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add init bone poses
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@ -281,6 +281,19 @@
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[b]Note:[/b] This does not remove the child bone, but instead it removes the connection it has to the parent bone.
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</description>
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</method>
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<method name="reset_bone_pose">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Sets the bone pose to rest for [param bone_idx].
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</description>
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</method>
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<method name="reset_bone_poses">
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<return type="void" />
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<description>
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Sets all bone poses to rests.
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</description>
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</method>
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<method name="set_bone_children">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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@ -221,7 +221,7 @@ void Skeleton3DEditor::set_keyable(const bool p_keyable) {
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};
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void Skeleton3DEditor::set_bone_options_enabled(const bool p_bone_options_enabled) {
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skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_INIT_SELECTED_POSES, !p_bone_options_enabled);
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skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_RESET_SELECTED_POSES, !p_bone_options_enabled);
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skeleton_options->get_popup()->set_item_disabled(SKELETON_OPTION_SELECTED_POSES_TO_RESTS, !p_bone_options_enabled);
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};
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@ -231,12 +231,12 @@ void Skeleton3DEditor::_on_click_skeleton_option(int p_skeleton_option) {
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}
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switch (p_skeleton_option) {
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case SKELETON_OPTION_INIT_ALL_POSES: {
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init_pose(true);
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case SKELETON_OPTION_RESET_ALL_POSES: {
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reset_pose(true);
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break;
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}
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case SKELETON_OPTION_INIT_SELECTED_POSES: {
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init_pose(false);
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case SKELETON_OPTION_RESET_SELECTED_POSES: {
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reset_pose(false);
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break;
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}
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case SKELETON_OPTION_ALL_POSES_TO_RESTS: {
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@ -258,7 +258,7 @@ void Skeleton3DEditor::_on_click_skeleton_option(int p_skeleton_option) {
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}
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}
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void Skeleton3DEditor::init_pose(const bool p_all_bones) {
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void Skeleton3DEditor::reset_pose(const bool p_all_bones) {
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if (!skeleton) {
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return;
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}
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@ -271,27 +271,21 @@ void Skeleton3DEditor::init_pose(const bool p_all_bones) {
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ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
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if (p_all_bones) {
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for (int i = 0; i < bone_len; i++) {
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Transform3D rest = skeleton->get_bone_rest(i);
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ur->add_do_method(skeleton, "set_bone_pose_position", i, rest.origin);
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ur->add_do_method(skeleton, "set_bone_pose_rotation", i, rest.basis.get_rotation_quaternion());
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ur->add_do_method(skeleton, "set_bone_pose_scale", i, rest.basis.get_scale());
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ur->add_undo_method(skeleton, "set_bone_pose_position", i, skeleton->get_bone_pose_position(i));
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ur->add_undo_method(skeleton, "set_bone_pose_rotation", i, skeleton->get_bone_pose_rotation(i));
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ur->add_undo_method(skeleton, "set_bone_pose_scale", i, skeleton->get_bone_pose_scale(i));
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}
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ur->add_do_method(skeleton, "reset_bone_poses");
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} else {
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// Todo: Do method with multiple bone selection.
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if (selected_bone == -1) {
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ur->commit_action();
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return;
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}
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Transform3D rest = skeleton->get_bone_rest(selected_bone);
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ur->add_do_method(skeleton, "set_bone_pose_position", selected_bone, rest.origin);
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ur->add_do_method(skeleton, "set_bone_pose_rotation", selected_bone, rest.basis.get_rotation_quaternion());
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ur->add_do_method(skeleton, "set_bone_pose_scale", selected_bone, rest.basis.get_scale());
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ur->add_undo_method(skeleton, "set_bone_pose_position", selected_bone, skeleton->get_bone_pose_position(selected_bone));
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ur->add_undo_method(skeleton, "set_bone_pose_rotation", selected_bone, skeleton->get_bone_pose_rotation(selected_bone));
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ur->add_undo_method(skeleton, "set_bone_pose_scale", selected_bone, skeleton->get_bone_pose_scale(selected_bone));
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ur->add_do_method(skeleton, "reset_bone_pose", selected_bone);
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}
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ur->commit_action();
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}
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@ -721,8 +715,8 @@ void Skeleton3DEditor::create_editors() {
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// Skeleton options.
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PopupMenu *p = skeleton_options->get_popup();
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p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/init_all_poses", TTR("Init all Poses")), SKELETON_OPTION_INIT_ALL_POSES);
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p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/init_selected_poses", TTR("Init selected Poses")), SKELETON_OPTION_INIT_SELECTED_POSES);
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p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_all_poses", TTR("Reset all bone Poses")), SKELETON_OPTION_RESET_ALL_POSES);
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p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_selected_poses", TTR("Reset selected Poses")), SKELETON_OPTION_RESET_SELECTED_POSES);
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p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/all_poses_to_rests", TTR("Apply all poses to rests")), SKELETON_OPTION_ALL_POSES_TO_RESTS);
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p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/selected_poses_to_rests", TTR("Apply selected poses to rests")), SKELETON_OPTION_SELECTED_POSES_TO_RESTS);
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p->add_item(TTR("Create physical skeleton"), SKELETON_OPTION_CREATE_PHYSICAL_SKELETON);
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@ -96,8 +96,8 @@ class Skeleton3DEditor : public VBoxContainer {
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friend class Skeleton3DEditorPlugin;
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enum SkeletonOption {
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SKELETON_OPTION_INIT_ALL_POSES,
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SKELETON_OPTION_INIT_SELECTED_POSES,
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SKELETON_OPTION_RESET_ALL_POSES,
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SKELETON_OPTION_RESET_SELECTED_POSES,
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SKELETON_OPTION_ALL_POSES_TO_RESTS,
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SKELETON_OPTION_SELECTED_POSES_TO_RESTS,
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SKELETON_OPTION_CREATE_PHYSICAL_SKELETON,
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@ -148,7 +148,7 @@ class Skeleton3DEditor : public VBoxContainer {
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void create_editors();
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void init_pose(const bool p_all_bones);
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void reset_pose(const bool p_all_bones);
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void pose_to_rest(const bool p_all_bones);
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void insert_keys(const bool p_all_bones);
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@ -762,6 +762,20 @@ Vector3 Skeleton3D::get_bone_pose_scale(int p_bone) const {
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return bones[p_bone].pose_scale;
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}
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void Skeleton3D::reset_bone_pose(int p_bone) {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX(p_bone, bone_size);
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set_bone_pose_position(p_bone, bones[p_bone].rest.origin);
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set_bone_pose_rotation(p_bone, bones[p_bone].rest.basis.get_rotation_quaternion());
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set_bone_pose_scale(p_bone, bones[p_bone].rest.basis.get_scale());
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}
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void Skeleton3D::reset_bone_poses() {
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for (int i = 0; i < bones.size(); i++) {
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reset_bone_pose(i);
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}
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}
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Transform3D Skeleton3D::get_bone_pose(int p_bone) const {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
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@ -1252,6 +1266,9 @@ void Skeleton3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_bone_pose_rotation", "bone_idx"), &Skeleton3D::get_bone_pose_rotation);
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ClassDB::bind_method(D_METHOD("get_bone_pose_scale", "bone_idx"), &Skeleton3D::get_bone_pose_scale);
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ClassDB::bind_method(D_METHOD("reset_bone_pose", "bone_idx"), &Skeleton3D::reset_bone_pose);
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ClassDB::bind_method(D_METHOD("reset_bone_poses"), &Skeleton3D::reset_bone_poses);
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ClassDB::bind_method(D_METHOD("is_bone_enabled", "bone_idx"), &Skeleton3D::is_bone_enabled);
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ClassDB::bind_method(D_METHOD("set_bone_enabled", "bone_idx", "enabled"), &Skeleton3D::set_bone_enabled, DEFVAL(true));
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@ -227,6 +227,9 @@ public:
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Quaternion get_bone_pose_rotation(int p_bone) const;
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Vector3 get_bone_pose_scale(int p_bone) const;
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void reset_bone_pose(int p_bone);
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void reset_bone_poses();
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void clear_bones_global_pose_override();
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Transform3D get_bone_global_pose_override(int p_bone) const;
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void set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent = false);
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