pandemonium_engine/modules/skeleton_editor/skeleton_editor_plugin.cpp

1714 lines
57 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, */
/* 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"
#include "core/os/keyboard.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/skin.h"
#include "scene/resources/sphere_shape.h"
#include "scene/resources/surface_tool.h"
#define DISTANCE_DEFAULT 4
#define GIZMO_ARROW_SIZE 0.35
#define GIZMO_RING_HALF_WIDTH 0.1
//#define GIZMO_SCALE_DEFAULT 0.15
#define GIZMO_PLANE_SIZE 0.2
#define GIZMO_PLANE_DST 0.3
#define GIZMO_CIRCLE_SIZE 1.1
#define GIZMO_SCALE_OFFSET (GIZMO_CIRCLE_SIZE + 0.3)
#define GIZMO_ARROW_OFFSET (GIZMO_CIRCLE_SIZE + 0.3)
#define ZOOM_FREELOOK_MIN 0.01
#define ZOOM_FREELOOK_MULTIPLIER 1.08
#define ZOOM_FREELOOK_INDICATOR_DELAY_S 1.5
#ifdef REAL_T_IS_DOUBLE
#define ZOOM_FREELOOK_MAX 1'000'000'000'000
#else
#define ZOOM_FREELOOK_MAX 10'000
#endif
#define MIN_Z 0.01
#define MAX_Z 1000000.0
#define MIN_FOV 0.01
#define MAX_FOV 179
void BoneTransformEditor::create_editors() {
const Color section_color = get_color("prop_subsection", "Editor");
section = memnew(EditorInspectorSection);
section->setup("trf_properties", label, this, section_color, true);
section->unfold();
add_child(section);
enabled_checkbox = memnew(EditorPropertyCheck());
enabled_checkbox->set_label("Pose Enabled");
enabled_checkbox->set_selectable(false);
enabled_checkbox->connect("property_changed", this, "_value_changed");
section->get_vbox()->add_child(enabled_checkbox);
// Position property.
position_property = memnew(EditorPropertyVector3());
position_property->setup(-10000, 10000, 0.001f, true);
position_property->set_label("Position");
position_property->set_selectable(false);
position_property->connect("property_changed", this, "_value_changed");
position_property->connect("property_keyed", this, "_property_keyed");
section->get_vbox()->add_child(position_property);
// Rotation property
rotation_property = memnew(EditorPropertyQuaternion());
rotation_property->setup(-10000, 10000, 0.001f, true);
rotation_property->set_label("Rotation");
rotation_property->set_selectable(false);
rotation_property->connect("property_changed", this, "_value_changed");
rotation_property->connect("property_keyed", this, "_property_keyed");
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_selectable(false);
scale_property->connect("property_changed", this, "_value_changed_vector3");
scale_property->connect("property_keyed", this, "_property_keyed");
section->get_vbox()->add_child(scale_property);
// Transform/Matrix section
rest_section = memnew(EditorInspectorSection);
rest_section->setup("trf_properties_transform", "Rest", this, section_color, true);
section->get_vbox()->add_child(rest_section);
// Transform/Matrix property
rest_matrix = memnew(EditorPropertyTransform());
rest_matrix->setup(-10000, 10000, 0.001f, true);
rest_matrix->set_label("Transform");
rest_matrix->set_selectable(false);
rest_section->get_vbox()->add_child(rest_matrix);
}
void BoneTransformEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
create_editors();
}
}
}
void BoneTransformEditor::_value_changed(const String &p_path, const Variant &p_value, const String &p_name, bool changing) {
if (updating) {
return;
}
if (skeleton) {
undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
undo_redo->add_undo_property(skeleton, p_path, skeleton->get(p_path));
undo_redo->add_do_property(skeleton, p_path, p_value);
undo_redo->commit_action();
}
}
void BoneTransformEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_value_changed"), &BoneTransformEditor::_value_changed);
ClassDB::bind_method(D_METHOD("_property_keyed"), &BoneTransformEditor::_property_keyed);
//ClassDB::bind_method(D_METHOD("update_joint_tree"), &BoneTransformEditor::update_joint_tree);
}
BoneTransformEditor::BoneTransformEditor(Skeleton *p_skeleton) {
skeleton = p_skeleton;
enabled_checkbox = nullptr;
toggle_enabled = false;
updating = false;
undo_redo = EditorNode::get_undo_redo();
}
void BoneTransformEditor::set_keyable(const bool p_keyable) {
position_property->set_keying(p_keyable);
rotation_property->set_keying(p_keyable);
scale_property->set_keying(p_keyable);
}
void BoneTransformEditor::set_target(const String &p_prop) {
enabled_checkbox->set_object_and_property(skeleton, p_prop + "enabled");
enabled_checkbox->update_property();
position_property->set_object_and_property(skeleton, p_prop + "position");
position_property->update_property();
rotation_property->set_object_and_property(skeleton, p_prop + "rotation");
rotation_property->update_property();
scale_property->set_object_and_property(skeleton, p_prop + "scale");
scale_property->update_property();
rest_matrix->set_object_and_property(skeleton, p_prop + "rest");
rest_matrix->update_property();
}
void BoneTransformEditor::_property_keyed(const String &p_path, bool p_advance) {
AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
Vector<String> split = p_path.split("/");
if (split.size() == 3 && split[0] == "bones") {
int bone_idx = split[1].to_int();
if (split[2] == "position") {
te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, skeleton->get(p_path));
}
if (split[2] == "rotation") {
te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_ROTATION_3D, skeleton->get(p_path));
}
if (split[2] == "scale") {
te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_SCALE_3D, skeleton->get(p_path));
}
}
}
void BoneTransformEditor::_update_properties() {
/*
if (!skeleton) {
return;
}
int selected = SkeletonEditor::get_singleton()->get_selected_bone();
List<PropertyInfo> props;
skeleton->get_property_list(&props);
for (const PropertyInfo &E : props) {
PackedStringArray spr = E.name.split("/");
if (spr.size() == 3 && spr[0] == "bones") {
if (spr[1].to_int() == selected) {
if (spr[2] == "enabled") {
enabled_checkbox->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
enabled_checkbox->update_property();
enabled_checkbox->update();
}
if (spr[2] == "position") {
position_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
position_property->update_property();
position_property->update();
}
if (spr[2] == "rotation") {
rotation_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
rotation_property->update_property();
rotation_property->update();
}
if (spr[2] == "scale") {
scale_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
scale_property->update_property();
scale_property->update();
}
if (spr[2] == "rest") {
rest_matrix->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);
rest_matrix->update_property();
rest_matrix->update();
}
}
}
}
*/
}
SkeletonEditor *SkeletonEditor::singleton = nullptr;
void SkeletonEditor::set_keyable(const bool p_keyable) {
keyable = p_keyable;
if (p_keyable) {
animation_hb->show();
} else {
animation_hb->hide();
}
};
void SkeletonEditor::set_bone_options_enabled(const bool p_bone_options_enabled) {
skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_INIT_SELECTED_POSES, !p_bone_options_enabled);
skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_SELECTED_POSES_TO_RESTS, !p_bone_options_enabled);
};
void SkeletonEditor::_on_click_skeleton_option(int p_skeleton_option) {
if (!skeleton) {
return;
}
switch (p_skeleton_option) {
case SKELETON_OPTION_INIT_ALL_POSES: {
init_pose(true);
break;
}
case SKELETON_OPTION_INIT_SELECTED_POSES: {
init_pose(false);
break;
}
case SKELETON_OPTION_ALL_POSES_TO_RESTS: {
pose_to_rest(true);
break;
}
case SKELETON_OPTION_SELECTED_POSES_TO_RESTS: {
pose_to_rest(false);
break;
}
case SKELETON_OPTION_CREATE_PHYSICAL_SKELETON: {
create_physical_skeleton();
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::init_pose(const bool p_all_bones) {
if (!skeleton) {
return;
}
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);
if (p_all_bones) {
for (int i = 0; i < bone_len; i++) {
Transform rest = skeleton->get_bone_rest(i);
ur->add_do_method(skeleton, "set_bone_pose_position", i, rest.origin);
ur->add_do_method(skeleton, "set_bone_pose_rotation", i, rest.basis.get_rotation_quaternion());
ur->add_do_method(skeleton, "set_bone_pose_scale", i, rest.basis.get_scale());
ur->add_undo_method(skeleton, "set_bone_pose_position", i, skeleton->get_bone_pose_position(i));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", i, skeleton->get_bone_pose_rotation(i));
ur->add_undo_method(skeleton, "set_bone_pose_scale", i, skeleton->get_bone_pose_scale(i));
}
} else {
// Todo: Do method with multiple bone selection.
if (selected_bone == -1) {
ur->commit_action();
return;
}
Transform rest = skeleton->get_bone_rest(selected_bone);
ur->add_do_method(skeleton, "set_bone_pose_position", selected_bone, rest.origin);
ur->add_do_method(skeleton, "set_bone_pose_rotation", selected_bone, rest.basis.get_rotation_quaternion());
ur->add_do_method(skeleton, "set_bone_pose_scale", selected_bone, rest.basis.get_scale());
ur->add_undo_method(skeleton, "set_bone_pose_position", selected_bone, skeleton->get_bone_pose_position(selected_bone));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", selected_bone, skeleton->get_bone_pose_rotation(selected_bone));
ur->add_undo_method(skeleton, "set_bone_pose_scale", selected_bone, skeleton->get_bone_pose_scale(selected_bone));
}
ur->commit_action();
}
void SkeletonEditor::insert_keys(const bool p_all_bones) {
if (!skeleton) {
return;
}
bool pos_enabled = key_loc_button->is_pressed();
bool rot_enabled = key_rot_button->is_pressed();
bool scl_enabled = key_scale_button->is_pressed();
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 (pos_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_POSITION_3D))) {
te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i));
}
if (rot_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_ROTATION_3D))) {
te->insert_transform_key(skeleton, name, Animation::TYPE_ROTATION_3D, skeleton->get_bone_pose_rotation(i));
}
if (scl_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_SCALE_3D))) {
te->insert_transform_key(skeleton, name, Animation::TYPE_SCALE_3D, skeleton->get_bone_pose_scale(i));
}
}
//te->commit_insert_queue();
}
void SkeletonEditor::pose_to_rest(const bool p_all_bones) {
if (!skeleton) {
return;
}
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 Rest"), UndoRedo::MERGE_ENDS);
if (p_all_bones) {
for (int i = 0; i < bone_len; i++) {
ur->add_do_method(skeleton, "set_bone_rest", i, skeleton->get_bone_pose(i));
ur->add_undo_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i));
}
} else {
// Todo: Do method with multiple bone selection.
if (selected_bone == -1) {
ur->commit_action();
return;
}
ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_pose(selected_bone));
ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone));
}
ur->commit_action();
}
void SkeletonEditor::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_editor->set_keyable(keyable);
selected_bone = b_idx;
}
}
pose_editor->set_visible(selected);
set_bone_options_enabled(selected);
_update_properties();
_update_gizmo_visible();
}
void SkeletonEditor::_joint_tree_rmb_select(const Vector2 &p_pos) {
//skeleton->set_selected_bone(-1);
//_update_spatial_transform_gizmo();
}
void SkeletonEditor::_update_properties() {
if (pose_editor) {
pose_editor->_update_properties();
}
SpatialEditor::get_singleton()->update_transform_gizmo();
}
void SkeletonEditor::update_joint_tree() {
joint_tree->clear();
if (!skeleton) {
return;
}
TreeItem *root = joint_tree->create_item();
Map<int, TreeItem *> items;
items.insert(-1, root);
Ref<Texture> bone_icon = get_icon("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_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("Skeleton", "EditorIcons"));
PopupMenu *p = skeleton_options->get_popup();
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/init_all_poses", TTR("Init all Poses")), SKELETON_OPTION_INIT_ALL_POSES);
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/init_selected_poses", TTR("Init selected Poses")), SKELETON_OPTION_INIT_SELECTED_POSES);
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/all_poses_to_rests", TTR("Apply all poses to rests")), SKELETON_OPTION_ALL_POSES_TO_RESTS);
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/selected_poses_to_rests", TTR("Apply selected poses to rests")), SKELETON_OPTION_SELECTED_POSES_TO_RESTS);
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/create_physical_skeleton", TTR("Create physical skeleton")), SKELETON_OPTION_CREATE_PHYSICAL_SKELETON);
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/add_bone", TTR("Add bone")), SKELETON_OPTION_ADD_BONE);
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/rename_bone", TTR("Rename bone")), SKELETON_OPTION_RENAME_BONE);
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/remove_bone", TTR("Remove bone")), SKELETON_OPTION_REMOVE_BONE);
skeleton_options->get_popup()->connect("id_pressed", this, "_on_click_skeleton_option");
set_bone_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_flat(true);
edit_mode_button->set_toggle_mode(true);
edit_mode_button->set_focus_mode(FOCUS_NONE);
edit_mode_button->set_tooltip(TTR("Edit Mode\nShow buttons on joints."));
edit_mode_button->connect("toggled", this, "edit_mode_toggled");
edit_mode = false;
if (skeleton) {
skeleton->add_child(handles_mesh_instance);
handles_mesh_instance->set_skeleton_path(NodePath(""));
}
// Keying buttons.
animation_hb = memnew(HBoxContainer);
ne->add_control_to_menu_panel(animation_hb);
animation_hb->add_child(memnew(VSeparator));
animation_hb->hide();
key_loc_button = memnew(Button);
key_loc_button->set_flat(true);
key_loc_button->set_toggle_mode(true);
key_loc_button->set_pressed(false);
key_loc_button->set_focus_mode(FOCUS_NONE);
key_loc_button->set_tooltip(TTR("Translation mask for inserting keys."));
animation_hb->add_child(key_loc_button);
key_rot_button = memnew(Button);
key_rot_button->set_flat(true);
key_rot_button->set_toggle_mode(true);
key_rot_button->set_pressed(true);
key_rot_button->set_focus_mode(FOCUS_NONE);
key_rot_button->set_tooltip(TTR("Rotation mask for inserting keys."));
animation_hb->add_child(key_rot_button);
key_scale_button = memnew(Button);
key_scale_button->set_flat(true);
key_scale_button->set_toggle_mode(true);
key_scale_button->set_pressed(false);
key_scale_button->set_focus_mode(FOCUS_NONE);
key_scale_button->set_tooltip(TTR("Scale mask for inserting keys."));
animation_hb->add_child(key_scale_button);
key_insert_button = memnew(Button);
key_insert_button->set_flat(true);
key_insert_button->set_focus_mode(FOCUS_NONE);
key_insert_button->connect("pressed", this, "insert_keys", varray(false));
key_insert_button->set_tooltip(TTR("Insert key of bone poses already exist track."));
key_insert_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_to_existing_tracks", TTR("Insert Key (Existing Tracks)"), KEY_INSERT));
animation_hb->add_child(key_insert_button);
key_insert_all_button = memnew(Button);
key_insert_all_button->set_flat(true);
key_insert_all_button->set_focus_mode(FOCUS_NONE);
key_insert_all_button->connect("pressed", this, "insert_keys", varray(true));
key_insert_all_button->set_tooltip(TTR("Insert key of all bone poses."));
key_insert_all_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_of_all_bones", TTR("Insert Key (All Bones)"), KEY_MASK_CMD + KEY_INSERT));
animation_hb->add_child(key_insert_all_button);
// Bone tree.
const Color section_color = get_color("prop_subsection", "Editor");
EditorInspectorSection *bones_section = memnew(EditorInspectorSection);
bones_section->setup("bones", "Bones", skeleton, section_color, true);
add_child(bones_section);
bones_section->unfold();
ScrollContainer *s_con = memnew(ScrollContainer);
s_con->set_h_size_flags(SIZE_EXPAND_FILL);
s_con->set_custom_minimum_size(Size2(1, 350) * EDSCALE);
bones_section->get_vbox()->add_child(s_con);
joint_tree = memnew(Tree);
joint_tree->set_columns(1);
joint_tree->set_focus_mode(Control::FOCUS_NONE);
joint_tree->set_select_mode(Tree::SELECT_SINGLE);
joint_tree->set_hide_root(true);
joint_tree->set_v_size_flags(SIZE_EXPAND_FILL);
joint_tree->set_h_size_flags(SIZE_EXPAND_FILL);
joint_tree->set_allow_rmb_select(true);
joint_tree->set_drag_forwarding(this);
s_con->add_child(joint_tree);
pose_editor = memnew(BoneTransformEditor(skeleton));
pose_editor->set_label(TTR("Bone Transform"));
pose_editor->set_visible(false);
add_child(pose_editor);
set_keyable(te->has_keying());
}
void SkeletonEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
edit_mode_button->set_icon(get_icon("ToolBoneSelect", "EditorIcons"));
key_loc_button->set_icon(get_icon("KeyPosition", "EditorIcons"));
key_rot_button->set_icon(get_icon("KeyRotation", "EditorIcons"));
key_scale_button->set_icon(get_icon("KeyScale", "EditorIcons"));
key_insert_button->set_icon(get_icon("Key", "EditorIcons"));
key_insert_all_button->set_icon(get_icon("NewKey", "EditorIcons"));
get_tree()->connect("node_removed", this, "_node_removed", Vector<Variant>(), Object::CONNECT_ONESHOT);
break;
} break;
case NOTIFICATION_ENTER_TREE: {
create_editors();
update_joint_tree();
update_editors();
joint_tree->connect("item_selected", this, "_joint_tree_selection_changed");
joint_tree->connect("item_rmb_selected", this, "_joint_tree_rmb_select");
#ifdef TOOLS_ENABLED
skeleton->connect("pose_updated", this, "_draw_gizmo");
skeleton->connect("pose_updated", this, "_update_properties");
skeleton->connect("bone_enabled_changed", this, "_bone_enabled_changed");
skeleton->connect("show_rest_only_changed", this, "_update_gizmo_visible");
#endif
break;
}
}
}
void SkeletonEditor::_node_removed(Node *p_node) {
if (skeleton && p_node == skeleton) {
skeleton = nullptr;
skeleton_options->hide();
}
_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("insert_keys"), &SkeletonEditor::insert_keys);
ClassDB::bind_method(D_METHOD("edit_mode_toggled"), &SkeletonEditor::edit_mode_toggled);
ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &SkeletonEditor::get_drag_data_fw);
ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &SkeletonEditor::can_drop_data_fw);
ClassDB::bind_method(D_METHOD("drop_data_fw"), &SkeletonEditor::drop_data_fw);
ClassDB::bind_method(D_METHOD("move_skeleton_bone"), &SkeletonEditor::move_skeleton_bone);
ClassDB::bind_method(D_METHOD("_draw_handles"), &SkeletonEditor::_draw_handles);
ClassDB::bind_method(D_METHOD("_draw_gizmo"), &SkeletonEditor::_draw_gizmo);
_bind_tool_popup_methods();
}
void SkeletonEditor::edit_mode_toggled(const bool pressed) {
edit_mode = pressed;
_update_gizmo_visible();
}
SkeletonEditor::SkeletonEditor(EditorInspectorPluginSkeleton *e_plugin, EditorNode *p_editor, Skeleton *p_skeleton) {
editor = p_editor;
editor_plugin = e_plugin;
skeleton = p_skeleton;
singleton = this;
joint_tree = nullptr;
rest_editor = nullptr;
pose_editor = nullptr;
skeleton_options = nullptr;
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_gizmo_visible");
skeleton->disconnect("bone_enabled_changed", this, "_bone_enabled_changed");
skeleton->disconnect("pose_updated", this, "_draw_gizmo");
skeleton->disconnect("pose_updated", this, "_update_properties");
skeleton->set_transform_gizmo_visible(true);
#endif
handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance);
}
handles_mesh_instance->queue_delete();
SpatialEditor *ne = SpatialEditor::get_singleton();
if (animation_hb) {
ne->remove_control_from_menu_panel(animation_hb);
memdelete(animation_hb);
}
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 (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_position = skeleton->get_bone_pose_position(selected_bone);
bone_original_rotation = skeleton->get_bone_pose_rotation(selected_bone);
bone_original_scale = skeleton->get_bone_pose_scale(selected_bone);
}
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::_bone_enabled_changed(const int p_bone_id) {
_update_gizmo_visible();
}
void SkeletonEditorPlugin::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
add_spatial_gizmo_plugin(Ref<SkeletonGizmoPlugin>(memnew(SkeletonGizmoPlugin)));
}
}
void SkeletonEditor::_update_gizmo_visible() {
_subgizmo_selection_change();
if (edit_mode) {
if (selected_bone == -1) {
#ifdef TOOLS_ENABLED
skeleton->set_transform_gizmo_visible(false);
#endif
} else {
#ifdef TOOLS_ENABLED
if (skeleton->is_bone_enabled(selected_bone) && !skeleton->is_show_rest_only()) {
skeleton->set_transform_gizmo_visible(true);
} else {
skeleton->set_transform_gizmo_visible(false);
}
#endif
}
} else {
#ifdef TOOLS_ENABLED
skeleton->set_transform_gizmo_visible(true);
#endif
}
_draw_gizmo();
}
int SkeletonEditor::get_selected_bone() const {
return selected_bone;
}
SkeletonGizmoPlugin::SkeletonGizmoPlugin() {
unselected_mat.instance();
unselected_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
unselected_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
unselected_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
unselected_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
selected_sh = Ref<Shader>(memnew(Shader));
selected_sh->set_code(R"(
// Skeleton 3D gizmo bones shader.
shader_type spatial;
render_mode unshaded, shadows_disabled;
void vertex() {
if (!OUTPUT_IS_SRGB) {
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
}
VERTEX = VERTEX;
POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0);
POSITION.z = mix(POSITION.z, 0, 0.998);
}
void fragment() {
ALBEDO = COLOR.rgb;
ALPHA = COLOR.a;
}
)");
selected_mat->set_shader(selected_sh);
// Regist properties in editor settings.
EDITOR_DEF("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4));
EDITOR_DEF("editors/3d_gizmos/gizmo_colors/selected_bone", Color(0.8, 0.3, 0.0));
EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_axis_length", (float)0.1);
EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_shape", 1);
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d_gizmos/gizmo_settings/bone_shape", PROPERTY_HINT_ENUM, "Wire,Octahedron"));
}
bool SkeletonGizmoPlugin::has_gizmo(Spatial *p_spatial) {
return Object::cast_to<Skeleton>(p_spatial) != nullptr;
}
String SkeletonGizmoPlugin::get_gizmo_name() const {
return "Skeleton";
}
int SkeletonGizmoPlugin::get_priority() const {
return -1;
}
int SkeletonGizmoPlugin::subgizmos_intersect_ray(const EditorSpatialGizmo *p_gizmo, Camera *p_camera, const Vector2 &p_point) const {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
ERR_FAIL_COND_V(!skeleton, -1);
SkeletonEditor *se = SkeletonEditor::get_singleton();
if (!se->is_edit_mode()) {
return -1;
}
if (SpatialEditor::get_singleton()->get_tool_mode() != SpatialEditor::TOOL_MODE_SELECT) {
return -1;
}
// Select bone.
real_t grab_threshold = 4 * EDSCALE;
Vector3 ray_from = p_camera->get_global_transform().origin;
Transform gt = skeleton->get_global_transform();
int closest_idx = -1;
real_t closest_dist = 1e10;
const int bone_len = skeleton->get_bone_count();
for (int i = 0; i < bone_len; i++) {
Vector3 joint_pos_3d = gt.xform(skeleton->get_bone_global_pose(i).origin);
Vector2 joint_pos_2d = p_camera->unproject_position(joint_pos_3d);
real_t dist_3d = ray_from.distance_to(joint_pos_3d);
real_t dist_2d = p_point.distance_to(joint_pos_2d);
if (dist_2d < grab_threshold && dist_3d < closest_dist) {
closest_dist = dist_3d;
closest_idx = i;
}
}
if (closest_idx >= 0) {
se->select_bone(closest_idx);
return closest_idx;
}
se->select_bone(-1);
return -1;
}
Transform SkeletonGizmoPlugin::get_subgizmo_transform(const EditorSpatialGizmo *p_gizmo, int p_id) const {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
ERR_FAIL_COND_V(!skeleton, Transform());
return skeleton->get_bone_global_pose(p_id);
}
void SkeletonGizmoPlugin::set_subgizmo_transform(const EditorSpatialGizmo *p_gizmo, int p_id, Transform p_transform) {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
ERR_FAIL_COND(!skeleton);
// Prepare for global to local.
Transform original_to_local = Transform();
int parent_idx = skeleton->get_bone_parent(p_id);
if (parent_idx >= 0) {
original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx);
}
Basis to_local = original_to_local.get_basis().inverse();
// Prepare transform.
Transform t = Transform();
// Basis.
t.basis = to_local * p_transform.get_basis();
// Origin.
Vector3 orig = Vector3();
orig = skeleton->get_bone_pose(p_id).origin;
Vector3 sub = p_transform.origin - skeleton->get_bone_global_pose(p_id).origin;
t.origin = orig + to_local.xform(sub);
// Apply transform.
skeleton->set_bone_pose_position(p_id, t.origin);
skeleton->set_bone_pose_rotation(p_id, t.basis.get_rotation_quaternion());
skeleton->set_bone_pose_scale(p_id, t.basis.get_scale());
}
void SkeletonGizmoPlugin::commit_subgizmos(const EditorSpatialGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform> &p_restore, bool p_cancel) {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
ERR_FAIL_COND(!skeleton);
SkeletonEditor *se = SkeletonEditor::get_singleton();
SpatialEditor *ne = SpatialEditor::get_singleton();
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Transform"));
if (ne->get_tool_mode() == SpatialEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == SpatialEditor::TOOL_MODE_MOVE) {
for (int i = 0; i < p_ids.size(); i++) {
ur->add_do_method(skeleton, "set_bone_pose_position", p_ids[i], skeleton->get_bone_pose_position(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_position", p_ids[i], se->get_bone_original_position());
}
}
if (ne->get_tool_mode() == SpatialEditor::TOOL_MODE_SELECT || ne->get_tool_mode() == SpatialEditor::TOOL_MODE_ROTATE) {
for (int i = 0; i < p_ids.size(); i++) {
ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
}
}
if (ne->get_tool_mode() == SpatialEditor::TOOL_MODE_SCALE) {
for (int i = 0; i < p_ids.size(); i++) {
// If the axis is swapped by scaling, the rotation can be changed.
ur->add_do_method(skeleton, "set_bone_pose_rotation", p_ids[i], skeleton->get_bone_pose_rotation(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", p_ids[i], se->get_bone_original_rotation());
ur->add_do_method(skeleton, "set_bone_pose_scale", p_ids[i], skeleton->get_bone_pose_scale(p_ids[i]));
ur->add_undo_method(skeleton, "set_bone_pose_scale", p_ids[i], se->get_bone_original_scale());
}
}
ur->commit_action();
}
void SkeletonGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
Skeleton *skeleton = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
p_gizmo->clear();
int selected = -1;
SkeletonEditor *se = SkeletonEditor::get_singleton();
if (se) {
selected = se->get_selected_bone();
}
Color bone_color = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_colors/skeleton");
Color selected_bone_color = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_colors/selected_bone");
real_t bone_axis_length = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_settings/bone_axis_length");
int bone_shape = EditorSettings::get_singleton()->get("editors/3d_gizmos/gizmo_settings/bone_shape");
LocalVector<Color> axis_colors;
axis_colors.push_back(SpatialEditor::get_singleton()->get_color("axis_x_color", "Editor"));
axis_colors.push_back(SpatialEditor::get_singleton()->get_color("axis_y_color", "Editor"));
axis_colors.push_back(SpatialEditor::get_singleton()->get_color("axis_z_color", "Editor"));
Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
surface_tool->begin(Mesh::PRIMITIVE_LINES);
if (p_gizmo->is_selected()) {
surface_tool->set_material(selected_mat);
} else {
unselected_mat->set_albedo(bone_color);
surface_tool->set_material(unselected_mat);
}
LocalVector<int> bones;
LocalVector<float> weights;
bones.resize(4);
weights.resize(4);
for (int i = 0; i < 4; i++) {
bones[i] = 0;
weights[i] = 0;
}
weights[0] = 1;
int current_bone_index = 0;
Vector<int> bones_to_process = skeleton->get_parentless_bones();
while (bones_to_process.size() > current_bone_index) {
int current_bone_idx = bones_to_process[current_bone_index];
current_bone_index++;
Color current_bone_color = (current_bone_idx == selected) ? selected_bone_color : bone_color;
Vector<int> child_bones_vector;
child_bones_vector = skeleton->get_bone_children(current_bone_idx);
int child_bones_size = child_bones_vector.size();
for (int i = 0; i < child_bones_size; i++) {
// Something wrong.
if (child_bones_vector[i] < 0) {
continue;
}
int child_bone_idx = child_bones_vector[i];
Vector3 v0 = skeleton->get_bone_global_rest(current_bone_idx).origin;
Vector3 v1 = skeleton->get_bone_global_rest(child_bone_idx).origin;
Vector3 d = (v1 - v0).normalized();
real_t dist = v0.distance_to(v1);
// Find closest axis.
int closest = -1;
real_t closest_d = 0.0;
for (int j = 0; j < 3; j++) {
real_t dp = Math::abs(skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));
if (j == 0 || dp > closest_d) {
closest = j;
}
}
// Draw bone.
switch (bone_shape) {
case 0: { // Wire shape.
surface_tool->add_color(current_bone_color);
bones[0] = current_bone_idx;
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v0);
bones[0] = child_bone_idx;
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v1);
} break;
case 1: { // Octahedron shape.
Vector3 first;
Vector3 points[6];
int point_idx = 0;
for (int j = 0; j < 3; j++) {
Vector3 axis;
if (first == Vector3()) {
axis = d.cross(d.cross(skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
first = axis;
} else {
axis = d.cross(first).normalized();
}
surface_tool->add_color(current_bone_color);
for (int k = 0; k < 2; k++) {
if (k == 1) {
axis = -axis;
}
Vector3 point = v0 + d * dist * 0.2;
point += axis * dist * 0.1;
bones[0] = current_bone_idx;
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v0);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(point);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(point);
bones[0] = child_bone_idx;
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v1);
points[point_idx++] = point;
}
}
surface_tool->add_color(current_bone_color);
SWAP(points[1], points[2]);
bones[0] = current_bone_idx;
for (int j = 0; j < 6; j++) {
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(points[j]);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(points[(j + 1) % 6]);
}
} break;
}
// Axis as root of the bone.
for (int j = 0; j < 3; j++) {
bones[0] = current_bone_idx;
surface_tool->add_color(axis_colors[j]);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v0);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v0 + (skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
if (j == closest) {
continue;
}
}
// Axis at the end of the bone children.
if (i == child_bones_size - 1) {
for (int j = 0; j < 3; j++) {
bones[0] = child_bone_idx;
surface_tool->add_color(axis_colors[j]);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v1);
surface_tool->add_bones(bones);
surface_tool->add_weights(weights);
surface_tool->add_vertex(v1 + (skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
if (j == closest) {
continue;
}
}
}
// Add the bone's children to the list of bones to be processed.
bones_to_process.push_back(child_bones_vector[i]);
}
}
Ref<ArrayMesh> m = surface_tool->commit();
p_gizmo->add_mesh(m, Ref<Material>(), Transform(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
}