mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-25 01:17:10 +01:00
169 lines
5.3 KiB
GDScript
169 lines
5.3 KiB
GDScript
tool
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extends Spatial
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export(NodePath) var control_skeleton:NodePath setget set_control_skeleton
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export(NodePath) var edit_animation_player:NodePath setget set_edit_animation_player
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export(bool) var enabled:bool = true
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var skeleton:Skeleton = null
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var animation_player:AnimationPlayer = null
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var first_call:bool = true
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var bone_handle_nodes:Array = []
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func _ready( ):
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pass
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func set_control_skeleton( path:NodePath ):
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control_skeleton = path
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if self.first_call:
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return
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var node:Node = self.get_node( control_skeleton )
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if node is Skeleton:
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self.skeleton = node
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else:
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self.skeleton = null
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push_error( str(path) + " does not Skeleton!" )
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self._generate_bone_handles( )
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func set_edit_animation_player( path:NodePath ):
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edit_animation_player = path
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if self.first_call:
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return
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var node:Node = self.get_node( edit_animation_player )
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if node is AnimationPlayer:
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self.animation_player = node
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else:
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self.animation_player = null
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push_error( str(path) + " does not Animation Player!" )
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func _generate_bone_handles( ):
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for child in self.get_children( ):
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self.remove_child( child )
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if self.skeleton == null:
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return
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self.bone_handle_nodes = []
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var bone_handle: = preload( "BoneHandle.tscn" )
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for bone_id in range( self.skeleton.get_bone_count( ) ):
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var bone_name:String = self.skeleton.get_bone_name( bone_id )
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var bone_handle_node:BoneHandle = bone_handle.instance( )
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bone_handle_node.bone_editor = self
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bone_handle_node.name = bone_name
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bone_handle_node.skeleton = self.skeleton
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bone_handle_node.bone_id = bone_id
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bone_handle_node.bone_name = bone_name
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var parent_bone_id:int = self.skeleton.get_bone_parent( bone_id )
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if parent_bone_id == -1:
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self.add_child( bone_handle_node )
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else:
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self.bone_handle_nodes[parent_bone_id].add_child( bone_handle_node )
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if Engine.editor_hint == true:
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var tree:SceneTree = self.get_tree( )
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if tree != null:
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if tree.edited_scene_root != null:
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bone_handle_node.set_owner( tree.edited_scene_root )
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self.bone_handle_nodes.append( bone_handle_node )
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func _process( delta:float ):
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if self.first_call:
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self.first_call = false
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self.set_control_skeleton( self.control_skeleton )
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self.set_edit_animation_player( self.edit_animation_player )
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for handle_bone in self.bone_handle_nodes:
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handle_bone.enabled = self.enabled
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func init_poses( ):
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for handle_bone in self.bone_handle_nodes:
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handle_bone.init_pose( )
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func load_poses( ):
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if self.animation_player == null:
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push_error( "Animation player is null." )
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return
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var assigned_animation:String = self.animation_player.assigned_animation
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var animation:Animation = self.animation_player.get_animation( assigned_animation )
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var time:float = self.animation_player.current_animation_position
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for track_idx in animation.get_track_count( ):
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var target_bone:BoneHandle = null
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for handle_bone in self.bone_handle_nodes:
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var path:NodePath = NodePath( "%s:%s" % [ self.get_node( self.animation_player.root_node ).get_path_to( self.skeleton ), handle_bone.name ] )
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if animation.track_get_path( track_idx ) == path:
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target_bone = handle_bone
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break
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if target_bone == null:
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continue
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var bone:Array = animation.transform_track_interpolate( track_idx, time )
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target_bone.set_pose( Basis( bone[1] ), bone[0] )
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func save_poses( ):
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if self.animation_player == null:
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push_error( "Animation player is null." )
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return
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var assigned_animation:String = self.animation_player.assigned_animation
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var animation:Animation = self.animation_player.get_animation( assigned_animation )
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if animation == null:
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push_error( "animation does not selected on Animation player." )
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return
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# 足りないボーンがあれば追加する
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self._add_bone_tracks( animation )
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# ポーズを保存
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self._save_poses_to_animation( animation )
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func _add_bone_tracks( animation:Animation ):
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var founded_bone_tracks:Array = []
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for track_idx in animation.get_track_count( ):
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founded_bone_tracks.append( animation.track_get_path( track_idx ) )
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for handle_bone in self.bone_handle_nodes:
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var path:NodePath = NodePath( "%s:%s" % [ self.get_node( self.animation_player.root_node ).get_path_to( self.skeleton ), handle_bone.name ] )
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if founded_bone_tracks.find( path ) == -1:
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var new_track_idx:int = animation.add_track( Animation.TYPE_TRANSFORM )
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animation.track_set_path( new_track_idx, path )
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print( "added new track for ", path )
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func _save_poses_to_animation( animation:Animation ):
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var time:float = self.animation_player.current_animation_position
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for track_idx in animation.get_track_count( ):
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var target_bone:BoneHandle = null
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for handle_bone in self.bone_handle_nodes:
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var path:NodePath = NodePath( "%s:%s" % [ self.get_node( self.animation_player.root_node ).get_path_to( self.skeleton ), handle_bone.name ] )
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if animation.track_get_path( track_idx ) == path:
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target_bone = handle_bone
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break
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if target_bone == null:
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continue
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# すでに同じ位置にモノが存在するなら削除する
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for key_idx in animation.track_get_key_count( track_idx ):
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if animation.track_get_key_time( track_idx, key_idx ) == time:
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animation.track_remove_key( track_idx, key_idx )
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break
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animation.transform_track_insert_key(
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track_idx,
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time,
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target_bone.pose.origin,
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target_bone.pose.basis.get_rotation_quat( ),
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target_bone.pose.basis.get_scale( )
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)
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print( "* added new key for ", target_bone.name )
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