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Implemented ragdoll
Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll a Implemented implicit hierarchy. Improved Added some physics properties Added bone offset to preserve COM, partially fixed scaling work in progress WIP wip Implemented Joint Gizmos Implemented pin joint joint Implemented all joints
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20 changed files with 2269 additions and 22 deletions
189
editor/plugins/skeleton_editor_plugin.cpp
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189
editor/plugins/skeleton_editor_plugin.cpp
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/*************************************************************************/
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/* skeleton_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_editor_plugin.h"
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#include "scene/3d/collision_shape.h"
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#include "scene/3d/physics_body.h"
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#include "scene/3d/physics_joint.h";
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#include "scene/resources/capsule_shape.h"
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#include "scene/resources/sphere_shape.h"
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#include "spatial_editor_plugin.h"
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void SkeletonEditor::_on_click_option(int p_option) {
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if (!skeleton) {
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return;
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}
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switch (p_option) {
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case MENU_OPTION_CREATE_PHYSICAL_SKELETON: {
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create_physical_skeleton();
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} break;
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}
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}
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void SkeletonEditor::create_physical_skeleton() {
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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Node *owner = skeleton == get_tree()->get_edited_scene_root() ? skeleton : skeleton->get_owner();
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const int bc = skeleton->get_bone_count();
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if (!bc) {
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return;
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}
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Vector<BoneInfo> bones_infos;
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bones_infos.resize(bc);
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for (int bone_id = 0; bc > bone_id; ++bone_id) {
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const int parent = skeleton->get_bone_parent(bone_id);
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const int parent_parent = skeleton->get_bone_parent(parent);
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if (parent < 0) {
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bones_infos[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
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} else {
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bones_infos[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
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/// create physical bone on parent
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if (!bones_infos[parent].physical_bone) {
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bones_infos[parent].physical_bone = create_physical_bone(parent, bone_id, bones_infos);
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ur->create_action(TTR("Create physical bones"));
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ur->add_do_method(skeleton, "add_child", bones_infos[parent].physical_bone);
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ur->add_do_reference(bones_infos[parent].physical_bone);
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ur->add_undo_method(skeleton, "remove_child", bones_infos[parent].physical_bone);
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ur->commit_action();
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bones_infos[parent].physical_bone->set_bone_name(skeleton->get_bone_name(parent));
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bones_infos[parent].physical_bone->set_owner(owner);
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bones_infos[parent].physical_bone->get_child(0)->set_owner(owner); // set shape owner
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/// Create joint between parent of parent
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if (-1 != parent_parent) {
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bones_infos[parent].physical_bone->set_joint_type(PhysicalBone::JOINT_TYPE_PIN);
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}
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}
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}
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}
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}
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PhysicalBone *SkeletonEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
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real_t half_height(skeleton->get_bone_rest(bone_child_id).origin.length() * 0.5);
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real_t radius(half_height * 0.2);
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CapsuleShape *bone_shape_capsule = memnew(CapsuleShape);
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bone_shape_capsule->set_height((half_height - radius) * 2);
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bone_shape_capsule->set_radius(radius);
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CollisionShape *bone_shape = memnew(CollisionShape);
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bone_shape->set_shape(bone_shape_capsule);
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Transform body_transform;
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body_transform.origin = Vector3(0, 0, -half_height);
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Transform joint_transform;
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joint_transform.origin = Vector3(0, 0, half_height);
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PhysicalBone *physical_bone = memnew(PhysicalBone);
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physical_bone->add_child(bone_shape);
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physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id));
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physical_bone->set_body_offset(body_transform);
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physical_bone->set_joint_offset(joint_transform);
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return physical_bone;
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}
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void SkeletonEditor::edit(Skeleton *p_node) {
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skeleton = p_node;
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}
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void SkeletonEditor::_node_removed(Node *p_node) {
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if (p_node == skeleton) {
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skeleton = NULL;
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options->hide();
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}
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}
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void SkeletonEditor::_bind_methods() {
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ClassDB::bind_method("_on_click_option", &SkeletonEditor::_on_click_option);
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}
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SkeletonEditor::SkeletonEditor() {
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options = memnew(MenuButton);
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SpatialEditor::get_singleton()->add_control_to_menu_panel(options);
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options->set_text(TTR("Skeleton"));
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options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Skeleton", "EditorIcons"));
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options->get_popup()->add_item(TTR("Create physical skeleton"), MENU_OPTION_CREATE_PHYSICAL_SKELETON);
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options->get_popup()->connect("id_pressed", this, "_on_click_option");
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options->hide();
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}
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SkeletonEditor::~SkeletonEditor() {
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SpatialEditor::get_singleton()->remove_child(options);
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memdelete(options);
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}
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void SkeletonEditorPlugin::edit(Object *p_object) {
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skeleton_editor->edit(Object::cast_to<Skeleton>(p_object));
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}
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bool SkeletonEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("Skeleton");
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}
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void SkeletonEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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skeleton_editor->options->show();
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} else {
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skeleton_editor->options->hide();
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skeleton_editor->edit(NULL);
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}
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}
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SkeletonEditorPlugin::SkeletonEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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skeleton_editor = memnew(SkeletonEditor);
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editor->get_viewport()->add_child(skeleton_editor);
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}
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SkeletonEditorPlugin::~SkeletonEditorPlugin() {
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editor->get_viewport()->remove_child(skeleton_editor);
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memdelete(skeleton_editor);
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}
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