Path: blob/master/editor/scene/3d/skeleton_3d_editor_plugin.cpp
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/**************************************************************************/1/* skeleton_3d_editor_plugin.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "skeleton_3d_editor_plugin.h"3132#include "core/io/resource_saver.h"33#include "editor/animation/animation_player_editor_plugin.h"34#include "editor/editor_node.h"35#include "editor/editor_string_names.h"36#include "editor/editor_undo_redo_manager.h"37#include "editor/inspector/editor_properties.h"38#include "editor/inspector/editor_properties_vector.h"39#include "editor/scene/3d/node_3d_editor_plugin.h"40#include "editor/settings/editor_settings.h"41#include "editor/themes/editor_scale.h"42#include "scene/3d/mesh_instance_3d.h"43#include "scene/3d/physics/collision_shape_3d.h"44#include "scene/3d/physics/physical_bone_3d.h"45#include "scene/3d/physics/physical_bone_simulator_3d.h"46#include "scene/gui/separator.h"47#include "scene/gui/texture_rect.h"48#include "scene/resources/3d/capsule_shape_3d.h"49#include "scene/resources/skeleton_profile.h"50#include "scene/resources/surface_tool.h"5152void BonePropertiesEditor::create_editors() {53section = memnew(EditorInspectorSection);54section->setup("trf_properties", label, this, Color(0.0f, 0.0f, 0.0f), true);55section->unfold();56add_child(section);5758enabled_checkbox = memnew(EditorPropertyCheck());59enabled_checkbox->set_label("Pose Enabled");60enabled_checkbox->set_selectable(false);61enabled_checkbox->connect("property_changed", callable_mp(this, &BonePropertiesEditor::_value_changed));62section->get_vbox()->add_child(enabled_checkbox);6364// Position property.65EditorPropertyRangeHint large_range_hint;66large_range_hint.min = -10000;67large_range_hint.max = 10000;68large_range_hint.step = 0.001;6970position_property = memnew(EditorPropertyVector3());71position_property->setup(large_range_hint);72position_property->set_label("Position");73position_property->set_selectable(false);74position_property->connect("property_changed", callable_mp(this, &BonePropertiesEditor::_value_changed));75position_property->connect("property_keyed", callable_mp(this, &BonePropertiesEditor::_property_keyed));76section->get_vbox()->add_child(position_property);7778// Rotation property.79rotation_property = memnew(EditorPropertyQuaternion());80// Quaternions are almost never used for human-readable values that need stepifying,81// so we should be more precise with their step, as much as the float precision allows.82#ifdef REAL_T_IS_DOUBLE83constexpr double QUATERNION_STEP = 1e-14;84#else85constexpr double QUATERNION_STEP = 1e-6;86#endif87EditorPropertyRangeHint quaternion_range_hint;88quaternion_range_hint.min = -1.0;89quaternion_range_hint.max = 1.0;90quaternion_range_hint.step = QUATERNION_STEP;91rotation_property->setup(quaternion_range_hint);92rotation_property->set_label("Rotation");93rotation_property->set_selectable(false);94rotation_property->connect("property_changed", callable_mp(this, &BonePropertiesEditor::_value_changed));95rotation_property->connect("property_keyed", callable_mp(this, &BonePropertiesEditor::_property_keyed));96section->get_vbox()->add_child(rotation_property);9798// Scale property.99scale_property = memnew(EditorPropertyVector3());100scale_property->setup(large_range_hint, true);101scale_property->set_label("Scale");102scale_property->set_selectable(false);103scale_property->connect("property_changed", callable_mp(this, &BonePropertiesEditor::_value_changed));104scale_property->connect("property_keyed", callable_mp(this, &BonePropertiesEditor::_property_keyed));105section->get_vbox()->add_child(scale_property);106107// Transform/Matrix section.108rest_section = memnew(EditorInspectorSection);109rest_section->setup("trf_properties_transform", "Rest", this, Color(0.0f, 0.0f, 0.0f), true);110section->get_vbox()->add_child(rest_section);111112// Transform/Matrix property.113rest_matrix = memnew(EditorPropertyTransform3D());114rest_matrix->setup(large_range_hint);115rest_matrix->set_label("Transform");116rest_matrix->set_selectable(false);117rest_section->get_vbox()->add_child(rest_matrix);118119// Bone Metadata property120meta_section = memnew(EditorInspectorSection);121meta_section->setup("bone_meta", TTR("Bone Metadata"), this, Color(.0f, .0f, .0f), true);122section->get_vbox()->add_child(meta_section);123124EditorInspectorActionButton *add_metadata_button = memnew(EditorInspectorActionButton(TTRC("Add Bone Metadata"), SNAME("Add")));125add_metadata_button->connect(SceneStringName(pressed), callable_mp(this, &BonePropertiesEditor::_show_add_meta_dialog));126section->get_vbox()->add_child(add_metadata_button);127128EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();129undo_redo->connect("version_changed", callable_mp(this, &BonePropertiesEditor::_update_properties));130undo_redo->connect("history_changed", callable_mp(this, &BonePropertiesEditor::_update_properties));131}132133void BonePropertiesEditor::_notification(int p_what) {134switch (p_what) {135case NOTIFICATION_THEME_CHANGED: {136const Color section_color = get_theme_color(SNAME("prop_subsection"), EditorStringName(Editor));137section->set_bg_color(section_color);138rest_section->set_bg_color(section_color);139} break;140}141}142143void BonePropertiesEditor::_value_changed(const String &p_property, const Variant &p_value, const String &p_name, bool p_changing) {144if (updating || !skeleton) {145return;146}147148EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();149undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);150undo_redo->add_undo_property(skeleton, p_property, skeleton->get(p_property));151undo_redo->add_do_property(skeleton, p_property, p_value);152153Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();154if (se) {155undo_redo->add_do_method(se, "update_joint_tree");156undo_redo->add_undo_method(se, "update_joint_tree");157}158159undo_redo->commit_action();160}161162void BonePropertiesEditor::_meta_changed(const String &p_property, const Variant &p_value, const String &p_name, bool p_changing) {163if (!skeleton || p_property.get_slicec('/', 2) != "bone_meta") {164return;165}166167int bone = p_property.get_slicec('/', 1).to_int();168if (bone >= skeleton->get_bone_count()) {169return;170}171172String key = p_property.get_slicec('/', 3);173if (!skeleton->has_bone_meta(bone, key)) {174return;175}176177EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();178undo_redo->create_action(vformat(TTR("Modify metadata '%s' for bone '%s'"), key, skeleton->get_bone_name(bone)));179undo_redo->add_do_property(skeleton, p_property, p_value);180undo_redo->add_do_method(meta_editors[p_property], "update_property");181undo_redo->add_undo_property(skeleton, p_property, skeleton->get_bone_meta(bone, key));182undo_redo->add_undo_method(meta_editors[p_property], "update_property");183undo_redo->commit_action();184}185186void BonePropertiesEditor::_meta_deleted(const String &p_property) {187if (!skeleton || p_property.get_slicec('/', 2) != "bone_meta") {188return;189}190191int bone = p_property.get_slicec('/', 1).to_int();192if (bone >= skeleton->get_bone_count()) {193return;194}195196String key = p_property.get_slicec('/', 3);197if (!skeleton->has_bone_meta(bone, key)) {198return;199}200201EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();202undo_redo->create_action(vformat(TTR("Remove metadata '%s' from bone '%s'"), key, skeleton->get_bone_name(bone)));203undo_redo->add_do_property(skeleton, p_property, Variant());204undo_redo->add_undo_property(skeleton, p_property, skeleton->get_bone_meta(bone, key));205undo_redo->commit_action();206207emit_signal(SNAME("property_deleted"), p_property);208}209210void BonePropertiesEditor::_show_add_meta_dialog() {211if (!add_meta_dialog) {212add_meta_dialog = memnew(AddMetadataDialog());213add_meta_dialog->connect(SceneStringName(confirmed), callable_mp(this, &BonePropertiesEditor::_add_meta_confirm));214add_child(add_meta_dialog);215}216217int bone = Skeleton3DEditor::get_singleton()->get_selected_bone();218StringName dialog_title = skeleton->get_bone_name(bone);219220List<StringName> existing_meta_keys;221skeleton->get_bone_meta_list(bone, &existing_meta_keys);222add_meta_dialog->open(dialog_title, existing_meta_keys);223}224225void BonePropertiesEditor::_add_meta_confirm() {226int bone = Skeleton3DEditor::get_singleton()->get_selected_bone();227String name = add_meta_dialog->get_meta_name();228EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();229undo_redo->create_action(vformat(TTR("Add metadata '%s' to bone '%s'"), name, skeleton->get_bone_name(bone)));230undo_redo->add_do_method(skeleton, "set_bone_meta", bone, name, add_meta_dialog->get_meta_defval());231undo_redo->add_undo_method(skeleton, "set_bone_meta", bone, name, Variant());232undo_redo->commit_action();233}234235BonePropertiesEditor::BonePropertiesEditor(Skeleton3D *p_skeleton) {236create_editors();237set_skeleton(p_skeleton);238}239240void BonePropertiesEditor::set_keyable(const bool p_keyable) {241position_property->set_keying(p_keyable);242rotation_property->set_keying(p_keyable);243scale_property->set_keying(p_keyable);244}245246void BonePropertiesEditor::set_skeleton(Skeleton3D *p_skeleton) {247skeleton = p_skeleton;248249if (skeleton) {250return;251}252253enabled_checkbox->set_object_and_property(nullptr, String());254position_property->set_object_and_property(nullptr, String());255rotation_property->set_object_and_property(nullptr, String());256scale_property->set_object_and_property(nullptr, String());257rest_matrix->set_object_and_property(nullptr, String());258259for (KeyValue<StringName, EditorProperty *> &E : meta_editors) {260E.value->set_object_and_property(nullptr, String());261}262}263264void BonePropertiesEditor::set_target(const String &p_prop) {265enabled_checkbox->set_object_and_property(skeleton, p_prop + "enabled");266enabled_checkbox->update_property();267268position_property->set_object_and_property(skeleton, p_prop + "position");269position_property->update_property();270271rotation_property->set_object_and_property(skeleton, p_prop + "rotation");272rotation_property->update_property();273274scale_property->set_object_and_property(skeleton, p_prop + "scale");275scale_property->update_property();276277rest_matrix->set_object_and_property(skeleton, p_prop + "rest");278rest_matrix->update_property();279}280281void BonePropertiesEditor::_property_keyed(const String &p_path, bool p_advance) {282AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();283if (!te || !te->has_keying()) {284return;285}286te->_clear_selection();287PackedStringArray split = p_path.split("/");288if (split.size() == 3 && split[0] == "bones") {289int bone_idx = split[1].to_int();290if (split[2] == "position") {291te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, (Vector3)skeleton->get(p_path) / skeleton->get_motion_scale());292}293if (split[2] == "rotation") {294te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_ROTATION_3D, skeleton->get(p_path));295}296if (split[2] == "scale") {297te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_SCALE_3D, skeleton->get(p_path));298}299}300}301302void BonePropertiesEditor::_update_properties() {303if (!skeleton || !Skeleton3DEditor::get_singleton()) {304return;305}306int selected = Skeleton3DEditor::get_singleton()->get_selected_bone();307List<PropertyInfo> props;308HashSet<StringName> meta_seen;309skeleton->get_property_list(&props);310for (const PropertyInfo &E : props) {311PackedStringArray split = E.name.split("/");312if (split.size() >= 3 && split[0] == "bones") {313if (split[1].to_int() == selected) {314if (split[2] == "enabled") {315enabled_checkbox->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);316enabled_checkbox->update_property();317enabled_checkbox->update_editor_property_status();318enabled_checkbox->queue_redraw();319}320if (split[2] == "position") {321position_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);322position_property->update_property();323position_property->update_editor_property_status();324position_property->queue_redraw();325}326if (split[2] == "rotation") {327rotation_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);328rotation_property->update_property();329rotation_property->update_editor_property_status();330rotation_property->queue_redraw();331}332if (split[2] == "scale") {333scale_property->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);334scale_property->update_property();335scale_property->update_editor_property_status();336scale_property->queue_redraw();337}338if (split[2] == "rest") {339rest_matrix->set_read_only(E.usage & PROPERTY_USAGE_READ_ONLY);340rest_matrix->update_property();341rest_matrix->update_editor_property_status();342rest_matrix->queue_redraw();343}344if (split[2] == "bone_meta") {345meta_seen.insert(E.name);346if (!meta_editors.find(E.name)) {347EditorProperty *editor = EditorInspectorDefaultPlugin::get_editor_for_property(skeleton, E.type, E.name, PROPERTY_HINT_NONE, "", E.usage);348editor->set_label(split[3]);349editor->set_object_and_property(skeleton, E.name);350editor->set_deletable(true);351editor->set_selectable(false);352editor->connect("property_changed", callable_mp(this, &BonePropertiesEditor::_meta_changed));353editor->connect("property_deleted", callable_mp(this, &BonePropertiesEditor::_meta_deleted));354355meta_section->get_vbox()->add_child(editor);356editor->update_property();357editor->update_editor_property_status();358editor->queue_redraw();359360meta_editors[E.name] = editor;361}362}363}364}365}366// UI for any bone metadata prop not seen during the iteration has to be deleted367for (KeyValue<StringName, EditorProperty *> iter : meta_editors) {368if (!meta_seen.has(iter.key)) {369callable_mp((Node *)meta_section->get_vbox(), &Node::remove_child).call_deferred(iter.value);370meta_editors.remove(meta_editors.find(iter.key));371}372}373}374375Skeleton3DEditor *Skeleton3DEditor::singleton = nullptr;376377void Skeleton3DEditor::set_keyable(const bool p_keyable) {378keyable = p_keyable;379if (p_keyable) {380animation_hb->show();381} else {382animation_hb->hide();383}384}385386void Skeleton3DEditor::set_bone_options_enabled(const bool p_bone_options_enabled) {387skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_RESET_SELECTED_POSES, !p_bone_options_enabled);388skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_SELECTED_POSES_TO_RESTS, !p_bone_options_enabled);389}390391void Skeleton3DEditor::_bind_methods() {392ClassDB::bind_method(D_METHOD("update_all"), &Skeleton3DEditor::update_all);393ClassDB::bind_method(D_METHOD("update_joint_tree"), &Skeleton3DEditor::update_joint_tree);394}395396void Skeleton3DEditor::_on_click_skeleton_option(int p_skeleton_option) {397ERR_FAIL_COND(!skeleton);398399switch (p_skeleton_option) {400case SKELETON_OPTION_RESET_ALL_POSES: {401reset_pose(true);402break;403}404case SKELETON_OPTION_RESET_SELECTED_POSES: {405reset_pose(false);406break;407}408case SKELETON_OPTION_ALL_POSES_TO_RESTS: {409pose_to_rest(true);410break;411}412case SKELETON_OPTION_SELECTED_POSES_TO_RESTS: {413pose_to_rest(false);414break;415}416case SKELETON_OPTION_CREATE_PHYSICAL_SKELETON: {417create_physical_skeleton();418break;419}420case SKELETON_OPTION_EXPORT_SKELETON_PROFILE: {421export_skeleton_profile();422break;423}424}425}426427void Skeleton3DEditor::reset_pose(const bool p_all_bones) {428ERR_FAIL_COND(!skeleton);429430const int bone_count = skeleton->get_bone_count();431if (!bone_count) {432return;433}434435EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();436ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);437if (p_all_bones) {438for (int i = 0; i < bone_count; i++) {439ur->add_undo_method(skeleton, "set_bone_pose_position", i, skeleton->get_bone_pose_position(i));440ur->add_undo_method(skeleton, "set_bone_pose_rotation", i, skeleton->get_bone_pose_rotation(i));441ur->add_undo_method(skeleton, "set_bone_pose_scale", i, skeleton->get_bone_pose_scale(i));442}443ur->add_do_method(skeleton, "reset_bone_poses");444} else {445// Todo: Do method with multiple bone selection.446if (selected_bone == -1) {447ur->commit_action();448return;449}450ur->add_undo_method(skeleton, "set_bone_pose_position", selected_bone, skeleton->get_bone_pose_position(selected_bone));451ur->add_undo_method(skeleton, "set_bone_pose_rotation", selected_bone, skeleton->get_bone_pose_rotation(selected_bone));452ur->add_undo_method(skeleton, "set_bone_pose_scale", selected_bone, skeleton->get_bone_pose_scale(selected_bone));453ur->add_do_method(skeleton, "reset_bone_pose", selected_bone);454}455456ur->add_undo_method(this, "update_joint_tree");457ur->add_do_method(this, "update_joint_tree");458459ur->commit_action();460}461462void Skeleton3DEditor::insert_keys(const bool p_all_bones, const bool p_enable_modifier) {463ERR_FAIL_COND(!skeleton);464465AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();466bool is_read_only = te->is_read_only();467if (is_read_only) {468te->popup_read_only_dialog();469return;470}471if (p_enable_modifier) {472if (!skeleton->is_connected(SceneStringName(skeleton_updated), callable_mp(this, &Skeleton3DEditor::_insert_keys).bind(p_all_bones))) {473skeleton->connect(SceneStringName(skeleton_updated), callable_mp(this, &Skeleton3DEditor::_insert_keys).bind(p_all_bones), CONNECT_ONE_SHOT);474} else {475WARN_PRINT_ED("A skeleton_updated signal is already connected with _insert_keys().");476}477skeleton->force_update_deferred();478skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);479// Force disconnecting signal if remain the connecting just in case.480if (skeleton->is_connected(SceneStringName(skeleton_updated), callable_mp(this, &Skeleton3DEditor::_insert_keys).bind(p_all_bones))) {481skeleton->disconnect(SceneStringName(skeleton_updated), callable_mp(this, &Skeleton3DEditor::_insert_keys).bind(p_all_bones));482}483} else {484_insert_keys(p_all_bones);485}486}487488void Skeleton3DEditor::_insert_keys(const bool p_all_bones) {489ERR_FAIL_COND(!skeleton);490491bool pos_enabled = key_loc_button->is_pressed();492bool rot_enabled = key_rot_button->is_pressed();493bool scl_enabled = key_scale_button->is_pressed();494495int bone_len = skeleton->get_bone_count();496Node *root = EditorNode::get_singleton()->get_tree()->get_root();497String path = String(root->get_path_to(skeleton));498499AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();500te->make_insert_queue();501for (int i = 0; i < bone_len; i++) {502const String name = skeleton->get_bone_name(i);503504if (name.is_empty()) {505continue;506}507508if (pos_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_POSITION_3D))) {509te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i) / skeleton->get_motion_scale());510}511if (rot_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_ROTATION_3D))) {512te->insert_transform_key(skeleton, name, Animation::TYPE_ROTATION_3D, skeleton->get_bone_pose_rotation(i));513}514if (scl_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_SCALE_3D))) {515te->insert_transform_key(skeleton, name, Animation::TYPE_SCALE_3D, skeleton->get_bone_pose_scale(i));516}517}518te->commit_insert_queue();519}520521void Skeleton3DEditor::pose_to_rest(const bool p_all_bones) {522ERR_FAIL_COND(!skeleton);523524const int bone_count = skeleton->get_bone_count();525if (!bone_count) {526return;527}528529EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();530ur->create_action(TTR("Set Bone Rest"), UndoRedo::MERGE_ENDS);531if (p_all_bones) {532for (int i = 0; i < bone_count; i++) {533ur->add_do_method(skeleton, "set_bone_rest", i, skeleton->get_bone_pose(i));534ur->add_undo_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i));535}536} else {537// Todo: Do method with multiple bone selection.538if (selected_bone == -1) {539ur->commit_action();540return;541}542ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_pose(selected_bone));543ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone));544}545546ur->add_undo_method(this, "update_joint_tree");547ur->add_do_method(this, "update_joint_tree");548549ur->commit_action();550}551552void Skeleton3DEditor::create_physical_skeleton() {553EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();554ERR_FAIL_NULL(get_tree());555Node *owner = get_tree()->get_edited_scene_root();556557const int bone_count = skeleton->get_bone_count();558559if (!bone_count) {560EditorNode::get_singleton()->show_warning(vformat(TTR("Cannot create a physical skeleton for a Skeleton3D node with no bones.")));561return;562}563564Vector<BoneInfo> bones_infos;565bones_infos.resize(bone_count);566567ur->create_action(TTR("Create physical bones"), UndoRedo::MERGE_ALL);568569PhysicalBoneSimulator3D *simulator = memnew(PhysicalBoneSimulator3D);570ur->add_do_method(skeleton, "add_child", simulator);571ur->add_do_method(simulator, "set_owner", owner);572ur->add_do_method(simulator, "set_name", "PhysicalBoneSimulator3D");573for (int bone_id = 0; bone_count > bone_id; ++bone_id) {574const int parent = skeleton->get_bone_parent(bone_id);575576if (parent < 0) {577bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);578} else {579const int parent_parent = skeleton->get_bone_parent(parent);580581bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);582583// Create physical bone on parent.584if (!bones_infos[parent].physical_bone) {585PhysicalBone3D *physical_bone = create_physical_bone(parent, bone_id, bones_infos);586if (physical_bone && physical_bone->get_child(0)) {587CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(physical_bone->get_child(0));588if (collision_shape) {589bones_infos.write[parent].physical_bone = physical_bone;590591ur->add_do_method(simulator, "add_child", physical_bone);592ur->add_do_method(physical_bone, "set_owner", owner);593ur->add_do_method(collision_shape, "set_owner", owner);594ur->add_do_property(physical_bone, "bone_name", skeleton->get_bone_name(parent));595596// Create joint between parent of parent.597if (parent_parent != -1) {598ur->add_do_method(physical_bone, "set_joint_type", PhysicalBone3D::JOINT_TYPE_PIN);599}600601ur->add_do_method(Node3DEditor::get_singleton(), SceneStringName(_request_gizmo), physical_bone);602ur->add_do_method(Node3DEditor::get_singleton(), SceneStringName(_request_gizmo), collision_shape);603604ur->add_do_reference(physical_bone);605ur->add_undo_method(simulator, "remove_child", physical_bone);606}607}608}609}610}611ur->add_undo_method(skeleton, "remove_child", simulator);612ur->commit_action();613}614615PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {616const Transform3D child_rest = skeleton->get_bone_rest(bone_child_id);617618const real_t half_height(child_rest.origin.length() * 0.5);619const real_t radius(half_height * 0.2);620621CapsuleShape3D *bone_shape_capsule = memnew(CapsuleShape3D);622bone_shape_capsule->set_height(half_height * 2);623bone_shape_capsule->set_radius(radius);624625CollisionShape3D *bone_shape = memnew(CollisionShape3D);626bone_shape->set_shape(bone_shape_capsule);627bone_shape->set_name("CollisionShape3D");628629Transform3D capsule_transform;630capsule_transform.basis.rows[0] = Vector3(1, 0, 0);631capsule_transform.basis.rows[1] = Vector3(0, 0, 1);632capsule_transform.basis.rows[2] = Vector3(0, -1, 0);633bone_shape->set_transform(capsule_transform);634635/// Get an up vector not collinear with child rest origin636Vector3 up = Vector3(0, 1, 0);637if (up.cross(child_rest.origin).is_zero_approx()) {638up = Vector3(0, 0, 1);639}640641Transform3D body_transform;642body_transform.basis = Basis::looking_at(child_rest.origin, up);643body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));644645Transform3D joint_transform;646joint_transform.origin = Vector3(0, 0, half_height);647648PhysicalBone3D *physical_bone = memnew(PhysicalBone3D);649physical_bone->add_child(bone_shape);650physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id));651physical_bone->set_body_offset(body_transform);652physical_bone->set_joint_offset(joint_transform);653return physical_bone;654}655656void Skeleton3DEditor::export_skeleton_profile() {657if (!skeleton->get_bone_count()) {658EditorNode::get_singleton()->show_warning(vformat(TTR("Cannot export a SkeletonProfile for a Skeleton3D node with no bones.")));659return;660}661662file_dialog->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);663file_dialog->set_title(TTR("Export Skeleton Profile As..."));664665List<String> exts;666ResourceLoader::get_recognized_extensions_for_type("SkeletonProfile", &exts);667file_dialog->clear_filters();668for (const String &K : exts) {669file_dialog->add_filter("*." + K);670}671672file_dialog->popup_file_dialog();673}674675void Skeleton3DEditor::_file_selected(const String &p_file) {676// Export SkeletonProfile.677Ref<SkeletonProfile> sp(memnew(SkeletonProfile));678679// Build SkeletonProfile.680sp->set_group_size(1);681682Vector<Vector2> handle_positions;683Vector2 position_max;684Vector2 position_min;685686const int bone_count = skeleton->get_bone_count();687sp->set_bone_size(bone_count);688for (int i = 0; i < bone_count; i++) {689sp->set_bone_name(i, skeleton->get_bone_name(i));690int parent = skeleton->get_bone_parent(i);691if (parent >= 0) {692sp->set_bone_parent(i, skeleton->get_bone_name(parent));693}694sp->set_reference_pose(i, skeleton->get_bone_rest(i));695696Transform3D grest = skeleton->get_bone_global_rest(i);697handle_positions.append(Vector2(grest.origin.x, grest.origin.y));698if (i == 0) {699position_max = Vector2(grest.origin.x, grest.origin.y);700position_min = Vector2(grest.origin.x, grest.origin.y);701} else {702position_max = position_max.max(Vector2(grest.origin.x, grest.origin.y));703position_min = position_min.min(Vector2(grest.origin.x, grest.origin.y));704}705}706707// Layout handles provisionaly.708Vector2 bound = Vector2(position_max.x - position_min.x, position_max.y - position_min.y);709Vector2 center = Vector2((position_max.x + position_min.x) * 0.5, (position_max.y + position_min.y) * 0.5);710float nrm = MAX(bound.x, bound.y);711if (nrm > 0) {712for (int i = 0; i < bone_count; i++) {713handle_positions.write[i] = (handle_positions[i] - center) / nrm * 0.9;714sp->set_handle_offset(i, Vector2(0.5 + handle_positions[i].x, 0.5 - handle_positions[i].y));715}716}717718Error err = ResourceSaver::save(sp, p_file);719720if (err != OK) {721EditorNode::get_singleton()->show_warning(vformat(TTR("Error saving file: %s"), p_file));722return;723}724}725726Variant Skeleton3DEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {727TreeItem *selected = joint_tree->get_selected();728729if (!selected) {730return Variant();731}732733Ref<Texture> icon = selected->get_icon(0);734735VBoxContainer *vb = memnew(VBoxContainer);736HBoxContainer *hb = memnew(HBoxContainer);737TextureRect *tf = memnew(TextureRect);738tf->set_texture(icon);739tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);740hb->add_child(tf);741Label *label = memnew(Label(selected->get_text(0)));742label->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);743hb->add_child(label);744vb->add_child(hb);745hb->set_modulate(Color(1, 1, 1, 1));746747set_drag_preview(vb);748Dictionary drag_data;749drag_data["type"] = "nodes";750drag_data["node"] = selected;751752return drag_data;753}754755bool Skeleton3DEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {756TreeItem *target = (p_point == Vector2(Math::INF, Math::INF)) ? joint_tree->get_selected() : joint_tree->get_item_at_position(p_point);757if (!target) {758return false;759}760761const String path = target->get_metadata(0);762if (!path.begins_with("bones/")) {763return false;764}765766TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);767if (target == selected) {768return false;769}770771const String path2 = target->get_metadata(0);772if (!path2.begins_with("bones/")) {773return false;774}775776return true;777}778779void Skeleton3DEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {780if (!can_drop_data_fw(p_point, p_data, p_from)) {781return;782}783784TreeItem *target = (p_point == Vector2(Math::INF, Math::INF)) ? joint_tree->get_selected() : joint_tree->get_item_at_position(p_point);785TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);786787const BoneId target_boneidx = String(target->get_metadata(0)).get_slicec('/', 1).to_int();788const BoneId selected_boneidx = String(selected->get_metadata(0)).get_slicec('/', 1).to_int();789790move_skeleton_bone(skeleton->get_path(), selected_boneidx, target_boneidx);791}792793void Skeleton3DEditor::move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx) {794Node *node = get_node_or_null(p_skeleton_path);795Skeleton3D *skeleton_node = Object::cast_to<Skeleton3D>(node);796ERR_FAIL_NULL(skeleton_node);797EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();798ur->create_action(TTR("Set Bone Parentage"));799// If the target is a child of ourselves, we move only *us* and not our children.800if (skeleton_node->is_bone_parent_of(p_target_boneidx, p_selected_boneidx)) {801const BoneId parent_idx = skeleton_node->get_bone_parent(p_selected_boneidx);802const int bone_count = skeleton_node->get_bone_count();803for (BoneId i = 0; i < bone_count; ++i) {804if (skeleton_node->get_bone_parent(i) == p_selected_boneidx) {805ur->add_undo_method(skeleton_node, "set_bone_parent", i, skeleton_node->get_bone_parent(i));806ur->add_do_method(skeleton_node, "set_bone_parent", i, parent_idx);807skeleton_node->set_bone_parent(i, parent_idx);808}809}810}811ur->add_undo_method(skeleton_node, "set_bone_parent", p_selected_boneidx, skeleton_node->get_bone_parent(p_selected_boneidx));812ur->add_do_method(skeleton_node, "set_bone_parent", p_selected_boneidx, p_target_boneidx);813814ur->add_undo_method(this, "update_joint_tree");815ur->add_do_method(this, "update_joint_tree");816817skeleton_node->set_bone_parent(p_selected_boneidx, p_target_boneidx);818819ur->commit_action();820}821822void Skeleton3DEditor::_joint_tree_selection_changed() {823TreeItem *selected = joint_tree->get_selected();824if (selected) {825const String path = selected->get_metadata(0);826if (!path.begins_with("bones/")) {827return;828}829const int b_idx = path.get_slicec('/', 1).to_int();830selected_bone = b_idx;831if (pose_editor) {832const String bone_path = "bones/" + itos(b_idx) + "/";833pose_editor->set_target(bone_path);834pose_editor->set_keyable(keyable);835}836}837838if (pose_editor && pose_editor->is_inside_tree()) {839pose_editor->set_visible(selected);840}841set_bone_options_enabled(selected);842843_update_properties();844_update_gizmo_visible();845}846847// May be not used with single select mode.848void Skeleton3DEditor::_joint_tree_rmb_select(const Vector2 &p_pos, MouseButton p_button) {849}850851void Skeleton3DEditor::_joint_tree_button_clicked(Object *p_item, int p_column, int p_id, MouseButton p_button) {852if (!skeleton) {853return;854}855856TreeItem *tree_item = Object::cast_to<TreeItem>(p_item);857if (tree_item) {858String tree_item_metadata = tree_item->get_metadata(0);859860String bone_enabled_property = tree_item_metadata + "/enabled";861String bone_parent_property = tree_item_metadata + "/parent";862String bone_name_property = tree_item_metadata + "/name";863String bone_position_property = tree_item_metadata + "/position";864String bone_rotation_property = tree_item_metadata + "/rotation";865String bone_scale_property = tree_item_metadata + "/scale";866String bone_rest_property = tree_item_metadata + "/rest";867868Variant current_enabled = skeleton->get(bone_enabled_property);869Variant current_parent = skeleton->get(bone_parent_property);870Variant current_name = skeleton->get(bone_name_property);871Variant current_position = skeleton->get(bone_position_property);872Variant current_rotation = skeleton->get(bone_rotation_property);873Variant current_scale = skeleton->get(bone_scale_property);874Variant current_rest = skeleton->get(bone_rest_property);875876EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();877ur->create_action(TTR("Revert Bone"));878879bool can_revert_enabled = EditorPropertyRevert::can_property_revert(skeleton, bone_enabled_property, ¤t_enabled);880if (can_revert_enabled) {881bool is_valid = false;882Variant new_enabled = EditorPropertyRevert::get_property_revert_value(skeleton, bone_enabled_property, &is_valid);883if (is_valid) {884ur->add_undo_method(skeleton, "set", bone_enabled_property, current_enabled);885ur->add_do_method(skeleton, "set", bone_enabled_property, new_enabled);886}887}888889bool can_revert_parent = EditorPropertyRevert::can_property_revert(skeleton, bone_parent_property, ¤t_parent);890if (can_revert_parent) {891bool is_valid = false;892Variant new_parent = EditorPropertyRevert::get_property_revert_value(skeleton, bone_parent_property, &is_valid);893if (is_valid) {894ur->add_undo_method(skeleton, "set", bone_parent_property, current_parent);895ur->add_do_method(skeleton, "set", bone_parent_property, new_parent);896}897}898bool can_revert_name = EditorPropertyRevert::can_property_revert(skeleton, bone_name_property, ¤t_name);899if (can_revert_name) {900bool is_valid = false;901Variant new_name = EditorPropertyRevert::get_property_revert_value(skeleton, bone_name_property, &is_valid);902if (is_valid) {903ur->add_undo_method(skeleton, "set", bone_name_property, current_name);904ur->add_do_method(skeleton, "set", bone_name_property, new_name);905}906}907bool can_revert_position = EditorPropertyRevert::can_property_revert(skeleton, bone_position_property, ¤t_position);908if (can_revert_position) {909bool is_valid = false;910Variant new_position = EditorPropertyRevert::get_property_revert_value(skeleton, bone_position_property, &is_valid);911if (is_valid) {912ur->add_undo_method(skeleton, "set", bone_position_property, current_position);913ur->add_do_method(skeleton, "set", bone_position_property, new_position);914}915}916bool can_revert_rotation = EditorPropertyRevert::can_property_revert(skeleton, bone_rotation_property, ¤t_rotation);917if (can_revert_rotation) {918bool is_valid = false;919Variant new_rotation = EditorPropertyRevert::get_property_revert_value(skeleton, bone_rotation_property, &is_valid);920if (is_valid) {921ur->add_undo_method(skeleton, "set", bone_rotation_property, current_rotation);922ur->add_do_method(skeleton, "set", bone_rotation_property, new_rotation);923}924}925bool can_revert_scale = EditorPropertyRevert::can_property_revert(skeleton, bone_scale_property, ¤t_scale);926if (can_revert_scale) {927bool is_valid = false;928Variant new_scale = EditorPropertyRevert::get_property_revert_value(skeleton, bone_scale_property, &is_valid);929if (is_valid) {930ur->add_undo_method(skeleton, "set", bone_scale_property, current_scale);931ur->add_do_method(skeleton, "set", bone_scale_property, new_scale);932}933}934bool can_revert_rest = EditorPropertyRevert::can_property_revert(skeleton, bone_rest_property, ¤t_rest);935if (can_revert_rest) {936bool is_valid = false;937Variant new_rest = EditorPropertyRevert::get_property_revert_value(skeleton, bone_rest_property, &is_valid);938if (is_valid) {939ur->add_undo_method(skeleton, "set", bone_rest_property, current_rest);940ur->add_do_method(skeleton, "set", bone_rest_property, new_rest);941}942}943944ur->add_undo_method(this, "update_all");945ur->add_do_method(this, "update_all");946947ur->commit_action();948}949return;950}951952void Skeleton3DEditor::_update_properties() {953if (pose_editor) {954pose_editor->_update_properties();955}956Node3DEditor::get_singleton()->update_transform_gizmo();957}958959void Skeleton3DEditor::update_joint_tree() {960joint_tree->clear();961962if (!skeleton) {963return;964}965966TreeItem *root = joint_tree->create_item();967968HashMap<int, TreeItem *> items;969970items.insert(-1, root);971972Ref<Texture> bone_icon = get_editor_theme_icon(SNAME("Bone"));973974Vector<int> bones_to_process = skeleton->get_parentless_bones();975while (bones_to_process.size() > 0) {976int current_bone_idx = bones_to_process[0];977bones_to_process.erase(current_bone_idx);978979const int parent_idx = skeleton->get_bone_parent(current_bone_idx);980TreeItem *parent_item = items.find(parent_idx)->value;981982TreeItem *joint_item = joint_tree->create_item(parent_item);983items.insert(current_bone_idx, joint_item);984985joint_item->set_text(0, skeleton->get_bone_name(current_bone_idx));986joint_item->set_icon(0, bone_icon);987joint_item->set_selectable(0, true);988joint_item->set_metadata(0, "bones/" + itos(current_bone_idx));989990String bone_enabled_property = "bones/" + itos(current_bone_idx) + "/enabled";991String bone_parent_property = "bones/" + itos(current_bone_idx) + "/parent";992String bone_name_property = "bones/" + itos(current_bone_idx) + "/name";993String bone_position_property = "bones/" + itos(current_bone_idx) + "/position";994String bone_rotation_property = "bones/" + itos(current_bone_idx) + "/rotation";995String bone_scale_property = "bones/" + itos(current_bone_idx) + "/scale";996String bone_rest_property = "bones/" + itos(current_bone_idx) + "/rest";997998Variant current_enabled = skeleton->get(bone_enabled_property);999Variant current_parent = skeleton->get(bone_parent_property);1000Variant current_name = skeleton->get(bone_name_property);1001Variant current_position = skeleton->get(bone_position_property);1002Variant current_rotation = skeleton->get(bone_rotation_property);1003Variant current_scale = skeleton->get(bone_scale_property);1004Variant current_rest = skeleton->get(bone_rest_property);10051006bool can_revert_enabled = EditorPropertyRevert::can_property_revert(skeleton, bone_enabled_property, ¤t_enabled);1007bool can_revert_parent = EditorPropertyRevert::can_property_revert(skeleton, bone_parent_property, ¤t_parent);1008bool can_revert_name = EditorPropertyRevert::can_property_revert(skeleton, bone_name_property, ¤t_name);1009bool can_revert_position = EditorPropertyRevert::can_property_revert(skeleton, bone_position_property, ¤t_position);1010bool can_revert_rotation = EditorPropertyRevert::can_property_revert(skeleton, bone_rotation_property, ¤t_rotation);1011bool can_revert_scale = EditorPropertyRevert::can_property_revert(skeleton, bone_scale_property, ¤t_scale);1012bool can_revert_rest = EditorPropertyRevert::can_property_revert(skeleton, bone_rest_property, ¤t_rest);10131014if (can_revert_enabled || can_revert_parent || can_revert_name || can_revert_position || can_revert_rotation || can_revert_scale || can_revert_rest) {1015joint_item->add_button(0, get_editor_theme_icon(SNAME("ReloadSmall")), JOINT_BUTTON_REVERT, false, TTR("Revert"));1016}10171018// Add the bone's children to the list of bones to be processed.1019Vector<int> current_bone_child_bones = skeleton->get_bone_children(current_bone_idx);1020int child_bone_size = current_bone_child_bones.size();1021for (int i = 0; i < child_bone_size; i++) {1022bones_to_process.push_back(current_bone_child_bones[i]);1023}10241025if (current_bone_idx == selected_bone) {1026joint_item->select(0);1027}1028}1029}10301031void Skeleton3DEditor::update_all() {1032_update_properties();1033update_joint_tree();1034}10351036void Skeleton3DEditor::create_editors() {1037set_h_size_flags(SIZE_EXPAND_FILL);1038set_focus_mode(FOCUS_ALL);10391040Node3DEditor *ne = Node3DEditor::get_singleton();1041AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();10421043// Create File dialog.1044file_dialog = memnew(EditorFileDialog);1045file_dialog->connect("file_selected", callable_mp(this, &Skeleton3DEditor::_file_selected));1046add_child(file_dialog);10471048// Create Top Menu Bar.1049topmenu_bar = memnew(HBoxContainer);1050ne->add_control_to_menu_panel(topmenu_bar);10511052// Create Skeleton Option in Top Menu Bar.1053skeleton_options = memnew(MenuButton);1054skeleton_options->set_flat(false);1055skeleton_options->set_theme_type_variation("FlatMenuButtonNoIconTint");1056topmenu_bar->add_child(skeleton_options);10571058skeleton_options->set_text(TTR("Skeleton3D"));10591060// Skeleton options.1061PopupMenu *p = skeleton_options->get_popup();1062p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_all_poses", TTRC("Reset All Bone Poses")), SKELETON_OPTION_RESET_ALL_POSES);1063p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_selected_poses", TTRC("Reset Selected Poses")), SKELETON_OPTION_RESET_SELECTED_POSES);1064p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/all_poses_to_rests", TTRC("Apply All Poses to Rests")), SKELETON_OPTION_ALL_POSES_TO_RESTS);1065p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/selected_poses_to_rests", TTRC("Apply Selected Poses to Rests")), SKELETON_OPTION_SELECTED_POSES_TO_RESTS);1066p->add_item(TTR("Create Physical Skeleton"), SKELETON_OPTION_CREATE_PHYSICAL_SKELETON);1067p->add_item(TTR("Export Skeleton Profile"), SKELETON_OPTION_EXPORT_SKELETON_PROFILE);10681069p->connect(SceneStringName(id_pressed), callable_mp(this, &Skeleton3DEditor::_on_click_skeleton_option));1070set_bone_options_enabled(false);10711072Vector<Variant> button_binds;1073button_binds.resize(1);10741075edit_mode_button = memnew(Button);1076topmenu_bar->add_child(edit_mode_button);1077edit_mode_button->set_theme_type_variation(SceneStringName(FlatButton));1078edit_mode_button->set_toggle_mode(true);1079edit_mode_button->set_focus_mode(FOCUS_ACCESSIBILITY);1080edit_mode_button->set_tooltip_text(TTR("Edit Mode\nShow buttons on joints."));1081edit_mode_button->connect(SceneStringName(toggled), callable_mp(this, &Skeleton3DEditor::edit_mode_toggled));10821083edit_mode = false;10841085if (skeleton) {1086skeleton->add_child(handles_mesh_instance);1087handles_mesh_instance->set_skeleton_path(NodePath(""));1088}10891090// Keying buttons.1091animation_hb = memnew(HBoxContainer);1092topmenu_bar->add_child(animation_hb);1093animation_hb->add_child(memnew(VSeparator));1094animation_hb->hide();10951096key_loc_button = memnew(Button);1097key_loc_button->set_theme_type_variation(SceneStringName(FlatButton));1098key_loc_button->set_toggle_mode(true);1099key_loc_button->set_pressed(editor_plugin->loc_pressed);1100key_loc_button->set_focus_mode(FOCUS_ACCESSIBILITY);1101key_loc_button->set_tooltip_text(TTR("Translation mask for inserting keys."));1102animation_hb->add_child(key_loc_button);1103if (!key_loc_button->is_connected(SceneStringName(toggled), callable_mp(this, &Skeleton3DEditor::_loc_toggled))) {1104key_loc_button->connect(SceneStringName(toggled), callable_mp(this, &Skeleton3DEditor::_loc_toggled));1105}11061107key_rot_button = memnew(Button);1108key_rot_button->set_theme_type_variation(SceneStringName(FlatButton));1109key_rot_button->set_toggle_mode(true);1110key_rot_button->set_pressed(editor_plugin->rot_pressed);1111key_rot_button->set_focus_mode(FOCUS_ACCESSIBILITY);1112key_rot_button->set_tooltip_text(TTR("Rotation mask for inserting keys."));1113animation_hb->add_child(key_rot_button);1114if (!key_rot_button->is_connected(SceneStringName(toggled), callable_mp(this, &Skeleton3DEditor::_rot_toggled))) {1115key_rot_button->connect(SceneStringName(toggled), callable_mp(this, &Skeleton3DEditor::_rot_toggled));1116}11171118key_scale_button = memnew(Button);1119key_scale_button->set_theme_type_variation(SceneStringName(FlatButton));1120key_scale_button->set_toggle_mode(true);1121key_scale_button->set_pressed(editor_plugin->scl_pressed);1122key_scale_button->set_focus_mode(FOCUS_ACCESSIBILITY);1123key_scale_button->set_tooltip_text(TTR("Scale mask for inserting keys."));1124animation_hb->add_child(key_scale_button);1125if (!key_scale_button->is_connected(SceneStringName(toggled), callable_mp(this, &Skeleton3DEditor::_scl_toggled))) {1126key_scale_button->connect(SceneStringName(toggled), callable_mp(this, &Skeleton3DEditor::_scl_toggled));1127}11281129key_insert_button = memnew(Button);1130key_insert_button->set_theme_type_variation(SceneStringName(FlatButton));1131key_insert_button->set_focus_mode(FOCUS_ACCESSIBILITY);1132key_insert_button->connect(SceneStringName(pressed), callable_mp(this, &Skeleton3DEditor::insert_keys).bind(false, false));1133key_insert_button->set_tooltip_text(TTRC("Insert key (based on mask) for bones with an existing track."));1134key_insert_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_to_existing_tracks", TTRC("Insert Key (Existing Tracks)"), Key::INSERT));1135animation_hb->add_child(key_insert_button);11361137key_insert_new_button = memnew(Button);1138key_insert_new_button->set_theme_type_variation(SceneStringName(FlatButton));1139key_insert_new_button->set_focus_mode(FOCUS_ACCESSIBILITY);1140key_insert_new_button->connect(SceneStringName(pressed), callable_mp(this, &Skeleton3DEditor::insert_keys).bind(true, false));1141key_insert_new_button->set_tooltip_text(TTRC("Insert key (based on mask) for all bones."));1142key_insert_new_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_of_all_bones", TTRC("Insert Key (All Bones)"), KeyModifierMask::CMD_OR_CTRL + Key::INSERT));1143animation_hb->add_child(key_insert_new_button);11441145key_mod_insert_button = memnew(Button);1146key_mod_insert_button->set_theme_type_variation(SceneStringName(FlatButton));1147key_mod_insert_button->set_focus_mode(FOCUS_ACCESSIBILITY);1148key_mod_insert_button->connect(SceneStringName(pressed), callable_mp(this, &Skeleton3DEditor::insert_keys).bind(false, true));1149key_mod_insert_button->set_tooltip_text(TTRC("Insert key (based on mask) for modified bones with an existing track."));1150key_mod_insert_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_to_existing_tracks", TTRC("Insert Key (Existing Tracks)"), Key::INSERT));1151animation_hb->add_child(key_mod_insert_button);11521153key_mod_insert_new_button = memnew(Button);1154key_mod_insert_new_button->set_theme_type_variation(SceneStringName(FlatButton));1155key_mod_insert_new_button->set_focus_mode(FOCUS_ACCESSIBILITY);1156key_mod_insert_new_button->connect(SceneStringName(pressed), callable_mp(this, &Skeleton3DEditor::insert_keys).bind(true, true));1157key_mod_insert_new_button->set_tooltip_text(TTRC("Insert new key (based on mask) for all modified bones."));1158key_mod_insert_new_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_of_all_bones", TTRC("Insert Key (All Bones)"), KeyModifierMask::CMD_OR_CTRL + Key::INSERT));1159animation_hb->add_child(key_mod_insert_new_button);11601161// Bone tree.1162bones_section = memnew(EditorInspectorSection);1163bones_section->setup("bones", "Bones", skeleton, Color(0.0f, 0.0, 0.0f), true);1164add_child(bones_section);1165bones_section->unfold();11661167ScrollContainer *s_con = memnew(ScrollContainer);1168s_con->set_h_size_flags(SIZE_EXPAND_FILL);1169s_con->set_custom_minimum_size(Size2(1, 350) * EDSCALE);1170bones_section->get_vbox()->add_child(s_con);11711172joint_tree = memnew(Tree);1173joint_tree->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);1174joint_tree->set_columns(1);1175joint_tree->set_focus_mode(Control::FOCUS_NONE);1176joint_tree->set_select_mode(Tree::SELECT_SINGLE);1177joint_tree->set_hide_root(true);1178joint_tree->set_v_size_flags(SIZE_EXPAND_FILL);1179joint_tree->set_h_size_flags(SIZE_EXPAND_FILL);1180joint_tree->set_allow_rmb_select(true);1181joint_tree->set_theme_type_variation("TreeSecondary");1182SET_DRAG_FORWARDING_GCD(joint_tree, Skeleton3DEditor);1183s_con->add_child(joint_tree);11841185pose_editor = memnew(BonePropertiesEditor(skeleton));1186pose_editor->set_label(TTR("Bone Transform"));1187pose_editor->set_visible(false);1188add_child(pose_editor);11891190set_keyable(te->has_keying());1191}11921193void Skeleton3DEditor::_loc_toggled(bool p_toggled_on) {1194if (!editor_plugin) {1195return;1196}1197editor_plugin->loc_pressed = p_toggled_on;1198}1199void Skeleton3DEditor::_rot_toggled(bool p_toggled_on) {1200if (!editor_plugin) {1201return;1202}1203editor_plugin->rot_pressed = p_toggled_on;1204}1205void Skeleton3DEditor::_scl_toggled(bool p_toggled_on) {1206if (!editor_plugin) {1207return;1208}1209editor_plugin->scl_pressed = p_toggled_on;1210}12111212void Skeleton3DEditor::_notification(int p_what) {1213switch (p_what) {1214case NOTIFICATION_ENTER_TREE: {1215update_joint_tree();12161217joint_tree->connect(SceneStringName(item_selected), callable_mp(this, &Skeleton3DEditor::_joint_tree_selection_changed));1218joint_tree->connect("item_mouse_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_rmb_select));1219joint_tree->connect("button_clicked", callable_mp(this, &Skeleton3DEditor::_joint_tree_button_clicked));12201221skeleton->connect(SceneStringName(pose_updated), callable_mp(this, &Skeleton3DEditor::_draw_gizmo));1222skeleton->connect(SceneStringName(pose_updated), callable_mp(this, &Skeleton3DEditor::_update_properties));1223skeleton->connect(SceneStringName(bone_enabled_changed), callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));1224skeleton->connect(SceneStringName(show_rest_only_changed), callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));12251226get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed));1227} break;1228case NOTIFICATION_READY: {1229// Will trigger NOTIFICATION_THEME_CHANGED, but won't cause any loops if called here.1230add_theme_constant_override("separation", 0);1231} break;1232case NOTIFICATION_THEME_CHANGED: {1233skeleton_options->set_button_icon(get_editor_theme_icon(SNAME("Skeleton3D")));1234edit_mode_button->set_button_icon(get_editor_theme_icon(SNAME("ToolBoneSelect")));1235key_loc_button->set_button_icon(get_editor_theme_icon(SNAME("KeyPosition")));1236key_rot_button->set_button_icon(get_editor_theme_icon(SNAME("KeyRotation")));1237key_scale_button->set_button_icon(get_editor_theme_icon(SNAME("KeyScale")));1238key_insert_button->set_button_icon(get_editor_theme_icon(SNAME("InsertKey")));1239key_insert_new_button->set_button_icon(get_editor_theme_icon(SNAME("NewKey")));1240key_mod_insert_button->set_button_icon(get_editor_theme_icon(SNAME("InsertModKey")));1241key_mod_insert_new_button->set_button_icon(get_editor_theme_icon(SNAME("NewModKey")));1242bones_section->set_bg_color(get_theme_color(SNAME("prop_subsection"), EditorStringName(Editor)));12431244update_joint_tree();1245} break;1246case NOTIFICATION_PREDELETE: {1247if (skeleton) {1248select_bone(-1); // Requires that the joint_tree has not been deleted.1249_disconnect_from_skeleton();1250skeleton->set_transform_gizmo_visible(true);12511252if (handles_mesh_instance->get_parent()) {1253handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance);1254}1255}1256edit_mode_toggled(false);1257} break;1258}1259}12601261void Skeleton3DEditor::_node_removed(Node *p_node) {1262if (skeleton && p_node == skeleton) {1263_disconnect_from_skeleton();1264if (pose_editor) {1265pose_editor->set_skeleton(nullptr);1266pose_editor->set_visible(false);1267}1268edit_mode = false;1269skeleton = nullptr;1270skeleton_options->hide();1271}12721273_update_properties();1274}12751276void Skeleton3DEditor::_disconnect_from_skeleton() {1277if (!skeleton) {1278return;1279}12801281if (skeleton->is_connected(SceneStringName(show_rest_only_changed), callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible))) {1282skeleton->disconnect(SceneStringName(show_rest_only_changed), callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));1283}1284if (skeleton->is_connected(SceneStringName(bone_enabled_changed), callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed))) {1285skeleton->disconnect(SceneStringName(bone_enabled_changed), callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));1286}1287if (skeleton->is_connected(SceneStringName(pose_updated), callable_mp(this, &Skeleton3DEditor::_draw_gizmo))) {1288skeleton->disconnect(SceneStringName(pose_updated), callable_mp(this, &Skeleton3DEditor::_draw_gizmo));1289}1290if (skeleton->is_connected(SceneStringName(pose_updated), callable_mp(this, &Skeleton3DEditor::_update_properties))) {1291skeleton->disconnect(SceneStringName(pose_updated), callable_mp(this, &Skeleton3DEditor::_update_properties));1292}1293}12941295void Skeleton3DEditor::edit_mode_toggled(const bool pressed) {1296edit_mode = pressed;1297_update_gizmo_visible();1298}12991300Skeleton3DEditor::Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, Skeleton3D *p_skeleton) :1301editor_plugin(e_plugin),1302skeleton(p_skeleton) {1303singleton = this;13041305// Handle.1306handle_material.instantiate();1307handle_shader.instantiate();1308handle_shader->set_code(R"(1309// Skeleton 3D gizmo handle shader.13101311shader_type spatial;1312render_mode unshaded, shadows_disabled, depth_draw_always, fog_disabled;13131314uniform sampler2D texture_albedo : source_color;1315uniform float point_size : hint_range(0, 128) = 32;13161317void vertex() {1318if (!OUTPUT_IS_SRGB) {1319COLOR.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)));1320}13211322VERTEX = VERTEX;1323POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);1324POSITION.z = mix(POSITION.z, POSITION.w, 0.999);1325POINT_SIZE = point_size;1326}13271328void fragment() {1329vec4 albedo_tex = texture(texture_albedo, POINT_COORD);1330vec3 col = albedo_tex.rgb + COLOR.rgb;1331col = vec3(min(col.r, 1.0), min(col.g, 1.0), min(col.b, 1.0));1332ALBEDO = col;13331334if (albedo_tex.a < 0.5) {1335discard;1336}13371338ALPHA = albedo_tex.a;1339}1340)");1341handle_material->set_shader(handle_shader);1342Ref<Texture2D> handle = EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("EditorBoneHandle"), EditorStringName(EditorIcons));1343handle_material->set_shader_parameter("point_size", handle->get_width());1344handle_material->set_shader_parameter("texture_albedo", handle);13451346handles_mesh_instance = memnew(MeshInstance3D);1347handles_mesh_instance->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);1348handles_mesh.instantiate();1349handles_mesh_instance->set_mesh(handles_mesh);13501351create_editors();1352}13531354void Skeleton3DEditor::update_bone_original() {1355if (!skeleton) {1356return;1357}1358if (skeleton->get_bone_count() == 0 || selected_bone == -1) {1359return;1360}1361bone_original_position = skeleton->get_bone_pose_position(selected_bone);1362bone_original_rotation = skeleton->get_bone_pose_rotation(selected_bone);1363bone_original_scale = skeleton->get_bone_pose_scale(selected_bone);1364}13651366void Skeleton3DEditor::_hide_handles() {1367handles_mesh_instance->hide();1368}13691370void Skeleton3DEditor::_draw_gizmo() {1371if (!skeleton) {1372return;1373}13741375// If you call get_bone_global_pose() while drawing the surface, such as toggle rest mode,1376// the skeleton update will be done first and1377// the drawing surface will be interrupted once and an error will occur.1378skeleton->force_update_all_dirty_bones();13791380// Handles.1381if (edit_mode) {1382_draw_handles();1383} else {1384_hide_handles();1385}1386}13871388void Skeleton3DEditor::_draw_handles() {1389const int bone_count = skeleton->get_bone_count();13901391handles_mesh->clear_surfaces();13921393if (bone_count) {1394handles_mesh_instance->show();13951396handles_mesh->surface_begin(Mesh::PRIMITIVE_POINTS);13971398for (int i = 0; i < bone_count; i++) {1399Color c;1400if (i == selected_bone) {1401c = Color(1, 1, 0);1402} else {1403c = Color(0.1, 0.25, 0.8);1404}1405Vector3 point = skeleton->get_bone_global_pose(i).origin;1406handles_mesh->surface_set_color(c);1407handles_mesh->surface_add_vertex(point);1408}1409handles_mesh->surface_end();1410handles_mesh->surface_set_material(0, handle_material);1411} else {1412handles_mesh_instance->hide();1413}1414}14151416TreeItem *Skeleton3DEditor::_find(TreeItem *p_node, const NodePath &p_path) {1417if (!p_node) {1418return nullptr;1419}14201421NodePath np = p_node->get_metadata(0);1422if (np == p_path) {1423return p_node;1424}14251426TreeItem *children = p_node->get_first_child();1427while (children) {1428TreeItem *n = _find(children, p_path);1429if (n) {1430return n;1431}1432children = children->get_next();1433}14341435return nullptr;1436}14371438void Skeleton3DEditor::_subgizmo_selection_change() {1439if (!skeleton) {1440return;1441}14421443// Once validated by subgizmos_intersect_ray, but required if through inspector's bones tree.1444if (!edit_mode) {1445skeleton->clear_subgizmo_selection();1446return;1447}14481449int selected = -1;1450Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();1451if (se) {1452selected = se->get_selected_bone();1453}14541455if (selected >= 0) {1456Vector<Ref<Node3DGizmo>> gizmos = skeleton->get_gizmos();1457for (int i = 0; i < gizmos.size(); i++) {1458Ref<EditorNode3DGizmo> gizmo = gizmos[i];1459if (gizmo.is_null()) {1460continue;1461}1462Ref<Skeleton3DGizmoPlugin> plugin = gizmo->get_plugin();1463if (plugin.is_null()) {1464continue;1465}1466skeleton->set_subgizmo_selection(gizmo, selected, skeleton->get_bone_global_pose(selected));1467break;1468}1469} else {1470skeleton->clear_subgizmo_selection();1471}1472}14731474void Skeleton3DEditor::select_bone(int p_idx) {1475if (p_idx >= 0) {1476TreeItem *ti = _find(joint_tree->get_root(), "bones/" + itos(p_idx));1477if (ti) {1478// Make visible when it's collapsed.1479TreeItem *node = ti->get_parent();1480while (node && node != joint_tree->get_root()) {1481node->set_collapsed(false);1482node = node->get_parent();1483}1484ti->select(0);1485joint_tree->scroll_to_item(ti);1486}1487} else {1488selected_bone = -1;1489joint_tree->deselect_all();1490_joint_tree_selection_changed();1491}1492}14931494Skeleton3DEditor::~Skeleton3DEditor() {1495singleton = nullptr;14961497handles_mesh_instance->queue_free();14981499Node3DEditor *ne = Node3DEditor::get_singleton();15001501ne->remove_control_from_menu_panel(topmenu_bar);1502memdelete(topmenu_bar);1503}15041505bool EditorInspectorPluginSkeleton::can_handle(Object *p_object) {1506return Object::cast_to<Skeleton3D>(p_object) != nullptr;1507}15081509void EditorInspectorPluginSkeleton::parse_begin(Object *p_object) {1510Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_object);1511ERR_FAIL_NULL(skeleton);15121513skel_editor = memnew(Skeleton3DEditor(this, skeleton));1514add_custom_control(skel_editor);1515}15161517Skeleton3DEditorPlugin::Skeleton3DEditorPlugin() {1518skeleton_plugin = memnew(EditorInspectorPluginSkeleton);15191520EditorInspector::add_inspector_plugin(skeleton_plugin);15211522Ref<Skeleton3DGizmoPlugin> gizmo_plugin = Ref<Skeleton3DGizmoPlugin>(memnew(Skeleton3DGizmoPlugin));1523Node3DEditor::get_singleton()->add_gizmo_plugin(gizmo_plugin);1524}15251526EditorPlugin::AfterGUIInput Skeleton3DEditorPlugin::forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) {1527Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();1528if (se && se->is_edit_mode()) {1529const Ref<InputEventMouseButton> mb = p_event;1530if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && mb->is_pressed()) {1531se->update_bone_original();1532}1533return EditorPlugin::AFTER_GUI_INPUT_CUSTOM;1534}1535return EditorPlugin::AFTER_GUI_INPUT_PASS;1536}15371538bool Skeleton3DEditorPlugin::handles(Object *p_object) const {1539return p_object->is_class("Skeleton3D");1540}15411542void Skeleton3DEditor::_bone_enabled_changed(const int p_bone_id) {1543_update_gizmo_visible();1544}15451546void Skeleton3DEditor::_update_gizmo_visible() {1547if (!skeleton) {1548return;1549}15501551_subgizmo_selection_change();1552if (edit_mode) {1553if (selected_bone == -1) {1554skeleton->set_transform_gizmo_visible(false);1555} else {1556if (skeleton->is_bone_enabled(selected_bone) && !skeleton->is_show_rest_only()) {1557skeleton->set_transform_gizmo_visible(true);1558} else {1559skeleton->set_transform_gizmo_visible(false);1560}1561}1562} else {1563skeleton->set_transform_gizmo_visible(true);1564}1565_draw_gizmo();1566}15671568int Skeleton3DEditor::get_selected_bone() const {1569return selected_bone;1570}15711572Skeleton3DGizmoPlugin::SelectionMaterials Skeleton3DGizmoPlugin::selection_materials;15731574Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {1575selection_materials.unselected_mat.instantiate();1576selection_materials.unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);1577selection_materials.unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);1578selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);1579selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);1580selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);15811582selection_materials.selected_mat.instantiate();1583Ref<Shader> selected_sh = Ref<Shader>(memnew(Shader));1584selected_sh->set_code(R"(1585// Skeleton 3D gizmo bones shader.15861587shader_type spatial;1588render_mode unshaded, shadows_disabled;15891590void vertex() {1591if (!OUTPUT_IS_SRGB) {1592COLOR.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)));1593}1594VERTEX = VERTEX;1595POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);1596POSITION.z = mix(POSITION.z, POSITION.w, 0.998);1597}15981599void fragment() {1600ALBEDO = COLOR.rgb;1601ALPHA = COLOR.a;1602}1603)");1604selection_materials.selected_mat->set_shader(selected_sh);1605}16061607Skeleton3DGizmoPlugin::~Skeleton3DGizmoPlugin() {1608selection_materials.unselected_mat.unref();1609selection_materials.selected_mat.unref();1610}16111612bool Skeleton3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {1613return Object::cast_to<Skeleton3D>(p_spatial) != nullptr;1614}16151616String Skeleton3DGizmoPlugin::get_gizmo_name() const {1617return "Skeleton3D";1618}16191620int Skeleton3DGizmoPlugin::get_priority() const {1621return -1;1622}16231624int Skeleton3DGizmoPlugin::subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const {1625Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());1626ERR_FAIL_NULL_V(skeleton, -1);16271628Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();16291630if (!se || !se->is_edit_mode()) {1631return -1;1632}16331634int closest_idx = skeleton_intersect_ray(skeleton, p_camera, p_point);16351636if (closest_idx >= 0) {1637se->select_bone(closest_idx);1638se->update_bone_original();1639return closest_idx;1640}16411642se->select_bone(-1);1643return -1;1644}16451646int Skeleton3DGizmoPlugin::skeleton_intersect_ray(const Skeleton3D *p_skeleton, Camera3D *p_camera, const Vector2 &p_point) {1647real_t grab_threshold = 8 * EDSCALE;1648Vector3 ray_from = p_camera->get_global_transform().origin;1649Transform3D gt = p_skeleton->get_global_transform();1650int closest_idx = -1;1651real_t closest_dist = 1e10;1652const int bone_count = p_skeleton->get_bone_count();1653for (int i = 0; i < bone_count; i++) {1654Vector3 joint_pos_3d = gt.xform(p_skeleton->get_bone_global_pose(i).origin);1655Vector2 joint_pos_2d = p_camera->unproject_position(joint_pos_3d);1656real_t dist_3d = ray_from.distance_to(joint_pos_3d);1657real_t dist_2d = p_point.distance_to(joint_pos_2d);1658if (dist_2d < grab_threshold && dist_3d < closest_dist) {1659closest_dist = dist_3d;1660closest_idx = i;1661}1662}1663return closest_idx;1664}16651666Transform3D Skeleton3DGizmoPlugin::get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const {1667Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());1668ERR_FAIL_NULL_V(skeleton, Transform3D());16691670return skeleton->get_bone_global_pose(p_id);1671}16721673void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) {1674Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());1675ERR_FAIL_NULL(skeleton);16761677// Prepare for global to local.1678Transform3D original_to_local;1679int parent_idx = skeleton->get_bone_parent(p_id);1680if (parent_idx >= 0) {1681original_to_local = skeleton->get_bone_global_pose(parent_idx);1682}1683Basis to_local = original_to_local.get_basis().inverse();16841685// Prepare transform.1686Transform3D t;16871688// Basis.1689t.basis = to_local * p_transform.get_basis();16901691// Origin.1692Vector3 orig = skeleton->get_bone_pose(p_id).origin;1693Vector3 sub = p_transform.origin - skeleton->get_bone_global_pose(p_id).origin;1694t.origin = orig + to_local.xform(sub);16951696// Apply transform.1697skeleton->set_bone_pose_position(p_id, t.origin);1698skeleton->set_bone_pose_rotation(p_id, t.basis.get_rotation_quaternion());1699skeleton->set_bone_pose_scale(p_id, t.basis.get_scale());1700}17011702void Skeleton3DGizmoPlugin::commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel) {1703Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());1704ERR_FAIL_NULL(skeleton);17051706Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();1707Node3DEditor *ne = Node3DEditor::get_singleton();17081709EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();1710ur->create_action(TTR("Set Bone Transform"));17111712if (p_cancel) {1713for (int id : p_ids) {1714ur->add_do_method(skeleton, "set_bone_pose_position", id, se->get_bone_original_position());1715ur->add_do_method(skeleton, "set_bone_pose_rotation", id, se->get_bone_original_rotation());1716ur->add_do_method(skeleton, "set_bone_pose_scale", id, se->get_bone_original_scale());1717ur->add_undo_method(skeleton, "set_bone_pose_position", id, skeleton->get_bone_pose_position(id));1718ur->add_undo_method(skeleton, "set_bone_pose_rotation", id, skeleton->get_bone_pose_rotation(id));1719ur->add_undo_method(skeleton, "set_bone_pose_scale", id, skeleton->get_bone_pose_scale(id));1720}1721} else {1722Node3DEditor::ToolMode tool_mode = ne->get_tool_mode();1723if (tool_mode == Node3DEditor::TOOL_MODE_MOVE || tool_mode == Node3DEditor::TOOL_MODE_TRANSFORM) {1724for (int id : p_ids) {1725ur->add_do_method(skeleton, "set_bone_pose_position", id, skeleton->get_bone_pose_position(id));1726ur->add_undo_method(skeleton, "set_bone_pose_position", id, se->get_bone_original_position());1727}1728}1729if (tool_mode == Node3DEditor::TOOL_MODE_ROTATE || tool_mode == Node3DEditor::TOOL_MODE_TRANSFORM) {1730for (int id : p_ids) {1731ur->add_do_method(skeleton, "set_bone_pose_rotation", id, skeleton->get_bone_pose_rotation(id));1732ur->add_undo_method(skeleton, "set_bone_pose_rotation", id, se->get_bone_original_rotation());1733}1734}1735if (tool_mode == Node3DEditor::TOOL_MODE_SCALE || tool_mode == Node3DEditor::TOOL_MODE_TRANSFORM) {1736for (int id : p_ids) {1737ur->add_do_method(skeleton, "set_bone_pose_scale", id, skeleton->get_bone_pose_scale(id));1738ur->add_undo_method(skeleton, "set_bone_pose_scale", id, se->get_bone_original_scale());1739}1740}1741}17421743ur->add_do_method(se, "update_joint_tree");1744ur->add_undo_method(se, "update_joint_tree");17451746ur->commit_action();1747}17481749void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {1750Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());1751p_gizmo->clear();17521753if (!skeleton->get_bone_count()) {1754return;1755}17561757int selected = -1;1758Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();1759if (se) {1760selected = se->get_selected_bone();1761}17621763Ref<ArrayMesh> m = get_bones_mesh(skeleton, selected, p_gizmo->is_selected());1764p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));1765}17661767Ref<ArrayMesh> Skeleton3DGizmoPlugin::get_bones_mesh(Skeleton3D *p_skeleton, int p_selected, bool p_is_selected) {1768Color bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/skeleton");1769Color selected_bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/selected_bone");1770real_t bone_axis_length = EDITOR_GET("editors/3d_gizmos/gizmo_settings/bone_axis_length");1771int bone_shape = EDITOR_GET("editors/3d_gizmos/gizmo_settings/bone_shape");17721773LocalVector<Color> axis_colors;1774axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_x_color"), EditorStringName(Editor)));1775axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_y_color"), EditorStringName(Editor)));1776axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_z_color"), EditorStringName(Editor)));17771778Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));1779surface_tool->begin(Mesh::PRIMITIVE_LINES);17801781if (p_is_selected) {1782surface_tool->set_material(selection_materials.selected_mat);1783} else {1784selection_materials.unselected_mat->set_albedo(bone_color);1785surface_tool->set_material(selection_materials.unselected_mat);1786}17871788LocalVector<int> bones;1789LocalVector<float> weights;1790bones.resize(4);1791weights.resize(4);1792for (int i = 0; i < 4; i++) {1793bones[i] = 0;1794weights[i] = 0;1795}1796weights[0] = 1;17971798int current_bone_index = 0;1799Vector<int> bones_to_process = p_skeleton->get_parentless_bones();18001801while (bones_to_process.size() > current_bone_index) {1802int current_bone_idx = bones_to_process[current_bone_index];1803current_bone_index++;18041805Color current_bone_color = (current_bone_idx == p_selected) ? selected_bone_color : bone_color;18061807Vector<int> child_bones_vector;1808child_bones_vector = p_skeleton->get_bone_children(current_bone_idx);1809int child_bones_size = child_bones_vector.size();18101811for (int i = 0; i < child_bones_size; i++) {1812// Something wrong.1813if (child_bones_vector[i] < 0) {1814continue;1815}18161817int child_bone_idx = child_bones_vector[i];18181819Vector3 v0 = p_skeleton->get_bone_global_rest(current_bone_idx).origin;1820Vector3 v1 = p_skeleton->get_bone_global_rest(child_bone_idx).origin;1821Vector3 d = (v1 - v0).normalized();1822real_t dist = v0.distance_to(v1);18231824// Find closest axis.1825int closest = -1;1826real_t closest_d = 0.0;1827for (int j = 0; j < 3; j++) {1828real_t dp = Math::abs(p_skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));1829if (j == 0 || dp > closest_d) {1830closest = j;1831}1832}18331834// Draw bone.1835switch (bone_shape) {1836case 0: { // Wire shape.1837surface_tool->set_color(current_bone_color);1838bones[0] = current_bone_idx;1839surface_tool->set_bones(Vector<int>(bones));1840surface_tool->set_weights(Vector<float>(weights));1841surface_tool->add_vertex(v0);1842bones[0] = child_bone_idx;1843surface_tool->set_bones(Vector<int>(bones));1844surface_tool->set_weights(Vector<float>(weights));1845surface_tool->add_vertex(v1);1846} break;18471848case 1: { // Octahedron shape.1849Vector3 first;1850Vector3 points[6];1851int point_idx = 0;1852for (int j = 0; j < 3; j++) {1853Vector3 axis;1854if (first == Vector3()) {1855axis = d.cross(d.cross(p_skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();1856first = axis;1857} else {1858axis = d.cross(first).normalized();1859}18601861surface_tool->set_color(current_bone_color);1862for (int k = 0; k < 2; k++) {1863if (k == 1) {1864axis = -axis;1865}1866Vector3 point = v0 + d * dist * 0.2;1867point += axis * dist * 0.1;18681869bones[0] = current_bone_idx;1870surface_tool->set_bones(Vector<int>(bones));1871surface_tool->set_weights(Vector<float>(weights));1872surface_tool->add_vertex(v0);1873surface_tool->set_bones(Vector<int>(bones));1874surface_tool->set_weights(Vector<float>(weights));1875surface_tool->add_vertex(point);18761877surface_tool->set_bones(Vector<int>(bones));1878surface_tool->set_weights(Vector<float>(weights));1879surface_tool->add_vertex(point);1880bones[0] = child_bone_idx;1881surface_tool->set_bones(Vector<int>(bones));1882surface_tool->set_weights(Vector<float>(weights));1883surface_tool->add_vertex(v1);1884points[point_idx++] = point;1885}1886}1887surface_tool->set_color(current_bone_color);1888SWAP(points[1], points[2]);1889bones[0] = current_bone_idx;1890for (int j = 0; j < 6; j++) {1891surface_tool->set_bones(Vector<int>(bones));1892surface_tool->set_weights(Vector<float>(weights));1893surface_tool->add_vertex(points[j]);1894surface_tool->set_bones(Vector<int>(bones));1895surface_tool->set_weights(Vector<float>(weights));1896surface_tool->add_vertex(points[(j + 1) % 6]);1897}1898} break;1899}19001901// Axis as root of the bone.1902for (int j = 0; j < 3; j++) {1903bones[0] = current_bone_idx;1904surface_tool->set_color(axis_colors[j]);1905surface_tool->set_bones(Vector<int>(bones));1906surface_tool->set_weights(Vector<float>(weights));1907surface_tool->add_vertex(v0);1908surface_tool->set_bones(Vector<int>(bones));1909surface_tool->set_weights(Vector<float>(weights));1910surface_tool->add_vertex(v0 + (p_skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);19111912if (j == closest) {1913continue;1914}1915}19161917// Axis at the end of the bone children.1918if (i == child_bones_size - 1) {1919for (int j = 0; j < 3; j++) {1920bones[0] = child_bone_idx;1921surface_tool->set_color(axis_colors[j]);1922surface_tool->set_bones(Vector<int>(bones));1923surface_tool->set_weights(Vector<float>(weights));1924surface_tool->add_vertex(v1);1925surface_tool->set_bones(Vector<int>(bones));1926surface_tool->set_weights(Vector<float>(weights));1927surface_tool->add_vertex(v1 + (p_skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);19281929if (j == closest) {1930continue;1931}1932}1933}19341935// Add the bone's children to the list of bones to be processed.1936bones_to_process.push_back(child_bones_vector[i]);1937}1938}19391940return surface_tool->commit();1941}194219431944