mirror of
https://github.com/godotengine/godot.git
synced 2024-11-23 12:43:43 +00:00
commit
7c712a25bc
@ -109,6 +109,7 @@
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#include "editor/plugins/shader_graph_editor_plugin.h"
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#include "editor/plugins/skeleton_2d_editor_plugin.h"
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#include "editor/plugins/skeleton_editor_plugin.h"
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#include "editor/plugins/skeleton_ik_editor_plugin.h"
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#include "editor/plugins/spatial_editor_plugin.h"
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#include "editor/plugins/sprite_editor_plugin.h"
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#include "editor/plugins/sprite_frames_editor_plugin.h"
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@ -5596,6 +5597,7 @@ EditorNode::EditorNode() {
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add_editor_plugin(memnew(AudioBusesEditorPlugin(audio_bus_editor)));
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add_editor_plugin(memnew(AudioBusesEditorPlugin(audio_bus_editor)));
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add_editor_plugin(memnew(SkeletonEditorPlugin(this)));
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add_editor_plugin(memnew(SkeletonIKEditorPlugin(this)));
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add_editor_plugin(memnew(PhysicalBonePlugin(this)));
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// FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
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110
editor/plugins/skeleton_ik_editor_plugin.cpp
Normal file
110
editor/plugins/skeleton_ik_editor_plugin.cpp
Normal file
@ -0,0 +1,110 @@
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/*************************************************************************/
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/* skeleton_ik_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "skeleton_ik_editor_plugin.h"
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#include "scene/animation/skeleton_ik.h"
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void SkeletonIKEditorPlugin::_play() {
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if (!skeleton_ik)
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return;
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if (!skeleton_ik->get_parent_skeleton())
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return;
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if (play_btn->is_pressed()) {
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initial_bone_poses.resize(skeleton_ik->get_parent_skeleton()->get_bone_count());
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for (int i = 0; i < skeleton_ik->get_parent_skeleton()->get_bone_count(); ++i) {
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initial_bone_poses.write[i] = skeleton_ik->get_parent_skeleton()->get_bone_pose(i);
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}
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skeleton_ik->start();
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} else {
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skeleton_ik->stop();
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if (initial_bone_poses.size() != skeleton_ik->get_parent_skeleton()->get_bone_count())
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return;
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for (int i = 0; i < skeleton_ik->get_parent_skeleton()->get_bone_count(); ++i) {
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skeleton_ik->get_parent_skeleton()->set_bone_pose(i, initial_bone_poses[i]);
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}
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}
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}
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void SkeletonIKEditorPlugin::edit(Object *p_object) {
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if (p_object != skeleton_ik) {
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if (skeleton_ik) {
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play_btn->set_pressed(false);
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_play();
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}
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}
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SkeletonIK *s = Object::cast_to<SkeletonIK>(p_object);
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if (!s)
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return;
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skeleton_ik = s;
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}
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bool SkeletonIKEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("SkeletonIK");
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}
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void SkeletonIKEditorPlugin::make_visible(bool p_visible) {
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if (p_visible)
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play_btn->show();
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else
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play_btn->hide();
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}
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void SkeletonIKEditorPlugin::_bind_methods() {
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ClassDB::bind_method("_play", &SkeletonIKEditorPlugin::_play);
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}
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SkeletonIKEditorPlugin::SkeletonIKEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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play_btn = memnew(Button);
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play_btn->set_icon(editor->get_gui_base()->get_icon("Play", "EditorIcons"));
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play_btn->set_text(TTR("Play IK"));
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play_btn->set_toggle_mode(true);
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play_btn->hide();
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play_btn->connect("pressed", this, "_play");
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add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, play_btn);
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skeleton_ik = NULL;
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}
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SkeletonIKEditorPlugin::~SkeletonIKEditorPlugin() {}
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65
editor/plugins/skeleton_ik_editor_plugin.h
Normal file
65
editor/plugins/skeleton_ik_editor_plugin.h
Normal file
@ -0,0 +1,65 @@
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/*************************************************************************/
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/* skeleton_ik_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SKELETON_IK_EDITOR_PLUGIN_H
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#define SKELETON_IK_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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class SkeletonIK;
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class SkeletonIKEditorPlugin : public EditorPlugin {
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GDCLASS(SkeletonIKEditorPlugin, EditorPlugin);
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SkeletonIK *skeleton_ik;
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Button *play_btn;
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EditorNode *editor;
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Vector<Transform> initial_bone_poses;
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void _play();
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protected:
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static void _bind_methods();
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public:
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virtual String get_name() const { return "SkeletonIK"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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SkeletonIKEditorPlugin(EditorNode *p_node);
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~SkeletonIKEditorPlugin();
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};
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#endif // SKELETON_IK_EDITOR_PLUGIN_H
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@ -557,6 +557,7 @@ protected:
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private:
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static Skeleton *find_skeleton_parent(Node *p_parent);
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void _fix_joint_offset();
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void _reload_joint();
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@ -600,9 +600,12 @@ PhysicalBone *Skeleton::_get_physical_bone_parent(int p_bone) {
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void Skeleton::_rebuild_physical_bones_cache() {
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const int b_size = bones.size();
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for (int i = 0; i < b_size; ++i) {
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bones.write[i].cache_parent_physical_bone = _get_physical_bone_parent(i);
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if (bones[i].physical_bone)
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bones[i].physical_bone->_on_bone_parent_changed();
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PhysicalBone *parent_pb = _get_physical_bone_parent(i);
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if (parent_pb != bones[i].physical_bone) {
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bones.write[i].cache_parent_physical_bone = parent_pb;
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if (bones[i].physical_bone)
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bones[i].physical_bone->_on_bone_parent_changed();
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}
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}
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}
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@ -740,6 +743,8 @@ void Skeleton::_bind_methods() {
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#endif // _3D_DISABLED
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ClassDB::bind_method(D_METHOD("set_bone_ignore_animation", "bone", "ignore"), &Skeleton::set_bone_ignore_animation);
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BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
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}
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@ -39,6 +39,8 @@
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*/
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#ifndef _3D_DISABLED
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typedef int BoneId;
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class PhysicalBone;
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#endif // _3D_DISABLED
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@ -96,7 +98,7 @@ class Skeleton : public Spatial {
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void _make_dirty();
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bool dirty;
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//bind helpers
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// bind helpers
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Array _get_bound_child_nodes_to_bone(int p_bone) const {
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Array bound;
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551
scene/animation/skeleton_ik.cpp
Normal file
551
scene/animation/skeleton_ik.cpp
Normal file
@ -0,0 +1,551 @@
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/*************************************************************************/
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/* skeleton_ik.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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/**
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* @author AndreaCatania
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*/
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#include "skeleton_ik.h"
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FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::find_child(const BoneId p_bone_id) {
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for (int i = childs.size() - 1; 0 <= i; --i) {
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if (p_bone_id == childs[i].bone) {
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return &childs.write[i];
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}
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}
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return NULL;
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}
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FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::add_child(const BoneId p_bone_id) {
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const int infant_child_id = childs.size();
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childs.resize(infant_child_id + 1);
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childs.write[infant_child_id].bone = p_bone_id;
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childs.write[infant_child_id].parent_item = this;
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return &childs.write[infant_child_id];
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}
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/// Build a chain that starts from the root to tip
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void FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain) {
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ERR_FAIL_COND(-1 == p_task->root_bone);
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Chain &chain(p_task->chain);
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chain.tips.resize(p_task->end_effectors.size());
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chain.chain_root.bone = p_task->root_bone;
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chain.chain_root.initial_transform = p_task->skeleton->get_bone_global_pose(chain.chain_root.bone);
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chain.chain_root.current_pos = chain.chain_root.initial_transform.origin;
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chain.chain_root.pb = p_task->skeleton->get_physical_bone(chain.chain_root.bone);
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chain.middle_chain_item = NULL;
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// Holds all IDs that are composing a single chain in reverse order
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Vector<BoneId> chain_ids;
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// This is used to know the chain size
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int sub_chain_size;
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// Resize only one time in order to fit all joints for performance reason
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chain_ids.resize(p_task->skeleton->get_bone_count());
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for (int x = p_task->end_effectors.size() - 1; 0 <= x; --x) {
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const EndEffector *ee(&p_task->end_effectors[x]);
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ERR_FAIL_COND(p_task->root_bone >= ee->tip_bone);
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ERR_FAIL_INDEX(ee->tip_bone, p_task->skeleton->get_bone_count());
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sub_chain_size = 0;
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// Picks all IDs that composing a single chain in reverse order (except the root)
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BoneId chain_sub_tip(ee->tip_bone);
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while (chain_sub_tip > p_task->root_bone) {
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chain_ids.write[sub_chain_size++] = chain_sub_tip;
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chain_sub_tip = p_task->skeleton->get_bone_parent(chain_sub_tip);
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}
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BoneId middle_chain_item_id = (((float)sub_chain_size) * 0.5);
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// Build chain by reading chain ids in reverse order
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// For each chain item id will be created a ChainItem if doesn't exists
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ChainItem *sub_chain(&chain.chain_root);
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for (int i = sub_chain_size - 1; 0 <= i; --i) {
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ChainItem *child_ci(sub_chain->find_child(chain_ids[i]));
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if (!child_ci) {
|
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child_ci = sub_chain->add_child(chain_ids[i]);
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|
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child_ci->pb = p_task->skeleton->get_physical_bone(child_ci->bone);
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|
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child_ci->initial_transform = p_task->skeleton->get_bone_global_pose(child_ci->bone);
|
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child_ci->current_pos = child_ci->initial_transform.origin;
|
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if (child_ci->parent_item) {
|
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child_ci->length = (child_ci->current_pos - child_ci->parent_item->current_pos).length();
|
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}
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}
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sub_chain = child_ci;
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if (middle_chain_item_id == i) {
|
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chain.middle_chain_item = child_ci;
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}
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}
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if (!middle_chain_item_id)
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chain.middle_chain_item = NULL;
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// Initialize current tip
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chain.tips.write[x].chain_item = sub_chain;
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chain.tips.write[x].end_effector = ee;
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|
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if (p_force_simple_chain) {
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// NOTE:
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// This is an "hack" that force to create only one tip per chain since the solver of multi tip (end effector)
|
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// is not yet created.
|
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// Remove this code when this is done
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break;
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}
|
||||
}
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||||
}
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|
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void FabrikInverseKinematic::update_chain(const Skeleton *p_sk, ChainItem *p_chain_item) {
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||||
|
||||
if (!p_chain_item)
|
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return;
|
||||
|
||||
p_chain_item->initial_transform = p_sk->get_bone_global_pose(p_chain_item->bone);
|
||||
p_chain_item->current_pos = p_chain_item->initial_transform.origin;
|
||||
|
||||
for (int i = p_chain_item->childs.size() - 1; 0 <= i; --i) {
|
||||
update_chain(p_sk, &p_chain_item->childs.write[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void FabrikInverseKinematic::solve_simple(Task *p_task, bool p_solve_magnet) {
|
||||
|
||||
real_t distance_to_goal(1e4);
|
||||
real_t previous_distance_to_goal(0);
|
||||
int can_solve(p_task->max_iterations);
|
||||
while (distance_to_goal > p_task->min_distance && Math::abs(previous_distance_to_goal - distance_to_goal) > 0.005 && can_solve) {
|
||||
previous_distance_to_goal = distance_to_goal;
|
||||
--can_solve;
|
||||
|
||||
solve_simple_backwards(p_task->chain, p_solve_magnet);
|
||||
solve_simple_forwards(p_task->chain, p_solve_magnet);
|
||||
|
||||
distance_to_goal = (p_task->chain.tips[0].chain_item->current_pos - p_task->chain.tips[0].end_effector->goal_transform.origin).length();
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}
|
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}
|
||||
|
||||
void FabrikInverseKinematic::solve_simple_backwards(Chain &r_chain, bool p_solve_magnet) {
|
||||
|
||||
if (p_solve_magnet && !r_chain.middle_chain_item) {
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 goal;
|
||||
ChainItem *sub_chain_tip;
|
||||
if (p_solve_magnet) {
|
||||
goal = r_chain.magnet_position;
|
||||
sub_chain_tip = r_chain.middle_chain_item;
|
||||
} else {
|
||||
goal = r_chain.tips[0].end_effector->goal_transform.origin;
|
||||
sub_chain_tip = r_chain.tips[0].chain_item;
|
||||
}
|
||||
|
||||
while (sub_chain_tip) {
|
||||
sub_chain_tip->current_pos = goal;
|
||||
|
||||
if (sub_chain_tip->parent_item) {
|
||||
// Not yet in the chain root
|
||||
// So calculate next goal location
|
||||
|
||||
const Vector3 look_parent((sub_chain_tip->parent_item->current_pos - sub_chain_tip->current_pos).normalized());
|
||||
goal = sub_chain_tip->current_pos + (look_parent * sub_chain_tip->length);
|
||||
|
||||
// [TODO] Constraints goes here
|
||||
}
|
||||
|
||||
sub_chain_tip = sub_chain_tip->parent_item;
|
||||
}
|
||||
}
|
||||
|
||||
void FabrikInverseKinematic::solve_simple_forwards(Chain &r_chain, bool p_solve_magnet) {
|
||||
|
||||
if (p_solve_magnet && !r_chain.middle_chain_item) {
|
||||
return;
|
||||
}
|
||||
|
||||
ChainItem *sub_chain_root(&r_chain.chain_root);
|
||||
Vector3 origin(r_chain.chain_root.initial_transform.origin);
|
||||
|
||||
while (sub_chain_root) { // Reach the tip
|
||||
sub_chain_root->current_pos = origin;
|
||||
|
||||
if (!sub_chain_root->childs.empty()) {
|
||||
|
||||
ChainItem &child(sub_chain_root->childs.write[0]);
|
||||
|
||||
// Is not tip
|
||||
// So calculate next origin location
|
||||
|
||||
// Look child
|
||||
sub_chain_root->current_ori = (child.current_pos - sub_chain_root->current_pos).normalized();
|
||||
origin = sub_chain_root->current_pos + (sub_chain_root->current_ori * child.length);
|
||||
|
||||
// [TODO] Constraints goes here
|
||||
|
||||
if (p_solve_magnet && sub_chain_root == r_chain.middle_chain_item) {
|
||||
// In case of magnet solving this is the tip
|
||||
sub_chain_root = NULL;
|
||||
} else {
|
||||
sub_chain_root = &child;
|
||||
}
|
||||
} else {
|
||||
|
||||
// Is tip
|
||||
sub_chain_root = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
FabrikInverseKinematic::Task *FabrikInverseKinematic::create_simple_task(Skeleton *p_sk, BoneId root_bone, BoneId tip_bone, const Transform &goal_transform) {
|
||||
|
||||
FabrikInverseKinematic::EndEffector ee;
|
||||
ee.tip_bone = tip_bone;
|
||||
|
||||
Task *task(memnew(Task));
|
||||
task->skeleton = p_sk;
|
||||
task->root_bone = root_bone;
|
||||
task->end_effectors.push_back(ee);
|
||||
task->goal_global_transform = goal_transform;
|
||||
|
||||
build_chain(task);
|
||||
|
||||
return task;
|
||||
}
|
||||
|
||||
void FabrikInverseKinematic::free_task(Task *p_task) {
|
||||
if (p_task)
|
||||
memdelete(p_task);
|
||||
}
|
||||
|
||||
void FabrikInverseKinematic::set_goal(Task *p_task, const Transform &p_goal) {
|
||||
p_task->goal_global_transform = p_goal;
|
||||
}
|
||||
|
||||
void FabrikInverseKinematic::make_goal(Task *p_task, const Transform &p_inverse_transf, real_t blending_delta) {
|
||||
|
||||
if (blending_delta >= 0.99f) {
|
||||
// Update the end_effector (local transform) without blending
|
||||
p_task->end_effectors.write[0].goal_transform = p_inverse_transf * p_task->goal_global_transform;
|
||||
} else {
|
||||
|
||||
// End effector in local transform
|
||||
const Transform end_effector_pose(p_task->skeleton->get_bone_global_pose(p_task->end_effectors.write[0].tip_bone));
|
||||
|
||||
// Update the end_effector (local transform) by blending with current pose
|
||||
p_task->end_effectors.write[0].goal_transform = end_effector_pose.interpolate_with(p_inverse_transf * p_task->goal_global_transform, blending_delta);
|
||||
}
|
||||
}
|
||||
|
||||
void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool p_use_magnet, const Vector3 &p_magnet_position) {
|
||||
|
||||
if (blending_delta <= 0.01f) {
|
||||
return; // Skip solving
|
||||
}
|
||||
|
||||
make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse().scaled(p_task->skeleton->get_global_transform().get_basis().get_scale()), blending_delta);
|
||||
|
||||
update_chain(p_task->skeleton, &p_task->chain.chain_root);
|
||||
|
||||
if (p_use_magnet && p_task->chain.middle_chain_item) {
|
||||
p_task->chain.magnet_position = p_task->chain.middle_chain_item->initial_transform.origin.linear_interpolate(p_magnet_position, blending_delta);
|
||||
solve_simple(p_task, true);
|
||||
}
|
||||
solve_simple(p_task, false);
|
||||
|
||||
// Assign new bone position.
|
||||
ChainItem *ci(&p_task->chain.chain_root);
|
||||
while (ci) {
|
||||
Transform new_bone_pose(ci->initial_transform);
|
||||
new_bone_pose.origin = ci->current_pos;
|
||||
|
||||
if (!ci->childs.empty()) {
|
||||
|
||||
/// Rotate basis
|
||||
const Vector3 initial_ori((ci->childs[0].initial_transform.origin - ci->initial_transform.origin).normalized());
|
||||
const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized());
|
||||
|
||||
if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
|
||||
const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
|
||||
new_bone_pose.basis.rotate(rot_axis, rot_angle);
|
||||
}
|
||||
} else {
|
||||
// Set target orientation to tip
|
||||
new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis;
|
||||
}
|
||||
|
||||
p_task->skeleton->set_bone_global_pose(ci->bone, new_bone_pose);
|
||||
|
||||
if (!ci->childs.empty())
|
||||
ci = &ci->childs.write[0];
|
||||
else
|
||||
ci = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void SkeletonIK::_validate_property(PropertyInfo &property) const {
|
||||
|
||||
if (property.name == "root_bone" || property.name == "tip_bone") {
|
||||
|
||||
if (skeleton) {
|
||||
|
||||
String names;
|
||||
for (int i = 0; i < skeleton->get_bone_count(); i++) {
|
||||
if (i > 0)
|
||||
names += ",";
|
||||
names += skeleton->get_bone_name(i);
|
||||
}
|
||||
|
||||
property.hint = PROPERTY_HINT_ENUM;
|
||||
property.hint_string = names;
|
||||
} else {
|
||||
|
||||
property.hint = PROPERTY_HINT_NONE;
|
||||
property.hint_string = "";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SkeletonIK::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_root_bone", "root_bone"), &SkeletonIK::set_root_bone);
|
||||
ClassDB::bind_method(D_METHOD("get_root_bone"), &SkeletonIK::get_root_bone);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_tip_bone", "tip_bone"), &SkeletonIK::set_tip_bone);
|
||||
ClassDB::bind_method(D_METHOD("get_tip_bone"), &SkeletonIK::get_tip_bone);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_interpolation", "interpolation"), &SkeletonIK::set_interpolation);
|
||||
ClassDB::bind_method(D_METHOD("get_interpolation"), &SkeletonIK::get_interpolation);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_target_transform", "target"), &SkeletonIK::set_target_transform);
|
||||
ClassDB::bind_method(D_METHOD("get_target_transform"), &SkeletonIK::get_target_transform);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_target_node", "node"), &SkeletonIK::set_target_node);
|
||||
ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonIK::get_target_node);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_use_magnet", "use"), &SkeletonIK::set_use_magnet);
|
||||
ClassDB::bind_method(D_METHOD("is_using_magnet"), &SkeletonIK::is_using_magnet);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_magnet_position", "local_position"), &SkeletonIK::set_magnet_position);
|
||||
ClassDB::bind_method(D_METHOD("get_magnet_position"), &SkeletonIK::get_magnet_position);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_parent_skeleton"), &SkeletonIK::get_parent_skeleton);
|
||||
ClassDB::bind_method(D_METHOD("is_running"), &SkeletonIK::is_running);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_min_distance", "min_distance"), &SkeletonIK::set_min_distance);
|
||||
ClassDB::bind_method(D_METHOD("get_min_distance"), &SkeletonIK::get_min_distance);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_max_iterations", "iterations"), &SkeletonIK::set_max_iterations);
|
||||
ClassDB::bind_method(D_METHOD("get_max_iterations"), &SkeletonIK::get_max_iterations);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("start", "one_time"), &SkeletonIK::start, DEFVAL(false));
|
||||
ClassDB::bind_method(D_METHOD("stop"), &SkeletonIK::stop);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::STRING, "root_bone"), "set_root_bone", "get_root_bone");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::STRING, "tip_bone"), "set_tip_bone", "get_tip_bone");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "interpolation", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_interpolation", "get_interpolation");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "target"), "set_target", "get_target");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_magnet"), "set_use_magnet", "is_using_magnet");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "magnet"), "set_magnet_position", "get_magnet_position");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_node"), "set_target_node", "get_target_node");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "min_distance"), "set_min_distance", "get_min_distance");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_iterations"), "set_max_iterations", "get_max_iterations");
|
||||
}
|
||||
|
||||
void SkeletonIK::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
skeleton = Object::cast_to<Skeleton>(get_parent());
|
||||
reload_chain();
|
||||
} break;
|
||||
case NOTIFICATION_INTERNAL_PROCESS: {
|
||||
|
||||
if (target_node_override)
|
||||
reload_goal();
|
||||
|
||||
_solve_chain();
|
||||
|
||||
} break;
|
||||
case NOTIFICATION_EXIT_TREE: {
|
||||
reload_chain();
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
SkeletonIK::SkeletonIK() :
|
||||
Node(),
|
||||
interpolation(1),
|
||||
skeleton(NULL),
|
||||
target_node_override(NULL),
|
||||
use_magnet(false),
|
||||
min_distance(0.01),
|
||||
max_iterations(10),
|
||||
task(NULL) {
|
||||
|
||||
set_process_priority(1);
|
||||
}
|
||||
|
||||
SkeletonIK::~SkeletonIK() {
|
||||
FabrikInverseKinematic::free_task(task);
|
||||
task = NULL;
|
||||
}
|
||||
|
||||
void SkeletonIK::set_root_bone(const StringName &p_root_bone) {
|
||||
root_bone = p_root_bone;
|
||||
reload_chain();
|
||||
}
|
||||
|
||||
StringName SkeletonIK::get_root_bone() const {
|
||||
return root_bone;
|
||||
}
|
||||
|
||||
void SkeletonIK::set_tip_bone(const StringName &p_tip_bone) {
|
||||
tip_bone = p_tip_bone;
|
||||
reload_chain();
|
||||
}
|
||||
|
||||
StringName SkeletonIK::get_tip_bone() const {
|
||||
return tip_bone;
|
||||
}
|
||||
|
||||
void SkeletonIK::set_interpolation(real_t p_interpolation) {
|
||||
interpolation = p_interpolation;
|
||||
}
|
||||
|
||||
real_t SkeletonIK::get_interpolation() const {
|
||||
return interpolation;
|
||||
}
|
||||
|
||||
void SkeletonIK::set_target_transform(const Transform &p_target) {
|
||||
target = p_target;
|
||||
reload_goal();
|
||||
}
|
||||
|
||||
const Transform &SkeletonIK::get_target_transform() const {
|
||||
return target;
|
||||
}
|
||||
|
||||
void SkeletonIK::set_target_node(const NodePath &p_node) {
|
||||
target_node_path_override = p_node;
|
||||
target_node_override = NULL;
|
||||
reload_goal();
|
||||
}
|
||||
|
||||
NodePath SkeletonIK::get_target_node() {
|
||||
return target_node_path_override;
|
||||
}
|
||||
|
||||
void SkeletonIK::set_use_magnet(bool p_use) {
|
||||
use_magnet = p_use;
|
||||
}
|
||||
|
||||
bool SkeletonIK::is_using_magnet() const {
|
||||
return use_magnet;
|
||||
}
|
||||
|
||||
void SkeletonIK::set_magnet_position(const Vector3 &p_local_position) {
|
||||
magnet_position = p_local_position;
|
||||
}
|
||||
|
||||
const Vector3 &SkeletonIK::get_magnet_position() const {
|
||||
return magnet_position;
|
||||
}
|
||||
|
||||
void SkeletonIK::set_min_distance(real_t p_min_distance) {
|
||||
min_distance = p_min_distance;
|
||||
}
|
||||
|
||||
void SkeletonIK::set_max_iterations(int p_iterations) {
|
||||
max_iterations = p_iterations;
|
||||
}
|
||||
|
||||
bool SkeletonIK::is_running() {
|
||||
return is_processing_internal();
|
||||
}
|
||||
|
||||
void SkeletonIK::start(bool p_one_time) {
|
||||
if (p_one_time) {
|
||||
set_process_internal(false);
|
||||
_solve_chain();
|
||||
} else {
|
||||
set_process_internal(true);
|
||||
}
|
||||
}
|
||||
|
||||
void SkeletonIK::stop() {
|
||||
set_process_internal(false);
|
||||
}
|
||||
|
||||
Transform SkeletonIK::_get_target_transform() {
|
||||
|
||||
if (!target_node_override && !target_node_path_override.is_empty())
|
||||
target_node_override = Object::cast_to<Spatial>(get_node(target_node_path_override));
|
||||
|
||||
if (target_node_override)
|
||||
return target_node_override->get_global_transform();
|
||||
else
|
||||
return target;
|
||||
}
|
||||
|
||||
void SkeletonIK::reload_chain() {
|
||||
|
||||
FabrikInverseKinematic::free_task(task);
|
||||
task = NULL;
|
||||
|
||||
if (!skeleton)
|
||||
return;
|
||||
|
||||
task = FabrikInverseKinematic::create_simple_task(skeleton, skeleton->find_bone(root_bone), skeleton->find_bone(tip_bone), _get_target_transform());
|
||||
task->max_iterations = max_iterations;
|
||||
task->min_distance = min_distance;
|
||||
}
|
||||
|
||||
void SkeletonIK::reload_goal() {
|
||||
if (!task)
|
||||
return;
|
||||
|
||||
FabrikInverseKinematic::set_goal(task, _get_target_transform());
|
||||
}
|
||||
|
||||
void SkeletonIK::_solve_chain() {
|
||||
if (!task)
|
||||
return;
|
||||
FabrikInverseKinematic::solve(task, interpolation, use_magnet, magnet_position);
|
||||
}
|
212
scene/animation/skeleton_ik.h
Normal file
212
scene/animation/skeleton_ik.h
Normal file
@ -0,0 +1,212 @@
|
||||
/*************************************************************************/
|
||||
/* skeleton_ik.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2018 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. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef SKELETON_IK_H
|
||||
#define SKELETON_IK_H
|
||||
|
||||
/**
|
||||
* @author AndreaCatania
|
||||
*/
|
||||
|
||||
#include "core/math/transform.h"
|
||||
#include "scene/3d/skeleton.h"
|
||||
|
||||
class FabrikInverseKinematic {
|
||||
|
||||
struct EndEffector {
|
||||
BoneId tip_bone;
|
||||
Transform goal_transform;
|
||||
};
|
||||
|
||||
struct ChainItem {
|
||||
|
||||
Vector<ChainItem> childs;
|
||||
ChainItem *parent_item;
|
||||
|
||||
// Bone info
|
||||
BoneId bone;
|
||||
PhysicalBone *pb;
|
||||
|
||||
real_t length;
|
||||
/// Positions relative to root bone
|
||||
Transform initial_transform;
|
||||
Vector3 current_pos;
|
||||
// Direction from this bone to child
|
||||
Vector3 current_ori;
|
||||
|
||||
ChainItem() :
|
||||
parent_item(NULL),
|
||||
bone(-1),
|
||||
pb(NULL),
|
||||
length(0) {}
|
||||
|
||||
ChainItem *find_child(const BoneId p_bone_id);
|
||||
ChainItem *add_child(const BoneId p_bone_id);
|
||||
};
|
||||
|
||||
struct ChainTip {
|
||||
ChainItem *chain_item;
|
||||
const EndEffector *end_effector;
|
||||
|
||||
ChainTip() :
|
||||
chain_item(NULL),
|
||||
end_effector(NULL) {}
|
||||
|
||||
ChainTip(ChainItem *p_chain_item, const EndEffector *p_end_effector) :
|
||||
chain_item(p_chain_item),
|
||||
end_effector(p_end_effector) {}
|
||||
|
||||
ChainTip(const ChainTip &p_other_ct) :
|
||||
chain_item(p_other_ct.chain_item),
|
||||
end_effector(p_other_ct.end_effector) {}
|
||||
};
|
||||
|
||||
struct Chain {
|
||||
ChainItem chain_root;
|
||||
ChainItem *middle_chain_item;
|
||||
Vector<ChainTip> tips;
|
||||
Vector3 magnet_position;
|
||||
};
|
||||
|
||||
public:
|
||||
struct Task : public RID_Data {
|
||||
RID self;
|
||||
Skeleton *skeleton;
|
||||
|
||||
Chain chain;
|
||||
|
||||
// Settings
|
||||
real_t min_distance;
|
||||
int max_iterations;
|
||||
|
||||
// Bone data
|
||||
BoneId root_bone;
|
||||
Vector<EndEffector> end_effectors;
|
||||
|
||||
Transform goal_global_transform;
|
||||
|
||||
Task() :
|
||||
skeleton(NULL),
|
||||
min_distance(0.01),
|
||||
max_iterations(10),
|
||||
root_bone(-1) {}
|
||||
};
|
||||
|
||||
private:
|
||||
/// Init a chain that starts from the root to tip
|
||||
static void build_chain(Task *p_task, bool p_force_simple_chain = true);
|
||||
|
||||
static void update_chain(const Skeleton *p_sk, ChainItem *p_chain_item);
|
||||
|
||||
static void solve_simple(Task *p_task, bool p_solve_magnet);
|
||||
/// Special solvers that solve only chains with one end effector
|
||||
static void solve_simple_backwards(Chain &r_chain, bool p_solve_magnet);
|
||||
static void solve_simple_forwards(Chain &r_chain, bool p_solve_magnet);
|
||||
|
||||
public:
|
||||
static Task *create_simple_task(Skeleton *p_sk, BoneId root_bone, BoneId tip_bone, const Transform &goal_transform);
|
||||
static void free_task(Task *p_task);
|
||||
// The goal of chain should be always in local space
|
||||
static void set_goal(Task *p_task, const Transform &p_goal);
|
||||
static void make_goal(Task *p_task, const Transform &p_inverse_transf, real_t blending_delta);
|
||||
static void solve(Task *p_task, real_t blending_delta, bool p_use_magnet, const Vector3 &p_magnet_position);
|
||||
};
|
||||
|
||||
class SkeletonIK : public Node {
|
||||
GDCLASS(SkeletonIK, Node);
|
||||
|
||||
StringName root_bone;
|
||||
StringName tip_bone;
|
||||
real_t interpolation;
|
||||
Transform target;
|
||||
NodePath target_node_path_override;
|
||||
bool use_magnet;
|
||||
Vector3 magnet_position;
|
||||
|
||||
real_t min_distance;
|
||||
int max_iterations;
|
||||
|
||||
Skeleton *skeleton;
|
||||
Spatial *target_node_override;
|
||||
FabrikInverseKinematic::Task *task;
|
||||
|
||||
protected:
|
||||
virtual void
|
||||
_validate_property(PropertyInfo &property) const;
|
||||
|
||||
static void _bind_methods();
|
||||
virtual void _notification(int p_notification);
|
||||
|
||||
public:
|
||||
SkeletonIK();
|
||||
virtual ~SkeletonIK();
|
||||
|
||||
void set_root_bone(const StringName &p_root_bone);
|
||||
StringName get_root_bone() const;
|
||||
|
||||
void set_tip_bone(const StringName &p_tip_bone);
|
||||
StringName get_tip_bone() const;
|
||||
|
||||
void set_interpolation(real_t p_interpolation);
|
||||
real_t get_interpolation() const;
|
||||
|
||||
void set_target_transform(const Transform &p_target);
|
||||
const Transform &get_target_transform() const;
|
||||
|
||||
void set_target_node(const NodePath &p_node);
|
||||
NodePath get_target_node();
|
||||
|
||||
void set_use_magnet(bool p_use);
|
||||
bool is_using_magnet() const;
|
||||
|
||||
void set_magnet_position(const Vector3 &p_constraint);
|
||||
const Vector3 &get_magnet_position() const;
|
||||
|
||||
void set_min_distance(real_t p_min_distance);
|
||||
real_t get_min_distance() const { return min_distance; }
|
||||
|
||||
void set_max_iterations(int p_iterations);
|
||||
int get_max_iterations() const { return max_iterations; }
|
||||
|
||||
Skeleton *get_parent_skeleton() const { return skeleton; }
|
||||
|
||||
bool is_running();
|
||||
|
||||
void start(bool p_one_time = false);
|
||||
void stop();
|
||||
|
||||
private:
|
||||
Transform _get_target_transform();
|
||||
void reload_chain();
|
||||
void reload_goal();
|
||||
void _solve_chain();
|
||||
};
|
||||
|
||||
#endif // SKELETON_IK_H
|
@ -1415,11 +1415,6 @@ bool Node::is_greater_than(const Node *p_node) const {
|
||||
return res;
|
||||
}
|
||||
|
||||
bool Node::has_priority_higher_than(const Node *p_node) const {
|
||||
ERR_FAIL_NULL_V(p_node, false);
|
||||
return data.process_priority > p_node->data.process_priority;
|
||||
}
|
||||
|
||||
void Node::get_owned_by(Node *p_by, List<Node *> *p_owned) {
|
||||
|
||||
if (data.owner == p_by)
|
||||
|
@ -72,7 +72,7 @@ public:
|
||||
|
||||
struct ComparatorWithPriority {
|
||||
|
||||
bool operator()(const Node *p_a, const Node *p_b) const { return p_b->has_priority_higher_than(p_a) || p_b->is_greater_than(p_a); }
|
||||
bool operator()(const Node *p_a, const Node *p_b) const { return p_b->data.process_priority == p_a->data.process_priority ? p_b->is_greater_than(p_a) : p_b->data.process_priority > p_a->data.process_priority; }
|
||||
};
|
||||
|
||||
private:
|
||||
@ -265,7 +265,6 @@ public:
|
||||
|
||||
bool is_a_parent_of(const Node *p_node) const;
|
||||
bool is_greater_than(const Node *p_node) const;
|
||||
bool has_priority_higher_than(const Node *p_node) const;
|
||||
|
||||
NodePath get_path() const;
|
||||
NodePath get_path_to(const Node *p_node) const;
|
||||
|
@ -204,6 +204,7 @@
|
||||
#include "scene/3d/sprite_3d.h"
|
||||
#include "scene/3d/vehicle_body.h"
|
||||
#include "scene/3d/visibility_notifier.h"
|
||||
#include "scene/animation/skeleton_ik.h"
|
||||
#include "scene/resources/environment.h"
|
||||
#include "scene/resources/physics_material.h"
|
||||
#endif
|
||||
@ -361,6 +362,7 @@ void register_scene_types() {
|
||||
ClassDB::register_class<Spatial>();
|
||||
ClassDB::register_virtual_class<SpatialGizmo>();
|
||||
ClassDB::register_class<Skeleton>();
|
||||
ClassDB::register_class<SkeletonIK>();
|
||||
ClassDB::register_class<AnimationPlayer>();
|
||||
ClassDB::register_class<Tween>();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user