mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
276 lines
7.6 KiB
GDScript
276 lines
7.6 KiB
GDScript
tool
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extends CharacterSkeleton3D
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export(bool) var refresh_in_editor : bool = false setget editor_build
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export(bool) var automatic_build : bool = false
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export(bool) var use_threads : bool = false
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export(NodePath) var mesh_instance_path : NodePath
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var mesh_instance : MeshInstance = null
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export(NodePath) var skeleton_path : NodePath
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var skeleton : Skeleton
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export(Material) var material : Material = null
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var _material : Material = null
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export (NodePath) var left_hand_attach_point_path : NodePath
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var left_hand_attach_point : CharacterSkeketonAttachPoint
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export (NodePath) var right_hand_attach_point_path : NodePath
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var right_hand_attach_point : CharacterSkeketonAttachPoint
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export (NodePath) var torso_attach_point_path : NodePath
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var torso_attach_point : CharacterSkeketonAttachPoint
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export (NodePath) var root_attach_point_path : NodePath
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var root_attach_point : CharacterSkeketonAttachPoint
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export(Array, ItemVisual) var viss : Array
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var _texture_packer : TexturePacker
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var _textures : Array
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var _texture : Texture
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var mesh : ArrayMesh = null
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var st : SurfaceTool = null
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var _thread_done : bool = false
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var _thread : Thread = null
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var _editor_built : bool = false
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func _ready():
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st = SurfaceTool.new()
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_texture_packer = TexturePacker.new()
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# _texture_packer.texture_flags = 0
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_texture_packer.texture_flags = Texture.FLAG_FILTER
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_texture_packer.max_atlas_size = 512
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skeleton = get_node(skeleton_path) as Skeleton
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mesh_instance = get_node(mesh_instance_path) as MeshInstance
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left_hand_attach_point = get_node(left_hand_attach_point_path) as CharacterSkeketonAttachPoint
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right_hand_attach_point = get_node(right_hand_attach_point_path) as CharacterSkeketonAttachPoint
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torso_attach_point = get_node(torso_attach_point_path) as CharacterSkeketonAttachPoint
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root_attach_point = get_node(root_attach_point_path) as CharacterSkeketonAttachPoint
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if not OS.can_use_threads():
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use_threads = false
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set_process(false)
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# if not Engine.is_editor_hint():
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for iv in viss:
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add_item_visual(iv as ItemVisual)
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#func _exit_tree():
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# if _thread != null:
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# _thread.wait_to_finish()
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func _process(delta):
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if use_threads and _thread_done:
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_thread.wait_to_finish()
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_thread = null
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finish_build_mesh()
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set_process(false)
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_thread_done = false
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func _build_model():
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if Engine.is_editor_hint() and not refresh_in_editor:
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set_process(false)
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return
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if not automatic_build:
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set_process(false)
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return
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if use_threads:
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build_threaded()
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else:
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build()
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set_process(false)
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model_dirty = false
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func build():
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setup_build_mesh()
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build_mesh("")
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finish_build_mesh()
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func build_threaded():
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if _thread == null:
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_thread = Thread.new()
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setup_build_mesh()
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_thread.start(self, "build_mesh")
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set_process(true)
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func build_mesh(data) -> void:
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sort_layers()
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prepare_textures()
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st.clear()
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st.set_material(_material)
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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var vertex_count : int = 0
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for bone_idx in range(EntityEnums.SKELETON_POINTS_MAX):
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for j in range(get_model_entry_count(bone_idx)):
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var entry : SkeletonModelEntry = get_model_entry(bone_idx, j)
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if entry.entry.get_mesh(gender) != 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(gender).array
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var vertices : PoolVector3Array = arrays[ArrayMesh.ARRAY_VERTEX] as PoolVector3Array
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var normals : PoolVector3Array = arrays[ArrayMesh.ARRAY_NORMAL] as PoolVector3Array
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var uvs : PoolVector2Array = arrays[ArrayMesh.ARRAY_TEX_UV] as PoolVector2Array
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var indices : PoolIntArray = arrays[ArrayMesh.ARRAY_INDEX] as PoolIntArray
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var bone_array : PoolIntArray = PoolIntArray()
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bone_array.append(bone_idx)
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var weights_array : PoolRealArray = PoolRealArray()
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weights_array.append(1.0)
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var ta : AtlasTexture = _textures[bone_idx]
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var tx : float = 0
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var ty : float = 0
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var tw : float = 1
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var th : float = 1
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if ta != null and _texture != null:
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var otw : float = _texture.get_width()
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var oth : float = _texture.get_height()
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tx = ta.region.position.x / otw
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ty = ta.region.position.y / oth
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tw = ta.region.size.x / otw
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th = ta.region.size.y / oth
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for i in range(len(vertices)):
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st.add_normal(bt.basis.xform(normals[i]))
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var uv : Vector2 = uvs[i]
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uv.x = tw * uv.x + tx
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uv.y = th * uv.y + ty
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st.add_uv(uv)
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st.add_bones(bone_array)
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st.add_weights(weights_array)
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st.add_vertex(bt.xform(vertices[i]))
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for i in range(len(indices)):
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st.add_index(vertex_count + indices[i])
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vertex_count += len(vertices)
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mesh = st.commit()
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mesh.surface_set_material(0, _material)
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# finish_build_mesh()
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_thread_done = true
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func prepare_textures() -> void:
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_texture_packer.clear()
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_textures.clear()
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_textures.resize(EntityEnums.SKELETON_POINTS_MAX)
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for bone_idx in range(EntityEnums.SKELETON_POINTS_MAX):
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var texture : Texture
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for j in range(get_model_entry_count(bone_idx)):
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var entry : SkeletonModelEntry = get_model_entry(bone_idx, j)
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if entry.entry.get_texture(gender) != null:
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texture = _texture_packer.add_texture(entry.entry.get_texture(gender))
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# print(texture)
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break
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_textures[bone_idx] = texture
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_texture_packer.merge()
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if _material == null:
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_material = material.duplicate()
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var tex : Texture = _texture_packer.get_generated_texture(0)
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# var mat : SpatialMaterial = _material as SpatialMaterial
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# mat.albedo_texture = tex
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var mat : ShaderMaterial = _material as ShaderMaterial
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mat.set_shader_param("texture_albedo", tex)
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# mat.albedo_texture = tex
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_texture = tex
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func setup_build_mesh() -> void:
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if get_animation_tree() != null:
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get_animation_tree().active = false
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if get_animation_player() != null:
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get_animation_player().play("rest")
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get_animation_player().seek(0, true)
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func finish_build_mesh() -> void:
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mesh_instance.mesh = mesh
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if get_animation_tree() != null:
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get_animation_tree().active = true
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func clear_mesh() -> void:
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mesh = null
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if mesh_instance != null:
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mesh_instance.mesh = null
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func editor_build(val : bool) -> void:
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if not is_inside_tree() or _editor_built:
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return
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if st == null:
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st = SurfaceTool.new()
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skeleton = get_node(skeleton_path) as Skeleton
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mesh_instance = get_node(mesh_instance_path) as MeshInstance
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if val:
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_editor_built = true
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build()
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else:
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clear_mesh()
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_editor_built = false
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refresh_in_editor = val
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