mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
389 lines
9.9 KiB
GDScript
389 lines
9.9 KiB
GDScript
tool
|
|
extends CharacterSkeleton3D
|
|
|
|
# Copyright Péter Magyar relintai@gmail.com
|
|
# MIT License, functionality from this class needs to be protable to the entity spell system
|
|
|
|
# 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.
|
|
|
|
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
|
|
|
|
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()
|
|
|
|
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, ItemVisual) var viss : Array
|
|
|
|
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",
|
|
}
|
|
|
|
|
|
var _texture_packer : TexturePacker
|
|
var _textures : Array
|
|
var _texture : Texture
|
|
|
|
#var mesh : ArrayMesh = null
|
|
var st : SurfaceTool = null
|
|
|
|
var _thread_done : bool = false
|
|
var _thread : Thread = null
|
|
|
|
var _editor_built : bool = false
|
|
|
|
func _enter_tree():
|
|
st = SurfaceTool.new()
|
|
_texture_packer = TexturePacker.new()
|
|
_texture_packer.texture_flags = 0
|
|
# _texture_packer.texture_flags = Texture.FLAG_FILTER
|
|
_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())
|
|
|
|
if not OS.can_use_threads():
|
|
use_threads = false
|
|
|
|
set_process(false)
|
|
|
|
# if not Engine.is_editor_hint():
|
|
for iv in viss:
|
|
add_item_visual(iv as ItemVisual)
|
|
|
|
func _exit_tree():
|
|
if _thread != null:
|
|
_thread.wait_to_finish()
|
|
_thread = null
|
|
|
|
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
|
|
|
|
|
|
func _build_model():
|
|
if _generating:
|
|
return
|
|
|
|
_generating = true
|
|
|
|
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()
|
|
|
|
st.clear()
|
|
st.set_material(_materials[0])
|
|
st.begin(Mesh.PRIMITIVE_TRIANGLES)
|
|
var vertex_count : int = 0
|
|
|
|
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)
|
|
|
|
if entry.entry.get_mesh(gender) != null:
|
|
var bt : Transform = skeleton.get_bone_global_pose(bone_idx)
|
|
|
|
var arrays : Array = entry.entry.get_mesh(gender).array
|
|
|
|
var vertices : PoolVector3Array = arrays[ArrayMesh.ARRAY_VERTEX] as PoolVector3Array
|
|
var normals : PoolVector3Array = arrays[ArrayMesh.ARRAY_NORMAL] as PoolVector3Array
|
|
var uvs : PoolVector2Array = arrays[ArrayMesh.ARRAY_TEX_UV] as PoolVector2Array
|
|
|
|
var indices : PoolIntArray = arrays[ArrayMesh.ARRAY_INDEX] as PoolIntArray
|
|
|
|
var bone_array : PoolIntArray = PoolIntArray()
|
|
bone_array.append(bone_idx)
|
|
|
|
var weights_array : PoolRealArray = PoolRealArray()
|
|
weights_array.append(1.0)
|
|
|
|
var ta : AtlasTexture = _textures[skele_point]
|
|
|
|
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
|
|
|
|
|
|
for i in range(len(vertices)):
|
|
st.add_normal(bt.basis.xform(normals[i]))
|
|
|
|
var uv : Vector2 = uvs[i]
|
|
|
|
uv.x = tw * uv.x + tx
|
|
uv.y = th * uv.y + ty
|
|
|
|
st.add_uv(uv)
|
|
|
|
st.add_bones(bone_array)
|
|
st.add_weights(weights_array)
|
|
|
|
st.add_color(Color(0.7, 0.7, 0.7))
|
|
st.add_vertex(bt.xform(vertices[i]))
|
|
|
|
for i in range(len(indices)):
|
|
st.add_index(vertex_count + indices[i])
|
|
|
|
vertex_count += len(vertices)
|
|
|
|
var arr : Array = st.commit_to_arrays()
|
|
|
|
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)
|
|
|
|
# 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)
|
|
|
|
if entry.entry.get_texture(gender) != null:
|
|
texture = _texture_packer.add_texture(entry.entry.get_texture(gender))
|
|
# print(texture)
|
|
break
|
|
|
|
_textures[bone_idx] = texture
|
|
|
|
_texture_packer.merge()
|
|
|
|
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
|
|
_texture = tex
|
|
|
|
|
|
func setup_build_mesh() -> void:
|
|
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]
|
|
|
|
if get_animation_tree() != null:
|
|
get_animation_tree().active = true
|
|
|
|
_generating = false
|
|
|
|
func clear_mesh() -> void:
|
|
meshes.clear()
|
|
|
|
if mesh_instance != null:
|
|
mesh_instance.mesh = null
|
|
|
|
func editor_build(val : bool) -> void:
|
|
if not is_inside_tree() or _editor_built:
|
|
return
|
|
|
|
if st == null:
|
|
st = SurfaceTool.new()
|
|
|
|
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]
|