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Merge pull request #96094 from SaracenOne/add_3d_skeleton_to_advanced_importer
Add 3D Skeleton Preview to Advanced Importer
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@@ -1348,16 +1348,18 @@ int Skeleton3DEditor::get_selected_bone() const {
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return selected_bone;
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}
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Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
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unselected_mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
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unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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Skeleton3DGizmoPlugin::SelectionMaterials Skeleton3DGizmoPlugin::selection_materials;
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selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
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selected_sh = Ref<Shader>(memnew(Shader));
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Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
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selection_materials.unselected_mat.instantiate();
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selection_materials.unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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selection_materials.unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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selection_materials.selected_mat.instantiate();
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Ref<Shader> selected_sh = Ref<Shader>(memnew(Shader));
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selected_sh->set_code(R"(
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// Skeleton 3D gizmo bones shader.
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@@ -1376,7 +1378,7 @@ void fragment() {
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ALPHA = COLOR.a;
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}
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)");
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selected_mat->set_shader(selected_sh);
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selection_materials.selected_mat->set_shader(selected_sh);
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// Register properties in editor settings.
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EDITOR_DEF_RST("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4));
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@@ -1386,6 +1388,11 @@ void fragment() {
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EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d_gizmos/gizmo_settings/bone_shape", PROPERTY_HINT_ENUM, "Wire,Octahedron"));
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}
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Skeleton3DGizmoPlugin::~Skeleton3DGizmoPlugin() {
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selection_materials.unselected_mat.unref();
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selection_materials.selected_mat.unref();
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}
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bool Skeleton3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<Skeleton3D>(p_spatial) != nullptr;
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}
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@@ -1526,6 +1533,11 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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selected = se->get_selected_bone();
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}
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Ref<ArrayMesh> m = get_bones_mesh(skeleton, selected, p_gizmo->is_selected());
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p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
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}
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Ref<ArrayMesh> Skeleton3DGizmoPlugin::get_bones_mesh(Skeleton3D *p_skeleton, int p_selected, bool p_is_selected) {
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Color bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/skeleton");
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Color selected_bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/selected_bone");
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real_t bone_axis_length = EDITOR_GET("editors/3d_gizmos/gizmo_settings/bone_axis_length");
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@@ -1539,11 +1551,11 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
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surface_tool->begin(Mesh::PRIMITIVE_LINES);
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if (p_gizmo->is_selected()) {
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surface_tool->set_material(selected_mat);
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if (p_is_selected) {
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surface_tool->set_material(selection_materials.selected_mat);
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} else {
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unselected_mat->set_albedo(bone_color);
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surface_tool->set_material(unselected_mat);
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selection_materials.unselected_mat->set_albedo(bone_color);
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surface_tool->set_material(selection_materials.unselected_mat);
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}
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LocalVector<int> bones;
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@@ -1557,16 +1569,16 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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weights[0] = 1;
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int current_bone_index = 0;
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Vector<int> bones_to_process = skeleton->get_parentless_bones();
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Vector<int> bones_to_process = p_skeleton->get_parentless_bones();
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while (bones_to_process.size() > current_bone_index) {
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int current_bone_idx = bones_to_process[current_bone_index];
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current_bone_index++;
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Color current_bone_color = (current_bone_idx == selected) ? selected_bone_color : bone_color;
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Color current_bone_color = (current_bone_idx == p_selected) ? selected_bone_color : bone_color;
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Vector<int> child_bones_vector;
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child_bones_vector = skeleton->get_bone_children(current_bone_idx);
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child_bones_vector = p_skeleton->get_bone_children(current_bone_idx);
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int child_bones_size = child_bones_vector.size();
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for (int i = 0; i < child_bones_size; i++) {
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@@ -1577,8 +1589,8 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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int child_bone_idx = child_bones_vector[i];
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Vector3 v0 = skeleton->get_bone_global_rest(current_bone_idx).origin;
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Vector3 v1 = skeleton->get_bone_global_rest(child_bone_idx).origin;
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Vector3 v0 = p_skeleton->get_bone_global_rest(current_bone_idx).origin;
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Vector3 v1 = p_skeleton->get_bone_global_rest(child_bone_idx).origin;
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Vector3 d = (v1 - v0).normalized();
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real_t dist = v0.distance_to(v1);
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@@ -1586,7 +1598,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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int closest = -1;
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real_t closest_d = 0.0;
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for (int j = 0; j < 3; j++) {
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real_t dp = Math::abs(skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));
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real_t dp = Math::abs(p_skeleton->get_bone_global_rest(current_bone_idx).basis[j].normalized().dot(d));
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if (j == 0 || dp > closest_d) {
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closest = j;
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}
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@@ -1613,7 +1625,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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for (int j = 0; j < 3; j++) {
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Vector3 axis;
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if (first == Vector3()) {
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axis = d.cross(d.cross(skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
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axis = d.cross(d.cross(p_skeleton->get_bone_global_rest(current_bone_idx).basis[j])).normalized();
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first = axis;
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} else {
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axis = d.cross(first).normalized();
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@@ -1668,7 +1680,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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surface_tool->add_vertex(v0);
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surface_tool->set_bones(bones);
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surface_tool->set_weights(weights);
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surface_tool->add_vertex(v0 + (skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
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surface_tool->add_vertex(v0 + (p_skeleton->get_bone_global_rest(current_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
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if (j == closest) {
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continue;
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@@ -1685,7 +1697,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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surface_tool->add_vertex(v1);
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surface_tool->set_bones(bones);
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surface_tool->set_weights(weights);
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surface_tool->add_vertex(v1 + (skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
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surface_tool->add_vertex(v1 + (p_skeleton->get_bone_global_rest(child_bone_idx).basis.inverse())[j].normalized() * dist * bone_axis_length);
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if (j == closest) {
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continue;
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@@ -1698,6 +1710,5 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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}
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}
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Ref<ArrayMesh> m = surface_tool->commit();
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p_gizmo->add_mesh(m, Ref<Material>(), Transform3D(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
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return surface_tool->commit();
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}
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