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) 2019-2020 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.
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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_threads : 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 (NodePath) var left_hand_attach_point_path : NodePath
var left_hand_attach_point : CharacterSkeketonAttachPoint
export (NodePath) var right_hand_attach_point_path : NodePath
var right_hand_attach_point : CharacterSkeketonAttachPoint
export (NodePath) var torso_attach_point_path : NodePath
var torso_attach_point : CharacterSkeketonAttachPoint
export (NodePath) var root_attach_point_path : NodePath
var root_attach_point : CharacterSkeketonAttachPoint
export(Array, ModelVisual) var viss : Array
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var meshes : Array
var _current_lod_level : int = 0
var _generating : bool = false
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 _texture_packer : TexturePacker
var _textures : Array
var _texture : Texture
#var mesh : ArrayMesh = null
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var _thread_done : bool = false
var _thread : Thread = null
var _editor_built : bool = false
func _enter_tree():
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_texture_packer = TexturePacker.new()
_texture_packer.texture_flags = 0
# _texture_packer.texture_flags = Texture.FLAG_FILTER
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_texture_packer.max_atlas_size = 512
skeleton = get_node(skeleton_path) as Skeleton
mesh_instance = get_node(mesh_instance_path) as MeshInstance
left_hand_attach_point = get_node(left_hand_attach_point_path) as CharacterSkeketonAttachPoint
right_hand_attach_point = get_node(right_hand_attach_point_path) as CharacterSkeketonAttachPoint
torso_attach_point = get_node(torso_attach_point_path) as CharacterSkeketonAttachPoint
root_attach_point = get_node(root_attach_point_path) as CharacterSkeketonAttachPoint
if _materials.size() != materials.size():
for m in materials:
_materials.append(m.duplicate())
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if not OS.can_use_threads():
use_threads = false
set_process(false)
# if not Engine.is_editor_hint():
for iv in viss:
add_model_visual(iv as ModelVisual)
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func _exit_tree():
if _thread != null:
_thread.wait_to_finish()
_thread = null
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func _process(delta):
if use_threads and _thread_done:
_thread.wait_to_finish()
_thread = null
finish_build_mesh()
set_process(false)
_thread_done = false
_generating = false
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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
if use_threads:
build_threaded()
else:
build()
set_process(false)
model_dirty = false
func build():
setup_build_mesh()
build_mesh("")
finish_build_mesh()
func build_threaded():
if _thread == null:
_thread = Thread.new()
setup_build_mesh()
_thread.start(self, "build_mesh")
set_process(true)
func build_mesh(data) -> void:
sort_layers()
prepare_textures()
meshes.clear()
var vertices : PoolVector3Array = PoolVector3Array()
var normals : PoolVector3Array = PoolVector3Array()
var uvs : PoolVector2Array = PoolVector2Array()
var colors : PoolColorArray = PoolColorArray()
var indices : PoolIntArray = PoolIntArray()
var bone_array : PoolIntArray = PoolIntArray()
var weights_array : PoolRealArray = PoolRealArray()
for skele_point in range(EntityEnums.SKELETON_POINTS_MAX):
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)
for j in range(get_model_entry_count(skele_point)):
var entry : SkeletonModelEntry = get_model_entry(skele_point, j)
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if entry.entry.get_mesh(model_index) != null:
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var bt : Transform = skeleton.get_bone_global_pose(bone_idx)
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var arrays : Array = entry.entry.get_mesh(model_index).array
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var cvertices : PoolVector3Array = arrays[ArrayMesh.ARRAY_VERTEX] as PoolVector3Array
var cnormals : PoolVector3Array = arrays[ArrayMesh.ARRAY_NORMAL] as PoolVector3Array
var cuvs : PoolVector2Array = arrays[ArrayMesh.ARRAY_TEX_UV] as PoolVector2Array
var cindices : PoolIntArray = arrays[ArrayMesh.ARRAY_INDEX] as PoolIntArray
var ta : AtlasTexture = _textures[skele_point]
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var tx : float = 0
var ty : float = 0
var tw : float = 1
var th : float = 1
if ta != null and _texture != null:
var otw : float = _texture.get_width()
var oth : float = _texture.get_height()
tx = ta.region.position.x / otw
ty = ta.region.position.y / oth
tw = ta.region.size.x / otw
th = ta.region.size.y / oth
var orig_vert_size : int = vertices.size()
vertices.resize(orig_vert_size + cvertices.size())
normals.resize(orig_vert_size + cvertices.size())
uvs.resize(orig_vert_size + cvertices.size())
colors.resize(orig_vert_size+ cvertices.size())
bone_array.resize(bone_array.size() + cvertices.size() * 4)
weights_array.resize(weights_array.size() + cvertices.size() * 4)
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for i in range(len(cvertices)):
normals[orig_vert_size + i] = bt.basis.xform(normals[i])
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var uv : Vector2 = cuvs[i]
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uv.x = tw * uv.x + tx
uv.y = th * uv.y + ty
uvs[orig_vert_size + i] = uv
bone_array[(orig_vert_size + i) * 4] = bone_idx
weights_array[(orig_vert_size + i) * 4] = 1
for j in range(1, 4):
bone_array[(orig_vert_size + i) * 4 + j] = 0
weights_array[(orig_vert_size + i) * 4 + j] = 0
colors[orig_vert_size + i] = Color(0.7, 0.7, 0.7)
vertices[orig_vert_size + i] = bt.xform(cvertices[i])
var orig_indices_count = indices.size()
indices.resize(indices.size() + cindices.size())
for i in range(len(cindices)):
indices[orig_indices_count + i] = orig_vert_size + cindices[i]
var arr : Array = Array()
arr.resize(Mesh.ARRAY_MAX)
arr[Mesh.ARRAY_VERTEX] = vertices
arr[Mesh.ARRAY_NORMAL] = normals
arr[Mesh.ARRAY_TEX_UV] = uvs
arr[Mesh.ARRAY_COLOR] = colors
arr[Mesh.ARRAY_INDEX] = indices
arr[Mesh.ARRAY_BONES] = bone_array
arr[Mesh.ARRAY_WEIGHTS] = weights_array
var mesh : ArrayMesh = ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
mesh.surface_set_material(0, _materials[0])
meshes.append(mesh)
if use_lod:
arr = merge_mesh_array(arr)
var meshl2 : ArrayMesh = ArrayMesh.new()
meshl2.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
meshl2.surface_set_material(0, _materials[1])
meshes.append(meshl2)
arr = bake_mesh_array_uv(arr, _texture)
arr[VisualServer.ARRAY_TEX_UV] = null
var meshl3 : ArrayMesh = ArrayMesh.new()
meshl3.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
meshl3.surface_set_material(0, _materials[2])
meshes.append(meshl3)
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# finish_build_mesh()
_thread_done = true
func prepare_textures() -> void:
_texture_packer.clear()
_textures.clear()
_textures.resize(EntityEnums.SKELETON_POINTS_MAX)
for bone_idx in range(EntityEnums.SKELETON_POINTS_MAX):
var texture : Texture
for j in range(get_model_entry_count(bone_idx)):
var entry : SkeletonModelEntry = get_model_entry(bone_idx, j)
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if entry.entry.get_texture(model_index) != null:
texture = _texture_packer.add_texture(entry.entry.get_texture(model_index))
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# print(texture)
break
_textures[bone_idx] = texture
_texture_packer.merge()
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var tex : Texture = _texture_packer.get_generated_texture(0)
# var mat : SpatialMaterial = _material as SpatialMaterial
# mat.albedo_texture = tex
var mat : ShaderMaterial = _materials[0] as ShaderMaterial
mat.set_shader_param("texture_albedo", tex)
if use_lod:
var mat2 : ShaderMaterial = _materials[1] as ShaderMaterial
mat2.set_shader_param("texture_albedo", tex)
# mat.albedo_texture = tex
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_texture = tex
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 = 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
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func clear_mesh() -> void:
meshes.clear()
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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 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]