pandemonium_engine/modules/skeleton_editor/skeleton_editor_plugin.cpp
Relintai 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

1818 lines
58 KiB
C++

/*************************************************************************/
/* 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, */
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/* The above copyright notice and this permission notice shall be */
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/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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#include "skeleton_editor_plugin.h"
#include "core/io/resource_saver.h"
#include "editor/animation_track_editor.h"
#include "editor/editor_file_dialog.h"
#include "editor/editor_inspector.h"
#include "editor/editor_properties.h"
#include "editor/editor_scale.h"
#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"
#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"
#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"
#include "scene/resources/surface_tool.h"
#include "scene/resources/skin.h"
#define DISTANCE_DEFAULT 4
#define GIZMO_ARROW_SIZE 0.35
#define GIZMO_RING_HALF_WIDTH 0.1
//#define GIZMO_SCALE_DEFAULT 0.15
#define GIZMO_PLANE_SIZE 0.2
#define GIZMO_PLANE_DST 0.3
#define GIZMO_CIRCLE_SIZE 1.1
#define GIZMO_SCALE_OFFSET (GIZMO_CIRCLE_SIZE + 0.3)
#define GIZMO_ARROW_OFFSET (GIZMO_CIRCLE_SIZE + 0.3)
#define ZOOM_FREELOOK_MIN 0.01
#define ZOOM_FREELOOK_MULTIPLIER 1.08
#define ZOOM_FREELOOK_INDICATOR_DELAY_S 1.5
#ifdef REAL_T_IS_DOUBLE
#define ZOOM_FREELOOK_MAX 1'000'000'000'000
#else
#define ZOOM_FREELOOK_MAX 10'000
#endif
#define MIN_Z 0.01
#define MAX_Z 1000000.0
#define MIN_FOV 0.01
#define MAX_FOV 179
void BoneTransformEditor::create_editors() {
const Color section_color = get_color("prop_subsection", "Editor");
section = memnew(EditorInspectorSection);
section->setup("trf_properties", label, this, section_color, true);
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 BoneTransformEditor::_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 BoneTransformEditor::_value_changed(const double p_value) {
if (updating) {
return;
}
Transform tform = compute_transform_from_vector3s();
_change_transform(tform);
}
void BoneTransformEditor::_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 BoneTransformEditor::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 BoneTransformEditor::_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 BoneTransformEditor::_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 == "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 BoneTransformEditor::update_enabled_checkbox() {
if (property.empty()) {
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 BoneTransformEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_key_button_pressed"), &BoneTransformEditor::_key_button_pressed);
ClassDB::bind_method(D_METHOD("_checkbox_toggled", "toggled"), &BoneTransformEditor::_checkbox_toggled);
ClassDB::bind_method(D_METHOD("_value_changed"), &BoneTransformEditor::_value_changed);
ClassDB::bind_method(D_METHOD("_value_changed_vector3"), &BoneTransformEditor::_value_changed_vector3);
ClassDB::bind_method(D_METHOD("_value_changed_transform"), &BoneTransformEditor::_value_changed_transform);
ClassDB::bind_method(D_METHOD("_change_transform"), &BoneTransformEditor::_change_transform);
//ClassDB::bind_method(D_METHOD("update_joint_tree"), &BoneTransformEditor::update_joint_tree);
}
void BoneTransformEditor::_update_properties() {
if (updating) {
return;
}
if (skeleton == nullptr) {
return;
}
updating = true;
Transform tform = skeleton->get(property);
_update_transform_properties(tform);
}
void BoneTransformEditor::_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;
}
BoneTransformEditor::BoneTransformEditor(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 BoneTransformEditor::set_target(const String &p_prop) {
property = p_prop;
}
void BoneTransformEditor::set_keyable(const bool p_keyable) {
keyable = p_keyable;
if (key_button) {
key_button->set_visible(p_keyable);
}
}
void BoneTransformEditor::_update_key_button(const bool p_keyable) {
bool is_keyable = keyable && p_keyable;
if (key_button) {
key_button->set_visible(is_keyable);
}
}
void BoneTransformEditor::set_properties_read_only(const bool p_readonly) {
enabled_checkbox->set_disabled(p_readonly);
enabled_checkbox->update();
}
void BoneTransformEditor::set_transform_read_only(const bool p_readonly) {
translation_property->set_read_only(p_readonly);
rotation_property->set_read_only(p_readonly);
scale_property->set_read_only(p_readonly);
transform_property->set_read_only(p_readonly);
translation_property->update();
rotation_property->update();
scale_property->update();
transform_property->update();
_update_key_button(!p_readonly);
}
void BoneTransformEditor::set_toggle_enabled(const bool p_enabled) {
toggle_enabled = p_enabled;
if (enabled_checkbox) {
enabled_checkbox->set_visible(p_enabled);
}
}
void BoneTransformEditor::_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::get_singleton()->get_track_editor()->insert_transform_key(skeleton, name, tform);
}
void BoneTransformEditor::_checkbox_toggled(const bool p_toggled) {
if (!skeleton) {
return;
}
if (enabled_checkbox) {
const BoneId bone_id = property.get_slicec('/', 1).to_int();
undo_redo->create_action(TTR("Set Pose Enabled"));
bool enabled = skeleton->is_bone_enabled(bone_id);
undo_redo->add_do_method(skeleton, "set_bone_enabled", bone_id, !enabled);
undo_redo->add_undo_method(skeleton, "set_bone_enabled", bone_id, enabled);
undo_redo->commit_action();
}
}
SkeletonEditor *SkeletonEditor::singleton = nullptr;
void SkeletonEditor::set_keyable(const bool p_keyable) {
keyable = p_keyable;
skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_INSERT_KEYS, !p_keyable);
skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_INSERT_KEYS_EXISTED, !p_keyable);
};
void SkeletonEditor::set_rest_options_enabled(const bool p_rest_options_enabled) {
rest_options->get_popup()->set_item_disabled(REST_OPTION_POSE_TO_REST, !p_rest_options_enabled);
};
void SkeletonEditor::_update_show_rest_only() {
_update_pose_enabled(-1);
}
void SkeletonEditor::_update_pose_enabled(int p_bone) {
if (!skeleton) {
return;
}
if (pose_editor) {
pose_editor->set_properties_read_only(skeleton->is_show_rest_only());
if (selected_bone > 0) {
pose_editor->set_transform_read_only(skeleton->is_show_rest_only() || !(skeleton->is_bone_enabled(selected_bone)));
}
}
_update_gizmo_visible();
}
void SkeletonEditor::_on_click_skeleton_option(int p_skeleton_option) {
if (!skeleton) {
return;
}
switch (p_skeleton_option) {
case SKELETON_OPTION_CREATE_PHYSICAL_SKELETON: {
create_physical_skeleton();
break;
}
case SKELETON_OPTION_INIT_POSE: {
init_pose();
break;
}
case SKELETON_OPTION_INSERT_KEYS: {
insert_keys(true);
break;
}
case SKELETON_OPTION_INSERT_KEYS_EXISTED: {
insert_keys(false);
break;
}
case SKELETON_OPTION_ADD_BONE: {
add_bone();
} break;
case SKELETON_OPTION_REMOVE_BONE: {
remove_bone();
} break;
case SKELETON_OPTION_RENAME_BONE: {
rename_bone();
} break;
}
}
void SkeletonEditor::_on_click_rest_option(int p_rest_option) {
if (!skeleton) {
return;
}
switch (p_rest_option) {
case REST_OPTION_POSE_TO_REST: {
pose_to_rest();
break;
}
}
}
void SkeletonEditor::init_pose() {
const int bone_len = skeleton->get_bone_count();
if (!bone_len) {
return;
}
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
for (int i = 0; i < bone_len; i++) {
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 SkeletonEditor::insert_keys(bool p_all_bones) {
if (!skeleton) {
return;
}
int bone_len = skeleton->get_bone_count();
Node *root = EditorNode::get_singleton()->get_tree()->get_root();
String path = root->get_path_to(skeleton);
AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
for (int i = 0; i < bone_len; i++) {
const String name = skeleton->get_bone_name(i);
if (name.empty()) {
continue;
}
if (!p_all_bones && !te->has_transform_track(skeleton, name)) {
continue;
}
// Need to normalize the basis before you key it
Transform tform = skeleton->get_bone_pose(i);
tform.orthonormalize();
te->insert_transform_key(skeleton, name, tform);
}
}
void SkeletonEditor::pose_to_rest() {
if (!skeleton) {
return;
}
// Todo: Do method with multiple bone selection.
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
ur->add_do_method(skeleton, "set_bone_pose", selected_bone, Transform());
ur->add_undo_method(skeleton, "set_bone_pose", selected_bone, skeleton->get_bone_pose(selected_bone));
ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone) * skeleton->get_bone_pose(selected_bone));
ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone));
ur->commit_action();
}
/*
void SkeletonEditor::pose_to_rest() {
const int bone_len = skeleton->get_bone_count();
if (!bone_len) {
return;
}
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
for (int i = 0; i < bone_len; i++) {
ur->add_do_method(skeleton, "set_bone_pose", i, Transform());
ur->add_undo_method(skeleton, "set_bone_pose", i, skeleton->get_bone_pose(i));
ur->add_do_method(skeleton, "set_bone_custom_pose", i, Transform());
ur->add_undo_method(skeleton, "set_bone_custom_pose", i, skeleton->get_bone_custom_pose(i));
ur->add_do_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i) * skeleton->get_bone_custom_pose(i) * skeleton->get_bone_pose(i));
ur->add_undo_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i));
}
ur->commit_action();
}
*/
void SkeletonEditor::create_physical_skeleton() {
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ERR_FAIL_COND(!get_tree());
Node *owner = skeleton == get_tree()->get_edited_scene_root() ? skeleton : skeleton->get_owner();
const int bc = skeleton->get_bone_count();
if (!bc) {
return;
}
Vector<BoneInfo> bones_infos;
bones_infos.resize(bc);
for (int bone_id = 0; bc > bone_id; ++bone_id) {
const int parent = skeleton->get_bone_parent(bone_id);
if (parent < 0) {
bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
} else {
const int parent_parent = skeleton->get_bone_parent(parent);
bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
/// create physical bone on parent
if (!bones_infos[parent].physical_bone) {
bones_infos.write[parent].physical_bone = create_physical_bone(parent, bone_id, bones_infos);
ur->create_action(TTR("Create physical bones"));
ur->add_do_method(skeleton, "add_child", bones_infos[parent].physical_bone);
ur->add_do_reference(bones_infos[parent].physical_bone);
ur->add_undo_method(skeleton, "remove_child", bones_infos[parent].physical_bone);
ur->commit_action();
bones_infos[parent].physical_bone->set_bone_name(skeleton->get_bone_name(parent));
bones_infos[parent].physical_bone->set_owner(owner);
bones_infos[parent].physical_bone->get_child(0)->set_owner(owner); // set shape owner
/// Create joint between parent of parent
if (-1 != parent_parent) {
bones_infos[parent].physical_bone->set_joint_type(PhysicalBone::JOINT_TYPE_PIN);
}
}
}
}
}
PhysicalBone *SkeletonEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
const Transform child_rest = skeleton->get_bone_rest(bone_child_id);
real_t half_height(child_rest.origin.length() * 0.5);
real_t radius(half_height * 0.2);
CapsuleShape *bone_shape_capsule = memnew(CapsuleShape);
//bone_shape_capsule->set_height((half_height - radius) * 2);
bone_shape_capsule->set_height(half_height * 2);
bone_shape_capsule->set_radius(radius);
CollisionShape *bone_shape = memnew(CollisionShape);
bone_shape->set_shape(bone_shape_capsule);
Transform capsule_transform;
bone_shape->set_transform(capsule_transform);
Vector3 up = Vector3(0, 1, 0);
if (up.cross(child_rest.origin).is_equal_approx(Vector3())) {
up = Vector3(0, 0, 1);
}
Transform body_transform;
body_transform.set_look_at(Vector3(0, 0, 0), child_rest.origin, up);
body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
Transform joint_transform;
joint_transform.origin = Vector3(0, 0, half_height);
PhysicalBone *physical_bone = memnew(PhysicalBone);
physical_bone->add_child(bone_shape);
physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id));
physical_bone->set_body_offset(body_transform);
physical_bone->set_joint_offset(joint_transform);
return physical_bone;
}
Variant SkeletonEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
TreeItem *selected = joint_tree->get_selected();
if (!selected) {
return Variant();
}
Ref<Texture> icon = selected->get_icon(0);
VBoxContainer *vb = memnew(VBoxContainer);
HBoxContainer *hb = memnew(HBoxContainer);
TextureRect *tf = memnew(TextureRect);
tf->set_texture(icon);
tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
hb->add_child(tf);
Label *label = memnew(Label(selected->get_text(0)));
hb->add_child(label);
vb->add_child(hb);
hb->set_modulate(Color(1, 1, 1, 1));
set_drag_preview(vb);
Dictionary drag_data;
drag_data["type"] = "nodes";
drag_data["node"] = selected;
return drag_data;
}
bool SkeletonEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
TreeItem *target = joint_tree->get_item_at_position(p_point);
if (!target) {
return false;
}
const String path = target->get_metadata(0);
if (!path.begins_with("bones/")) {
return false;
}
TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
if (target == selected)
return false;
const String path2 = target->get_metadata(0);
if (!path2.begins_with("bones/")) {
return false;
}
return true;
}
void SkeletonEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
if (!can_drop_data_fw(p_point, p_data, p_from)) {
return;
}
TreeItem *target = joint_tree->get_item_at_position(p_point);
TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
const BoneId target_boneidx = String(target->get_metadata(0)).get_slicec('/', 1).to_int();
const BoneId selected_boneidx = String(selected->get_metadata(0)).get_slicec('/', 1).to_int();
move_skeleton_bone(skeleton->get_path(), selected_boneidx, target_boneidx);
}
void SkeletonEditor::move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx) {
Node *node = get_node_or_null(p_skeleton_path);
Skeleton *skeleton = Object::cast_to<Skeleton>(node);
ERR_FAIL_NULL(skeleton);
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Parentage"));
// 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();
update_joint_tree();
}
void SkeletonEditor::_joint_tree_selection_changed() {
TreeItem *selected = joint_tree->get_selected();
if (selected) {
const String path = selected->get_metadata(0);
if (path.begins_with("bones/")) {
const int b_idx = path.get_slicec('/', 1).to_int();
const String bone_path = "bones/" + itos(b_idx) + "/";
pose_editor->set_target(bone_path + "pose");
rest_editor->set_target(bone_path + "rest");
pose_editor->set_visible(true);
rest_editor->set_visible(true);
selected_bone = b_idx;
}
}
set_rest_options_enabled(selected);
_update_properties();
_update_pose_enabled();
}
void SkeletonEditor::_joint_tree_rmb_select(const Vector2 &p_pos) {
//skeleton->set_selected_bone(-1);
//_update_spatial_transform_gizmo();
}
void SkeletonEditor::_update_properties() {
if (rest_editor) {
rest_editor->_update_properties();
}
if (pose_editor) {
pose_editor->_update_properties();
}
_update_gizmo_transform();
}
void SkeletonEditor::update_joint_tree() {
joint_tree->clear();
if (!skeleton) {
return;
}
TreeItem *root = joint_tree->create_item();
Map<int, TreeItem *> items;
items.insert(-1, root);
Ref<Texture> bone_icon = get_icon(SNAME("Bone"), SNAME("EditorIcons"));
Vector<int> bones_to_process = skeleton->get_parentless_bones();
while (bones_to_process.size() > 0) {
int current_bone_idx = bones_to_process[0];
bones_to_process.erase(current_bone_idx);
const int parent_idx = skeleton->get_bone_parent(current_bone_idx);
TreeItem *parent_item = items.find(parent_idx)->get();
TreeItem *joint_item = joint_tree->create_item(parent_item);
items.insert(current_bone_idx, joint_item);
joint_item->set_text(0, skeleton->get_bone_name(current_bone_idx));
joint_item->set_icon(0, bone_icon);
joint_item->set_selectable(0, true);
joint_item->set_metadata(0, "bones/" + itos(current_bone_idx));
// Add the bone's children to the list of bones to be processed.
Vector<int> current_bone_child_bones = skeleton->get_bone_children(current_bone_idx);
int child_bone_size = current_bone_child_bones.size();
for (int i = 0; i < child_bone_size; i++) {
bones_to_process.push_back(current_bone_child_bones[i]);
}
}
}
/*
void SkeletonEditor::update_joint_tree() {
skeleton->force_update_all_bone_transforms();
joint_tree->clear();
if (skeleton == nullptr)
return;
TreeItem *root = joint_tree->create_item();
Map<int, TreeItem *> items;
items.insert(-1, root);
Ref<Texture> bone_icon = get_icon("Bone", "EditorIcons");
Vector<int> bones_to_process = skeleton->get_parentless_bones();
while (bones_to_process.size() > 0) {
int current_bone_idx = bones_to_process[0];
bones_to_process.erase(current_bone_idx);
const int parent_idx = skeleton->get_bone_parent(current_bone_idx);
TreeItem *parent_item = items.find(parent_idx)->get();
TreeItem *joint_item = joint_tree->create_item(parent_item);
items.insert(current_bone_idx, joint_item);
joint_item->set_text(0, skeleton->get_bone_name(current_bone_idx));
joint_item->set_icon(0, bone_icon);
joint_item->set_selectable(0, true);
joint_item->set_metadata(0, "bones/" + itos(current_bone_idx));
// Add the bone's children to the list of bones to be processed
Vector<int> current_bone_child_bones = skeleton->get_bone_children(current_bone_idx);
int child_bone_size = current_bone_child_bones.size();
for (int i = 0; i < child_bone_size; i++) {
bones_to_process.push_back(current_bone_child_bones[i]);
}
}
}
*/
void SkeletonEditor::update_editors() {
}
void SkeletonEditor::create_editors() {
set_h_size_flags(SIZE_EXPAND_FILL);
add_constant_override("separation", 0);
set_focus_mode(FOCUS_ALL);
SpatialEditor *ne = SpatialEditor::get_singleton();
AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
// Create Top Menu Bar
separator = memnew(VSeparator);
ne->add_control_to_menu_panel(separator);
// Create Skeleton Option in Top Menu Bar.
skeleton_options = memnew(MenuButton);
ne->add_control_to_menu_panel(skeleton_options);
skeleton_options->set_text(TTR("Skeleton"));
skeleton_options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon(SNAME("Skeleton"), SNAME("EditorIcons")));
skeleton_options->get_popup()->add_item(TTR("Init pose"), SKELETON_OPTION_INIT_POSE);
skeleton_options->get_popup()->add_item(TTR("Insert key of all bone poses"), SKELETON_OPTION_INSERT_KEYS);
skeleton_options->get_popup()->add_item(TTR("Insert key of bone poses already exist track"), SKELETON_OPTION_INSERT_KEYS_EXISTED);
skeleton_options->get_popup()->add_item(TTR("Create physical skeleton"), SKELETON_OPTION_CREATE_PHYSICAL_SKELETON);
skeleton_options->get_popup()->add_item(TTR("Add bone"), SKELETON_OPTION_ADD_BONE);
skeleton_options->get_popup()->add_item(TTR("Rename bone"), SKELETON_OPTION_RENAME_BONE);
skeleton_options->get_popup()->add_item(TTR("Remove bone"), SKELETON_OPTION_REMOVE_BONE);
skeleton_options->get_popup()->connect("id_pressed", this, "_on_click_skeleton_option");
// Create Rest Option in Top Menu Bar.
rest_options = memnew(MenuButton);
ne->add_control_to_menu_panel(rest_options);
rest_options->set_text(TTR("Edit Rest"));
rest_options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon(SNAME("BoneAttachment"), SNAME("EditorIcons")));
rest_options->get_popup()->add_item(TTR("Apply current pose to rest"), REST_OPTION_POSE_TO_REST);
rest_options->get_popup()->connect("id_pressed", this, "_on_click_rest_option");
set_rest_options_enabled(false);
Vector<Variant> button_binds;
button_binds.resize(1);
edit_mode_button = memnew(Button);
ne->add_control_to_menu_panel(edit_mode_button);
edit_mode_button->set_tooltip(TTR("Edit Mode\nShow buttons on joints."));
edit_mode_button->set_toggle_mode(true);
edit_mode_button->set_flat(true);
edit_mode_button->connect("toggled", this, "edit_mode_toggled");
edit_mode = false;
set_keyable(te->has_keying());
if (skeleton) {
skeleton->add_child(handles_mesh_instance);
handles_mesh_instance->set_skeleton_path(NodePath(""));
}
const Color section_color = get_color("prop_subsection", "Editor");
EditorInspectorSection *bones_section = memnew(EditorInspectorSection);
bones_section->setup("bones", "Bones", skeleton, section_color, true);
add_child(bones_section);
bones_section->unfold();
ScrollContainer *s_con = memnew(ScrollContainer);
s_con->set_h_size_flags(SIZE_EXPAND_FILL);
s_con->set_custom_minimum_size(Size2(1, 350) * EDSCALE);
bones_section->get_vbox()->add_child(s_con);
joint_tree = memnew(Tree);
joint_tree->set_columns(1);
joint_tree->set_focus_mode(Control::FOCUS_NONE);
joint_tree->set_select_mode(Tree::SELECT_SINGLE);
joint_tree->set_hide_root(true);
joint_tree->set_v_size_flags(SIZE_EXPAND_FILL);
joint_tree->set_h_size_flags(SIZE_EXPAND_FILL);
joint_tree->set_allow_rmb_select(true);
joint_tree->set_drag_forwarding(this);
s_con->add_child(joint_tree);
pose_editor = memnew(BoneTransformEditor(skeleton));
pose_editor->set_label(TTR("Bone Pose"));
pose_editor->set_toggle_enabled(true);
pose_editor->set_keyable(te->has_keying());
pose_editor->set_visible(false);
add_child(pose_editor);
rest_editor = memnew(BoneTransformEditor(skeleton));
rest_editor->set_label(TTR("Bone Rest"));
rest_editor->set_visible(false);
add_child(rest_editor);
rest_editor->set_transform_read_only(true);
}
void SkeletonEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
edit_mode_button->set_icon(get_icon("ToolBoneSelect", "EditorIcons"));
get_tree()->connect("node_removed", this, "_node_removed", Vector<Variant>(), Object::CONNECT_ONESHOT);
break;
} break;
case NOTIFICATION_ENTER_TREE: {
create_editors();
update_joint_tree();
update_editors();
joint_tree->connect("item_selected", this, "_joint_tree_selection_changed");
joint_tree->connect("item_rmb_selected", this, "_joint_tree_rmb_select");
#ifdef TOOLS_ENABLED
skeleton->connect("pose_updated", this, "_draw_gizmo");
skeleton->connect("pose_updated", this, "_update_properties");
skeleton->connect("bone_enabled_changed", this, "_update_pose_enabled");
skeleton->connect("show_rest_only_changed", this, "_update_show_rest_only");
#endif
break;
}
}
}
void SkeletonEditor::_node_removed(Node *p_node) {
if (skeleton && p_node == skeleton) {
skeleton = nullptr;
skeleton_options->hide();
rest_options->hide();
}
_update_properties();
}
void SkeletonEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_node_removed"), &SkeletonEditor::_node_removed);
ClassDB::bind_method(D_METHOD("_joint_tree_selection_changed"), &SkeletonEditor::_joint_tree_selection_changed);
ClassDB::bind_method(D_METHOD("_joint_tree_rmb_select"), &SkeletonEditor::_joint_tree_rmb_select);
ClassDB::bind_method(D_METHOD("_update_properties"), &SkeletonEditor::_update_properties);
ClassDB::bind_method(D_METHOD("_on_click_skeleton_option"), &SkeletonEditor::_on_click_skeleton_option);
ClassDB::bind_method(D_METHOD("_on_click_rest_option"), &SkeletonEditor::_on_click_rest_option);
ClassDB::bind_method(D_METHOD("edit_mode_toggled"), &SkeletonEditor::edit_mode_toggled);
ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &SkeletonEditor::get_drag_data_fw);
ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &SkeletonEditor::can_drop_data_fw);
ClassDB::bind_method(D_METHOD("drop_data_fw"), &SkeletonEditor::drop_data_fw);
ClassDB::bind_method(D_METHOD("move_skeleton_bone"), &SkeletonEditor::move_skeleton_bone);
ClassDB::bind_method(D_METHOD("_draw_handles"), &SkeletonEditor::_draw_handles);
ClassDB::bind_method(D_METHOD("_draw_gizmo"), &SkeletonEditor::_draw_gizmo);
ClassDB::bind_method(D_METHOD("_update_pose_enabled"), &SkeletonEditor::_update_pose_enabled);
ClassDB::bind_method(D_METHOD("_update_show_rest_only"), &SkeletonEditor::_update_show_rest_only);
_bind_tool_popup_methods();
}
void SkeletonEditor::edit_mode_toggled(const bool pressed) {
edit_mode = pressed;
_update_gizmo_visible();
}
SkeletonEditor::SkeletonEditor(EditorInspectorPluginSkeleton *e_plugin, EditorNode *p_editor, Skeleton *p_skeleton) {
editor = p_editor;
editor_plugin = e_plugin;
skeleton = p_skeleton;
singleton = this;
joint_tree = nullptr;
rest_editor = nullptr;
pose_editor = nullptr;
skeleton_options = nullptr;
rest_options = nullptr;
edit_mode = false;
file_dialog = nullptr;
keyable = false;
file_export_lib = nullptr;
selected_bone = -1;
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);
*/
handle_shader->set_code(R"(
// Skeleton 3D gizmo handle shader.
shader_type spatial;
render_mode unshaded, shadows_disabled, depth_draw_always;
uniform sampler2D texture_albedo : hint_albedo;
uniform float point_size : hint_range(0,128) = 32;
void vertex() {
if (!OUTPUT_IS_SRGB) {
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
}
VERTEX = VERTEX;
POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0);
POSITION.z = mix(POSITION.z, 0, 0.999);
POINT_SIZE = point_size;
}
void fragment() {
vec4 albedo_tex = texture(texture_albedo,POINT_COORD);
vec3 col = albedo_tex.rgb + COLOR.rgb;
col = vec3(min(col.r,1.0),min(col.g,1.0),min(col.b,1.0));
ALBEDO = col;
if (albedo_tex.a < 0.5) { discard; }
ALPHA = albedo_tex.a;
}
)");
handle_material->set_shader(handle_shader);
Ref<Texture> handle = editor->get_gui_base()->get_icon("EditorBoneHandle", "EditorIcons");
handle_material->set_shader_param("point_size", handle->get_width());
handle_material->set_shader_param("texture_albedo", handle);
handles_mesh_instance = memnew(MeshInstance);
handles_mesh_instance->set_cast_shadows_setting(GeometryInstance::SHADOW_CASTING_SETTING_OFF);
handles_mesh.instance();
handles_mesh_instance->set_mesh(handles_mesh);
create_bone_tool_popups();
}
SkeletonEditor::~SkeletonEditor() {
if (skeleton) {
#ifdef TOOLS_ENABLED
skeleton->disconnect("show_rest_only_changed", this, "_update_show_rest_only");
skeleton->disconnect("bone_enabled_changed", this, "_update_pose_enabled");
skeleton->disconnect("pose_updated", this, "_draw_gizmo");
skeleton->disconnect("pose_updated", this, "_update_properties");
skeleton->set_transform_gizmo_visible(true);
#endif
handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance);
}
handles_mesh_instance->queue_delete();
SpatialEditor *ne = SpatialEditor::get_singleton();
if (separator) {
ne->remove_control_from_menu_panel(separator);
memdelete(separator);
}
if (skeleton_options) {
ne->remove_control_from_menu_panel(skeleton_options);
memdelete(skeleton_options);
}
if (rest_options) {
ne->remove_control_from_menu_panel(rest_options);
memdelete(rest_options);
}
if (edit_mode_button) {
ne->remove_control_from_menu_panel(edit_mode_button);
memdelete(edit_mode_button);
}
}
void SkeletonEditor::update_bone_original() {
if (!skeleton) {
return;
}
if (skeleton->get_bone_count() == 0 || selected_bone == -1) {
return;
}
bone_original = skeleton->get_bone_pose(selected_bone);
}
void SkeletonEditor::_hide_handles() {
handles_mesh_instance->hide();
}
void SkeletonEditor::_draw_gizmo() {
if (!skeleton) {
return;
}
// If you call get_bone_global_pose() while drawing the surface, such as toggle rest mode,
// the skeleton update will be done first and
// the drawing surface will be interrupted once and an error will occur.
skeleton->force_update_all_dirty_bones();
// Handles.
if (edit_mode) {
_draw_handles();
} else {
_hide_handles();
}
}
void SkeletonEditor::_draw_handles() {
handles_mesh_instance->show();
const int bone_len = skeleton->get_bone_count();
handles_mesh->clear_surfaces();
handles_mesh->surface_begin(Mesh::PRIMITIVE_POINTS);
for (int i = 0; i < bone_len; i++) {
Color c;
if (i == selected_bone) {
c = Color(1, 1, 0);
} else {
c = Color(0.1, 0.25, 0.8);
}
Vector3 point = skeleton->get_bone_global_pose(i).origin;
handles_mesh->surface_set_color(c);
handles_mesh->surface_add_vertex(point);
}
handles_mesh->surface_end();
handles_mesh->surface_set_material(0, handle_material);
}
TreeItem *SkeletonEditor::_find(TreeItem *p_node, const NodePath &p_path) {
if (!p_node) {
return nullptr;
}
NodePath np = p_node->get_metadata(0);
if (np == p_path) {
return p_node;
}
TreeItem *children = p_node->get_children();
while (children) {
TreeItem *n = _find(children, p_path);
if (n) {
return n;
}
children = children->get_next();
}
return nullptr;
}
void SkeletonEditor::_subgizmo_selection_change() {
if (!skeleton) {
return;
}
// Once validated by subgizmos_intersect_ray, but required if through inspector's bones tree.
if (!edit_mode) {
skeleton->clear_subgizmo_selection();
return;
}
int selected = -1;
SkeletonEditor *se = SkeletonEditor::get_singleton();
if (se) {
selected = se->get_selected_bone();
}
if (selected >= 0) {
Vector<Ref<SpatialGizmo>> gizmos = skeleton->get_gizmos();
for (int i = 0; i < gizmos.size(); i++) {
Ref<EditorSpatialGizmo> gizmo = gizmos[i];
if (!gizmo.is_valid()) {
continue;
}
Ref<SkeletonGizmoPlugin> plugin = gizmo->get_plugin();
if (!plugin.is_valid()) {
continue;
}
skeleton->set_subgizmo_selection(gizmo, selected, skeleton->get_bone_global_pose(selected));
break;
}
} else {
skeleton->clear_subgizmo_selection();
}
}
void SkeletonEditor::select_bone(int p_idx) {
if (p_idx >= 0) {
TreeItem *ti = _find(joint_tree->get_root(), "bones/" + itos(p_idx));
if (ti) {
// Make visible when it's collapsed.
TreeItem *node = ti->get_parent();
while (node && node != joint_tree->get_root()) {
node->set_collapsed(false);
node = node->get_parent();
}
ti->select(0);
joint_tree->scroll_to_item(ti);
}
} else {
selected_bone = -1;
joint_tree->deselect_all();
_joint_tree_selection_changed();
}
}
void SkeletonEditor::add_bone() {
_bone_add_dialog->popup_centered();
_bone_add_line_edit->set_text("");
_bone_add_line_edit->grab_focus();
}
void SkeletonEditor::_add_bone_callback() {
skeleton->add_bone(_bone_add_line_edit->get_text());
update_joint_tree();
}
void SkeletonEditor::remove_bone() {
if (skeleton->get_selected_bone() == -1) {
return;
}
_bone_remove_dialog->popup_centered();
}
void SkeletonEditor::_remove_bone_callback() {
if (skeleton->get_selected_bone() == -1) {
return;
}
skeleton->remove_bone(skeleton->get_selected_bone());
update_joint_tree();
}
void SkeletonEditor::rename_bone() {
if (skeleton->get_selected_bone() == -1) {
return;
}
_bone_rename_line_edit->set_text(skeleton->get_bone_name(skeleton->get_selected_bone()));
_bone_rename_dialog->popup_centered();
_bone_rename_line_edit->grab_focus();
}
void SkeletonEditor::_rename_bone_callback() {
if (skeleton->get_selected_bone() == -1) {
return;
}
skeleton->set_bone_name(skeleton->get_selected_bone(), _bone_rename_line_edit->get_text());
update_joint_tree();
}
void SkeletonEditor::create_bone_tool_popups() {
_bone_add_dialog = memnew(ConfirmationDialog);
_bone_add_dialog->set_title("Add bone");
_bone_add_dialog->connect("confirmed", this, "_add_bone_callback");
_bone_add_line_edit = memnew(LineEdit);
_bone_add_line_edit->set_placeholder("Name");
_bone_add_dialog->add_child(_bone_add_line_edit);
add_child(_bone_add_dialog);
_bone_rename_dialog = memnew(ConfirmationDialog);
_bone_rename_dialog->set_title("Rename bone");
_bone_rename_dialog->connect("confirmed", this, "_rename_bone_callback");
_bone_rename_line_edit = memnew(LineEdit);
_bone_rename_dialog->add_child(_bone_rename_line_edit);
add_child(_bone_rename_dialog);
_bone_remove_dialog = memnew(ConfirmationDialog);
_bone_remove_dialog->set_title("Remove");
_bone_remove_dialog->connect("confirmed", this, "_remove_bone_callback");
Label *rl = memnew(Label);
rl->set_text("Remove Bone?");
_bone_remove_dialog->add_child(rl);
add_child(_bone_remove_dialog);
}
void SkeletonEditor::_bind_tool_popup_methods() {
ClassDB::bind_method(D_METHOD("_add_bone_callback"), &SkeletonEditor::_add_bone_callback);
ClassDB::bind_method(D_METHOD("_remove_bone_callback"), &SkeletonEditor::_remove_bone_callback);
ClassDB::bind_method(D_METHOD("_rename_bone_callback"), &SkeletonEditor::_rename_bone_callback);
}
void EditorInspectorPluginSkeleton::_bind_methods() {
}
bool EditorInspectorPluginSkeleton::can_handle(Object *p_object) {
return Object::cast_to<Skeleton>(p_object) != nullptr;
}
void EditorInspectorPluginSkeleton::parse_begin(Object *p_object) {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_object);
ERR_FAIL_COND(!skeleton);
skel_editor = memnew(SkeletonEditor(this, editor, skeleton));
add_custom_control(skel_editor);
}
SkeletonEditorPlugin::SkeletonEditorPlugin(EditorNode *p_node) {
editor = p_node;
skeleton_plugin = memnew(EditorInspectorPluginSkeleton);
skeleton_plugin->editor = editor;
EditorInspector::add_inspector_plugin(skeleton_plugin);
Ref<SkeletonGizmoPlugin> gizmo_plugin = Ref<SkeletonGizmoPlugin>(memnew(SkeletonGizmoPlugin));
SpatialEditor::get_singleton()->add_gizmo_plugin(gizmo_plugin);
}
EditorPlugin::AfterGUIInput SkeletonEditorPlugin::forward_spatial_gui_input(Camera *p_camera, const Ref<InputEvent> &p_event) {
SkeletonEditor *se = SkeletonEditor::get_singleton();
SpatialEditor *ne = SpatialEditor::get_singleton();
if (se->is_edit_mode()) {
const Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid() && mb->get_button_index() == BUTTON_LEFT) {
if (ne->get_tool_mode() != SpatialEditor::TOOL_MODE_SELECT) {
if (!ne->is_gizmo_visible()) {
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
}
if (mb->is_pressed()) {
se->update_bone_original();
}
}
return EditorPlugin::AFTER_GUI_INPUT_DESELECT;
}
return EditorPlugin::AFTER_GUI_INPUT_PASS;
}
bool SkeletonEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Skeleton");
}
void SkeletonEditor::_update_gizmo_transform() {
SpatialEditor::get_singleton()->update_transform_gizmo();
};
void SkeletonEditorPlugin::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
add_spatial_gizmo_plugin(Ref<SkeletonGizmoPlugin>(memnew(SkeletonGizmoPlugin)));
}
}
void SkeletonEditor::_update_gizmo_visible() {
_subgizmo_selection_change();
if (edit_mode) {
if (selected_bone == -1) {
#ifdef TOOLS_ENABLED
skeleton->set_transform_gizmo_visible(false);
#endif
} else {
#ifdef TOOLS_ENABLED
if (skeleton->is_bone_enabled(selected_bone) && !skeleton->is_show_rest_only()) {
skeleton->set_transform_gizmo_visible(true);
} else {
skeleton->set_transform_gizmo_visible(false);
}
#endif
}
} else {
#ifdef TOOLS_ENABLED
skeleton->set_transform_gizmo_visible(true);
#endif
}
_draw_gizmo();
}
int SkeletonEditor::get_selected_bone() const {
return selected_bone;
}
SkeletonGizmoPlugin::SkeletonGizmoPlugin() {
unselected_mat.instance();
unselected_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
unselected_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
unselected_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
unselected_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
selected_sh = Ref<Shader>(memnew(Shader));
selected_sh->set_code(R"(
// Skeleton 3D gizmo bones shader.
shader_type spatial;
render_mode unshaded, shadows_disabled;
void vertex() {
if (!OUTPUT_IS_SRGB) {
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
}
VERTEX = VERTEX;
POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0);
POSITION.z = mix(POSITION.z, 0, 0.998);
}
void fragment() {
ALBEDO = COLOR.rgb;
ALPHA = COLOR.a;
}
)");
selected_mat->set_shader(selected_sh);
// Regist properties in editor settings.
EDITOR_DEF("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4));
EDITOR_DEF("editors/3d_gizmos/gizmo_colors/selected_bone", Color(0.8, 0.3, 0.0));
EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_axis_length", (float)0.1);
EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_shape", 1);
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d_gizmos/gizmo_settings/bone_shape", PROPERTY_HINT_ENUM, "Wire,Octahedron"));
}
bool SkeletonGizmoPlugin::has_gizmo(Spatial *p_spatial) {
return Object::cast_to<Skeleton>(p_spatial) != nullptr;
}
String SkeletonGizmoPlugin::get_gizmo_name() const {
return "Skeleton";
}
int SkeletonGizmoPlugin::get_priority() const {
return -1;
}
int SkeletonGizmoPlugin::subgizmos_intersect_ray(const EditorSpatialGizmo *p_gizmo, Camera *p_camera, const Vector2 &p_point) const {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
ERR_FAIL_COND_V(!skeleton, -1);
SkeletonEditor *se = SkeletonEditor::get_singleton();
if (!se->is_edit_mode()) {
return -1;
}
if (SpatialEditor::get_singleton()->get_tool_mode() != SpatialEditor::TOOL_MODE_SELECT) {
return -1;
}
// Select bone.
real_t grab_threshold = 4 * EDSCALE;
Vector3 ray_from = p_camera->get_global_transform().origin;
Transform gt = skeleton->get_global_transform();
int closest_idx = -1;
real_t closest_dist = 1e10;
const int bone_len = skeleton->get_bone_count();
for (int i = 0; i < bone_len; i++) {
Vector3 joint_pos_3d = gt.xform(skeleton->get_bone_global_pose(i).origin);
Vector2 joint_pos_2d = p_camera->unproject_position(joint_pos_3d);
real_t dist_3d = ray_from.distance_to(joint_pos_3d);
real_t dist_2d = p_point.distance_to(joint_pos_2d);
if (dist_2d < grab_threshold && dist_3d < closest_dist) {
closest_dist = dist_3d;
closest_idx = i;
}
}
if (closest_idx >= 0) {
WARN_PRINT("ray:");
WARN_PRINT(itos(closest_idx));
se->select_bone(closest_idx);
return closest_idx;
}
se->select_bone(-1);
return -1;
}
Transform SkeletonGizmoPlugin::get_subgizmo_transform(const EditorSpatialGizmo *p_gizmo, int p_id) const {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
ERR_FAIL_COND_V(!skeleton, Transform());
return skeleton->get_bone_global_pose(p_id);
}
void SkeletonGizmoPlugin::set_subgizmo_transform(const EditorSpatialGizmo *p_gizmo, int p_id, Transform p_transform) {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
ERR_FAIL_COND(!skeleton);
// Prepare for global to local.
Transform original_to_local = Transform();
int parent_idx = skeleton->get_bone_parent(p_id);
if (parent_idx >= 0) {
original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx);
}
Basis to_local = original_to_local.get_basis().inverse();
// Prepare transform.
Transform t = Transform();
// Basis.
t.basis = to_local * p_transform.get_basis();
// Origin.
Vector3 orig = Vector3();
orig = skeleton->get_bone_pose(p_id).origin;
Vector3 sub = p_transform.origin - skeleton->get_bone_global_pose(p_id).origin;
t.origin = orig + to_local.xform(sub);
// Apply transform.
skeleton->set_bone_pose(p_id, t);
}
void SkeletonGizmoPlugin::commit_subgizmos(const EditorSpatialGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform> &p_restore, bool p_cancel) {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
ERR_FAIL_COND(!skeleton);
SkeletonEditor *se = SkeletonEditor::get_singleton();
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
for (int i = 0; i < p_ids.size(); i++) {
ur->create_action(TTR("Set Bone Transform"));
ur->add_do_method(skeleton, "set_bone_pose", p_ids[i], skeleton->get_bone_pose(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose", p_ids[i], se->get_bone_original());
}
ur->commit_action();
}
void SkeletonGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
p_gizmo->clear();
int selected = -1;
SkeletonEditor *se = SkeletonEditor::get_singleton();
if (se) {
selected = se->get_selected_bone();
}
Color bone_color = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_colors/skeleton");
Color selected_bone_color = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_colors/selected_bone");
real_t bone_axis_length = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_settings/bone_axis_length");
int bone_shape = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_settings/bone_shape");
LocalVector<Color> axis_colors;
axis_colors.push_back(SpatialEditor::get_singleton()->get_color(SNAME("axis_x_color"), SNAME("Editor")));
axis_colors.push_back(SpatialEditor::get_singleton()->get_color(SNAME("axis_y_color"), SNAME("Editor")));
axis_colors.push_back(SpatialEditor::get_singleton()->get_color(SNAME("axis_z_color"), SNAME("Editor")));
Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
surface_tool->begin(Mesh::PRIMITIVE_LINES);
if (p_gizmo->is_selected()) {
surface_tool->set_material(selected_mat);
} else {
unselected_mat->set_albedo(bone_color);
surface_tool->set_material(unselected_mat);
}
Vector<Transform> grests;
grests.resize(skeleton->get_bone_count());
LocalVector<int> bones;
LocalVector<float> weights;
bones.resize(4);
weights.resize(4);
for (int i = 0; i < 4; i++) {
bones[i] = 0;
weights[i] = 0;
}
weights[0] = 1;
int current_bone_index = 0;
Vector<int> bones_to_process = skeleton->get_parentless_bones();
while (bones_to_process.size() > current_bone_index) {
int current_bone_idx = bones_to_process[current_bone_index];
current_bone_index++;
Color current_bone_color = (current_bone_idx == selected) ? selected_bone_color : bone_color;
Vector<int> child_bones_vector;
child_bones_vector = skeleton->get_bone_children(current_bone_idx);
int child_bones_size = child_bones_vector.size();
// You have children but no parent, then you must be a root/parentless bone.
if (skeleton->get_bone_parent(current_bone_idx) < 0) {
grests.write[current_bone_idx] = skeleton->get_bone_rest(current_bone_idx);
}
for (int i = 0; i < child_bones_size; i++) {
// Something wrong.
if (child_bones_vector[i] < 0) {
continue;
}
int child_bone_idx = child_bones_vector[i];
grests.write[child_bone_idx] = grests[current_bone_idx] * skeleton->get_bone_rest(child_bone_idx);
Vector3 v0 = grests[current_bone_idx].origin;
Vector3 v1 = grests[child_bone_idx].origin;
Vector3 d = (v1 - v0).normalized();
real_t dist = v0.distance_to(v1);
// Find closest axis.
int closest = -1;
real_t closest_d = 0.0;
for (int j = 0; j < 3; j++) {
real_t dp = Math::abs(grests[current_bone_idx].basis[j].normalized().dot(d));
if (j == 0 || dp > closest_d) {
closest = j;
}
}
// Draw bone.
switch (bone_shape) {
case 0: { // Wire shape.
surface_tool->add_color(current_bone_color);
bones[0] = current_bone_idx;
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v0);
bones[0] = child_bone_idx;
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v1);
} break;
case 1: { // Octahedron shape.
Vector3 first;
Vector3 points[6];
int point_idx = 0;
for (int j = 0; j < 3; j++) {
Vector3 axis;
if (first == Vector3()) {
axis = d.cross(d.cross(grests[current_bone_idx].basis[j])).normalized();
first = axis;
} else {
axis = d.cross(first).normalized();
}
surface_tool->add_color(current_bone_color);
for (int k = 0; k < 2; k++) {
if (k == 1) {
axis = -axis;
}
Vector3 point = v0 + d * dist * 0.2;
point += axis * dist * 0.1;
bones[0] = current_bone_idx;
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v0);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(point);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(point);
bones[0] = child_bone_idx;
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v1);
points[point_idx++] = point;
}
}
surface_tool->add_color(current_bone_color);
SWAP(points[1], points[2]);
bones[0] = current_bone_idx;
for (int j = 0; j < 6; j++) {
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(points[j]);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(points[(j + 1) % 6]);
}
} break;
}
// Axis as root of the bone.
for (int j = 0; j < 3; j++) {
bones[0] = current_bone_idx;
surface_tool->add_color(axis_colors[j]);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v0);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v0 + (grests[current_bone_idx].basis.inverse())[j].normalized() * dist * bone_axis_length);
if (j == closest) {
continue;
}
}
// Axis at the end of the bone children.
if (i == child_bones_size - 1) {
for (int j = 0; j < 3; j++) {
bones[0] = child_bone_idx;
surface_tool->add_color(axis_colors[j]);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v1);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v1 + (grests[child_bone_idx].basis.inverse())[j].normalized() * dist * bone_axis_length);
if (j == closest) {
continue;
}
}
}
// Add the bone's children to the list of bones to be processed.
bones_to_process.push_back(child_bones_vector[i]);
}
}
Ref<ArrayMesh> m = surface_tool->commit();
p_gizmo->add_mesh(m, Ref<Material>(), Transform(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
}