86 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
4b939998a7 Removed AnimationTreePlayer, as it was deprecated (and also practically unusable). 2022-08-11 23:01:27 +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
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
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
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
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
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
lawnjelly
8726cccd56 Portals - Allow more logging to be disabled
Some logging messages were still being issued when portals/debug/logging was false. This could be annoying in games that stream in parts of levels and repeatedly call `rooms_convert()`.

This PR allows all but essential logging to be disabled.
2022-07-29 22:37:46 +02:00
5ebeb6a36c Ported: Add global_translation and global_rotation to Spatial - foxydevloper
5238740fef
2022-07-29 21:02:00 +02:00
Hayden
8e1244c196 Fix crash on NaN offset in path_follower 2d and 3d 2022-07-29 20:52:27 +02:00
e0e4d0e51d Ported: Fix editor-only visibility for lights
* Update visibility again for editor-only lights if owner changes.
Fixes #26399, supersedes #52327
- reduz
995281ca90
2022-07-29 19:28:33 +02:00
6871b0c752 Ported: Only show relevant properties in the DirectionalLight inspector
Some split distance properties are unused depending on the
current shadow mode. Also, Blend Splits and Bias Split Scale can
only be used if the shadow mode is PSSM 2 Splits or PSSM 4 Splits.
- Calinou
1806661462
2022-07-29 17:24:47 +02:00
f78be19966 Ported: Add process_mode property to InterpolatedCamera - saneery
cb94797ce4
2022-07-29 17:19:58 +02:00
smix8
e037bd3bb6 Group NavigationAgent properties
Groups the ill-defined NavigationAgent properties between pathfinding and avoidance to make it more clear which property affects what.

(cherry picked from commit dde09be302afa08f5744533e82247bb49eff1f83)
2022-07-29 16:30:15 +02:00
6101beb960 Ported: Add NavigationAgent desired path distance - smix8
88e42b2915
2022-07-29 11:36:09 +02:00
2e0589f63a Ported: [3.5] Add NavigationAgent2D/3D set_navigation_map() function
Add NavigationAgent2D/3D set_navigation_map() function. Also fixes some bugs from leftover code before the backport update.
- smix8
c6f9627c74
2022-07-29 10:34:10 +02:00
bb5acfd745 Ported: [3.5] Update NavigationServer backport
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
- smix8
8bd7c6188b
2022-07-28 22:34:28 +02:00
lawnjelly
48c1a1ae34 VisibilityNotifier - add max_distance feature
Enables turning off objects by distance to the camera in addition to testing whether they are in the view frustum.
2022-07-28 14:59:45 +02:00
smix8
4409bae4dc Add NavigationMesh debug when navmesh is added later through scripts
Add NavigationMesh debug when navmesh is added later through scripts

(cherry picked from commit b6eff47bac0a2745da6e3aa95ffa340eb71c7248)
2022-07-28 14:43:28 +02:00
lawnjelly
693c503213 Optimized Mesh Merging
Changes from PoolVector to LocalVector and pre-reserving vectors rather than push_back.
2022-07-28 13:46:56 +02:00
d161a30a4b Ported: Backport TextMesh and expose dynamic font vector outlines - bruvzg
d502bd4847
2022-07-28 00:01:20 +02:00
7fd0b29642 Ported: Backport Label3D node implementation and Sprite*3D material render priority. - bruvzg
dc6d8d6098
2022-07-27 23:40:35 +02:00
smix8
eaf28297ec Process NavigationAgent2D/3D avoidance on demand only
Changes NavigationAgent avoidance callback to a toggle that is disabled by default.
Also fixes a few missing descriptions / wrong warnings.

(cherry picked from commit 7f3688603cb3662e425cb7a1dce15459162c1dc6)
2022-07-27 23:13:40 +02:00
60b854d657 Ported: Make Navigation Agents and Obstacles respect parent process mode
Temporarily removes agent from navigation map when parent node cannot process due to SceneTree pause and process_mode property. Normal process_mode does not work as other agents would still avoid the paused agents because they were still active on the navigation map and the rvo world. Also fixes potential crash when region_get_map or agent_get_map is called while no map is set.
- smix8
88acb5b798
2022-07-27 20:07:55 +02:00
ad080c7017 Ported: Disable threaded NavigationMesh bake on unsupported OS. Automatically disables threaded NavigationMesh bake when OS does not support threads. - smix8
c3b39ca1e9
2022-07-27 18:51:18 +02:00
smix8
4a5982b9e1 Expose NavigationObstacle2D/3D get_rid() and add config warning
Exposes get_rid() function for scripting.
Adds configuration warning when obstacle is used with not intended static body parent.

(cherry picked from commit 001d89223f1377717d2b3d5ec453ff8dd3604182)
2022-07-27 18:49:00 +02:00
smix8
96b8c4d323 Fix NavigationObstacle2D/3D get_global_transform() error
Fixes NavigationObstacle2D/3D reporting a 'get_global_transform: Condition "!is_inside_tree()" error when estimating the agent radius.

The collisionshapes that are lower in the SceneTree order than the obstacle node are not loaded in the SceneTree yet so the global_transform function fails.

Also adds warning message when this happens.

(cherry picked from commit cc707412e909f117ad53ebe53e19bad43acf086a)
2022-07-27 18:48:43 +02:00
75606b352f Ported: Physics Interpolation - Reset on adding child to SceneTree. For convenience, branches added to the SceneTree now have physics interpolation reset after the first update of the transform to the VisualServer. - lawnjelly
328866ee6a
2022-07-27 17:51:39 +02:00
285c02bf76 Ported: Add autocompletion for AnimatedSprite.play() - timothyqiu
0f7f3d08ba
2022-07-27 14:23:27 +02:00
Pawel Lampe
106c45519b Add ability to bake_navigation_mesh off thread.
This feature makes it possible to workaround problems such as:
 - long baking time due to heavy synchronization when parsing geometry
   from mesh instances
 - crash when freeing `NavigationMeshInstance` while baking
 - errors when actively baking node tree is being detached from the
   scene tree
2022-07-27 14:14:50 +02:00
smix8
1317f7000a Add get_region_rid() to NavigationPolygonInstance and NavigationMeshInstance
Add get_region_rid() to NavigationPolygonInstance and NavigationMeshInstance
2022-07-27 13:54:43 +02:00