broken_seals/game/addons/bone_editor/BoneEditor.gd

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5.3 KiB
GDScript3
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tool
extends Spatial
export(NodePath) var control_skeleton:NodePath setget set_control_skeleton
export(NodePath) var edit_animation_player:NodePath setget set_edit_animation_player
export(bool) var enabled:bool = true
var skeleton:Skeleton = null
var animation_player:AnimationPlayer = null
var first_call:bool = true
var bone_handle_nodes:Array = []
func _ready( ):
pass
func set_control_skeleton( path:NodePath ):
control_skeleton = path
if self.first_call:
return
var node:Node = self.get_node( control_skeleton )
if node is Skeleton:
self.skeleton = node
else:
self.skeleton = null
push_error( str(path) + " does not Skeleton!" )
self._generate_bone_handles( )
func set_edit_animation_player( path:NodePath ):
edit_animation_player = path
if self.first_call:
return
var node:Node = self.get_node( edit_animation_player )
if node is AnimationPlayer:
self.animation_player = node
else:
self.animation_player = null
push_error( str(path) + " does not Animation Player!" )
func _generate_bone_handles( ):
for child in self.get_children( ):
self.remove_child( child )
if self.skeleton == null:
return
self.bone_handle_nodes = []
var bone_handle: = preload( "BoneHandle.tscn" )
for bone_id in range( self.skeleton.get_bone_count( ) ):
var bone_name:String = self.skeleton.get_bone_name( bone_id )
var bone_handle_node:BoneHandle = bone_handle.instance( )
bone_handle_node.bone_editor = self
bone_handle_node.name = bone_name
bone_handle_node.skeleton = self.skeleton
bone_handle_node.bone_id = bone_id
bone_handle_node.bone_name = bone_name
var parent_bone_id:int = self.skeleton.get_bone_parent( bone_id )
if parent_bone_id == -1:
self.add_child( bone_handle_node )
else:
self.bone_handle_nodes[parent_bone_id].add_child( bone_handle_node )
if Engine.editor_hint == true:
var tree:SceneTree = self.get_tree( )
if tree != null:
if tree.edited_scene_root != null:
bone_handle_node.set_owner( tree.edited_scene_root )
self.bone_handle_nodes.append( bone_handle_node )
func _process( delta:float ):
if self.first_call:
self.first_call = false
self.set_control_skeleton( self.control_skeleton )
self.set_edit_animation_player( self.edit_animation_player )
for handle_bone in self.bone_handle_nodes:
handle_bone.enabled = self.enabled
func init_poses( ):
for handle_bone in self.bone_handle_nodes:
handle_bone.init_pose( )
func load_poses( ):
if self.animation_player == null:
push_error( "Animation player is null." )
return
var assigned_animation:String = self.animation_player.assigned_animation
var animation:Animation = self.animation_player.get_animation( assigned_animation )
var time:float = self.animation_player.current_animation_position
for track_idx in animation.get_track_count( ):
var target_bone:BoneHandle = null
for handle_bone in self.bone_handle_nodes:
var path:NodePath = NodePath( "%s:%s" % [ self.get_node( self.animation_player.root_node ).get_path_to( self.skeleton ), handle_bone.name ] )
if animation.track_get_path( track_idx ) == path:
target_bone = handle_bone
break
if target_bone == null:
continue
var bone:Array = animation.transform_track_interpolate( track_idx, time )
target_bone.set_pose( Basis( bone[1] ), bone[0] )
func save_poses( ):
if self.animation_player == null:
push_error( "Animation player is null." )
return
var assigned_animation:String = self.animation_player.assigned_animation
var animation:Animation = self.animation_player.get_animation( assigned_animation )
if animation == null:
push_error( "animation does not selected on Animation player." )
return
# 足りないボーンがあれば追加する
self._add_bone_tracks( animation )
# ポーズを保存
self._save_poses_to_animation( animation )
func _add_bone_tracks( animation:Animation ):
var founded_bone_tracks:Array = []
for track_idx in animation.get_track_count( ):
founded_bone_tracks.append( animation.track_get_path( track_idx ) )
for handle_bone in self.bone_handle_nodes:
var path:NodePath = NodePath( "%s:%s" % [ self.get_node( self.animation_player.root_node ).get_path_to( self.skeleton ), handle_bone.name ] )
if founded_bone_tracks.find( path ) == -1:
var new_track_idx:int = animation.add_track( Animation.TYPE_TRANSFORM )
animation.track_set_path( new_track_idx, path )
print( "added new track for ", path )
func _save_poses_to_animation( animation:Animation ):
var time:float = self.animation_player.current_animation_position
for track_idx in animation.get_track_count( ):
var target_bone:BoneHandle = null
for handle_bone in self.bone_handle_nodes:
var path:NodePath = NodePath( "%s:%s" % [ self.get_node( self.animation_player.root_node ).get_path_to( self.skeleton ), handle_bone.name ] )
if animation.track_get_path( track_idx ) == path:
target_bone = handle_bone
break
if target_bone == null:
continue
# すでに同じ位置にモノが存在するなら削除する
for key_idx in animation.track_get_key_count( track_idx ):
if animation.track_get_key_time( track_idx, key_idx ) == time:
animation.track_remove_key( track_idx, key_idx )
break
animation.transform_track_insert_key(
track_idx,
time,
target_bone.pose.origin,
target_bone.pose.basis.get_rotation_quat( ),
target_bone.pose.basis.get_scale( )
)
print( "* added new key for ", target_bone.name )