broken_seals/game/player/CharacterSkeletonGD.gd

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tool
extends CharacterSkeleton3D
# Copyright Péter Magyar relintai@gmail.com
# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019-2021 Péter Magyar
# 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.
var job_script = preload("res://player/CharacterSkeletonMeshJob.gd")
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export(bool) var refresh_in_editor : bool = false setget editor_build
export(bool) var automatic_build : bool = false
export(bool) var use_lod : bool = true
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export(NodePath) var mesh_instance_path : NodePath
var mesh_instance : MeshInstance = null
export(NodePath) var skeleton_path : NodePath
var skeleton : Skeleton
export(Array, Material) var materials : Array
var _materials : Array = Array()
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export(Array, ModelVisual) var viss : Array
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var meshes : Array
var _current_lod_level : int = 0
var _generating : bool = false
var _mesh_job : ThreadPoolJob = null
var bone_names = {
0: "root",
1: "pelvis",
2: "spine",
3: "spine_1",
4: "spine_2",
5: "neck",
6: "head",
7: "left_clavicle",
8: "left_upper_arm",
9: "left_forearm",
10: "left_hand",
11: "left_thunb_base",
12: "left_thumb_end",
13: "left_fingers_base",
14: "left_fingers_end",
15: "right_clavicle",
16: "right_upper_arm",
17: "right_forearm",
18: "right_hand",
19: "right_thumb_base",
20: "right_thumb_head",
21: "right_fingers_base",
22: "right_fingers_head",
23: "left_thigh",
24: "left_calf",
25: "left_foot",
26: "right_thigh",
27: "right_calf",
28: "right_foot",
}
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var _textures : Array
var _texture : Texture
var _editor_built : bool = false
var sheathed : bool = true
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func _enter_tree():
_mesh_job = job_script.new()
_mesh_job.use_lod = use_lod
_mesh_job.connect("finished", self, "job_finished")
meshes.resize(3)
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skeleton = get_node(skeleton_path) as Skeleton
mesh_instance = get_node(mesh_instance_path) as MeshInstance
if _materials.size() != materials.size():
for m in materials:
_materials.append(m.duplicate())
_mesh_job.materials = _materials
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set_process(false)
if Engine.editor_hint:
return
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# if not Engine.is_editor_hint():
for iv in viss:
add_model_visual(iv as ModelVisual)
call_deferred("sheath", sheathed)
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if automatic_build:
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call_deferred("build_model")
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func _build_model():
if _generating:
return
_generating = true
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if Engine.is_editor_hint() and not refresh_in_editor:
set_process(false)
return
if not automatic_build:
set_process(false)
return
build()
set_process(false)
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model_dirty = false
func build():
setup_build_mesh()
sort_layers()
var data : Array = Array()
for skele_point in range(ESS.skeletons_bones_index_get(entity_type).count(',') + 1):
var bone_name : String = get_bone_name(skele_point)
if bone_name == "":
print("Bone name error")
continue
var bone_idx : int = skeleton.find_bone(bone_name)
var abi_dict : Dictionary = Dictionary()
for abti in range(bone_additional_mesh_transform_count):
var obi : int = bone_additional_mesh_transform_bone_index_get(abti)
var bin = get_bone_name(obi)
var bi : int = skeleton.find_bone(bin)
abi_dict[bi] = bone_additional_mesh_transform_transform_get(abti) * bone_additional_mesh_transform_user_transform_get(abti)
var ddict : Dictionary = Dictionary()
for j in range(get_model_entry_count(skele_point)):
var entry : SkeletonModelEntry = get_model_entry(skele_point, j)
for k in range(entry.entry.size):
if entry.entry.get_mesh(k):
ddict["bone_name"] = bone_name
ddict["bone_idx"] = bone_idx
var global_pose = skeleton.get_bone_global_pose(bone_idx)
ddict["transform"] = skeleton.get_bone_global_pose(bone_idx)
if abi_dict.has(bone_idx):
global_pose *= abi_dict[bone_idx]
# for abti in range(bone_model_additional_mesh_transform_count):
# var bin = get_bone_name(bone_model_additional_mesh_transform_bone_index_get(abti))
# var bi : int = skeleton.find_bone(bin)
#
# if bone_idx == bi:
# global_pose *= bone_model_additional_mesh_transform_bone_transform_get(abti)
# break
#
ddict["transform"] = global_pose
ddict["mesh"] = entry.entry.get_mesh(k)
var texture_layer_array : Array = Array()
texture_layer_array.resize(ESS.texture_layers.count(",") + 1)
var texture_used : bool = false
for j in range(get_model_entry_count(skele_point)):
var entry : SkeletonModelEntry = get_model_entry(skele_point, j)
var layer : int = entry.entry.override_layer
if texture_layer_array.size() <= layer || texture_layer_array[layer]:
continue
for k in range(entry.entry.size):
if entry.entry.get_texture(k):
texture_layer_array[layer] = entry.entry.get_texture(k)
texture_used = true
break
if texture_used:
ddict["textures"] = texture_layer_array
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if !ddict.empty():
data.append(ddict)
_mesh_job.data = data
finish_build_mesh()
ThreadPool.add_job(_mesh_job)
# _mesh_job.execute()
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func setup_build_mesh() -> void:
if mesh_instance != null:
mesh_instance.hide()
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if get_animation_tree() != null:
get_animation_tree().active = false
if get_animation_player() != null:
get_animation_player().play("rest")
get_animation_player().seek(0, true)
func finish_build_mesh() -> void:
mesh_instance.mesh = null
# mesh_instance.mesh = meshes[_current_lod_level]
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if get_animation_tree() != null:
get_animation_tree().active = true
if mesh_instance != null:
mesh_instance.show()
_generating = false
func job_finished():
meshes = _mesh_job.meshes
_texture = _mesh_job._texture
mesh_instance.mesh = meshes[_current_lod_level]
if !mesh_instance.is_software_skinning_enabled():
mesh_instance.initialize_skinning(true, true)
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func clear_mesh() -> void:
meshes.clear()
meshes.resize(3)
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if mesh_instance != null:
mesh_instance.mesh = null
func editor_build(val : bool) -> void:
if not is_inside_tree():
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return
skeleton = get_node(skeleton_path) as Skeleton
mesh_instance = get_node(mesh_instance_path) as MeshInstance
if val:
_editor_built = true
build()
else:
clear_mesh()
_editor_built = false
refresh_in_editor = val
func get_bone_name(skele_point : int) -> String:
if bone_names.has(skele_point):
return bone_names[skele_point]
return ""
func _common_attach_point_index_get(point):
if point == EntityEnums.COMMON_SKELETON_POINT_LEFT_HAND:
return 0
elif point == EntityEnums.COMMON_SKELETON_POINT_ROOT:
return 3
elif point == EntityEnums.COMMON_SKELETON_POINT_SPINE_2:
return 6
elif point == EntityEnums.COMMON_SKELETON_POINT_RIGHT_HAND:
return 1
elif point == EntityEnums.COMMON_SKELETON_POINT_BACK:
return 6
elif point == EntityEnums.COMMON_SKELETON_POINT_RIGHT_HIP:
return 4
elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT:
return 7
elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT_BACK:
return 9
elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_RIGHT:
return 8
elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_RIGHT_BACK:
return 10
elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT_SHIELD:
return 11
return 3
func set_lod_level(level : int) -> void:
if _current_lod_level == level:
return
if meshes.size() == 0:
return
if level < 0:
return
if level >= meshes.size():
level = meshes.size() - 1
_current_lod_level = level
mesh_instance.mesh = meshes[_current_lod_level]
if !mesh_instance.is_software_skinning_enabled():
mesh_instance.initialize_skinning(true, true)
func toggle_sheath():
sheathed = not sheathed
sheath(sheathed)
func sheath(on : bool) -> void:
var pos = 0
if not on:
pos = 1
attach_point_node_get(7).set_node_position(pos)
attach_point_node_get(8).set_node_position(pos)
attach_point_node_get(9).set_node_position(pos)
attach_point_node_get(10).set_node_position(pos)
attach_point_node_get(11).set_node_position(pos)