Added in my old 3d spritesheet generator. This can generate isometric spritesheets from 3d models.

This commit is contained in:
Relintai 2021-09-21 10:46:01 +02:00
parent 64c38ac3a3
commit aa914f6733
6 changed files with 417 additions and 0 deletions

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[gd_scene load_steps=14 format=2]
[ext_resource path="res://spritesheet_generator_3d/Spatial.tscn" type="PackedScene" id=1]
[ext_resource path="res://spritesheet_generator_3d/Spatial.tscn" type="PackedScene" id=2]
[ext_resource path="res://spritesheet_generator/SheetGen.gd" type="Script" id=3]
[ext_resource path="res://spritesheet_generator_3d/Spatial.tscn" type="PackedScene" id=4]
[ext_resource path="res://spritesheet_generator/SpriteMover.gd" type="Script" id=5]
[ext_resource path="res://spritesheet_generator/Sprite3Ds.tscn" type="PackedScene" id=6]
[sub_resource type="ProceduralSky" id=1]
[sub_resource type="Environment" id=2]
background_mode = 2
background_sky = SubResource( 1 )
background_color = Color( 0.364706, 0.364706, 0.364706, 1 )
background_energy = 0.69
ambient_light_color = Color( 1, 1, 1, 1 )
ambient_light_energy = 0.68
ambient_light_sky_contribution = 0.0
[sub_resource type="Environment" id=3]
background_mode = 1
background_energy = 0.57
ambient_light_color = Color( 0.113725, 0.113725, 0.113725, 1 )
ambient_light_energy = 0.68
ssao_enabled = true
[sub_resource type="World" id=4]
environment = SubResource( 3 )
[sub_resource type="Environment" id=5]
background_mode = 1
background_energy = 0.26
ambient_light_color = Color( 0.113725, 0.113725, 0.113725, 1 )
ambient_light_energy = 0.58
ambient_light_sky_contribution = 0.1
tonemap_exposure = 0.36
tonemap_white = 0.47
[sub_resource type="ViewportTexture" id=6]
viewport_path = NodePath("Viewport")
[sub_resource type="SpatialMaterial" id=7]
flags_transparent = true
params_billboard_mode = 1
[node name="Node" type="Node"]
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource( 2 )
[node name="player2" parent="." instance=ExtResource( 1 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -34.2601 )
visible = false
input_ray_pickable = false
[node name="player" parent="." instance=ExtResource( 1 )]
visible = false
input_ray_pickable = false
[node name="MicamoChar" parent="." instance=ExtResource( 2 )]
editor/display_folded = true
[node name="Viewport" type="Viewport" parent="."]
size = Vector2( 32, 32 )
own_world = true
world = SubResource( 4 )
transparent_bg = true
handle_input_locally = false
hdr = false
render_target_v_flip = true
render_target_update_mode = 3
script = ExtResource( 3 )
_sprite_size = 32
_sprite_num = 16
_directions = 16
save_texture = true
_atlas_show_sprite_path = NodePath("../Sprite3")
_sprite_path = NodePath("../Sprite3D")
_animation_player_path = NodePath("MicamoChar/AnimationPlayer")
_player_path = NodePath("MicamoChar")
[node name="MicamoChar" parent="Viewport" instance=ExtResource( 4 )]
editor/display_folded = true
[node name="Skeleton" parent="Viewport/MicamoChar" index="0"]
bones/0/bound_children = [ ]
bones/1/bound_children = [ ]
bones/3/bound_children = [ ]
bones/4/bound_children = [ ]
bones/5/bound_children = [ ]
bones/8/bound_children = [ ]
bones/9/bound_children = [ ]
bones/10/bound_children = [ ]
bones/32/bound_children = [ ]
bones/33/bound_children = [ ]
bones/34/bound_children = [ ]
bones/55/bound_children = [ ]
bones/56/bound_children = [ ]
bones/57/bound_children = [ ]
bones/60/bound_children = [ ]
bones/61/bound_children = [ ]
bones/62/bound_children = [ ]
[node name="Camera" type="Camera" parent="Viewport"]
transform = Transform( 0.707107, -0.353553, 0.612372, 0, 0.866025, 0.5, -0.707107, -0.353553, 0.612372, 2.95796, 3.39896, 2.92486 )
environment = SubResource( 5 )
projection = 1
current = true
size = 2.2
near = 0.01
far = 240.8
[node name="OmniLight" type="OmniLight" parent="Viewport"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 3.05496, 1.55159, 3.33238 )
layers = 3
light_color = Color( 0.952941, 0.929412, 0.807843, 1 )
light_energy = 0.74
light_indirect_energy = 1.27
light_specular = 0.15
omni_range = 6.4
omni_attenuation = 1.1487
[node name="OmniLight2" type="OmniLight" parent="Viewport"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -1.4893, 3.88558, -2.30035 )
light_color = Color( 0.898039, 0.898039, 0.729412, 1 )
light_energy = 0.58
light_indirect_energy = 2.95
omni_range = 4.3
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 837.448, 475.588 )
centered = false
flip_v = true
vframes = 16
hframes = 16
script = ExtResource( 5 )
[node name="Camera" type="Camera" parent="."]
transform = Transform( 0.707107, -0.353553, 0.612372, 0, 0.866026, 0.5, -0.707107, -0.353553, 0.612372, 13.5879, 9.78323, 18.7533 )
projection = 1
current = true
size = 10.0
[node name="Sprite2" type="Sprite" parent="."]
position = Vector2( 179.55, 160.55 )
texture = SubResource( 6 )
flip_v = true
[node name="Sprite3" type="Sprite" parent="."]
position = Vector2( 603.531, 254.594 )
flip_v = true
[node name="Sprite3D" type="Sprite3D" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 8.18889, 0, 14.9987 )
material_override = SubResource( 7 )
cast_shadow = 0
flip_v = true
pixel_size = 0.0156
vframes = 16
hframes = 16
script = ExtResource( 5 )
[node name="Sprite3D2" parent="." instance=ExtResource( 6 )]
visible = false
[editable path="Viewport/MicamoChar"]

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extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
export (int) var _sprite_size
export (int) var _sprite_num
export (int) var _directions
export (bool) var _show_atlas = false
export (bool) var save_texture = false
export (NodePath) var _atlas_show_sprite_path
export (NodePath) var _sprite_path
export (NodePath) var _animation_player_path
export (NodePath) var _player_path
export (NodePath) var _animation_tree_player_path
var _viewport
var _viewport_texture
var _sprite
var _animation_player
var _time = 0
var _animation_tree_player
var _frame = 0
var _rotcount = 0
var _rotation = 0
var _atlas
var _image_texture
var _running = false
var _atlas_sprite_show_node
var _atlas_texture
var _player
var _texture
# Called when the node enters the scene tree for the first time.
func _ready():
_viewport = get_node(".")
#_viewport.set
_sprite = get_node(_sprite_path)
_atlas_sprite_show_node = get_node(_atlas_show_sprite_path)
_animation_player = get_node(_animation_player_path)
_player = get_node(_player_path)
_animation_tree_player = get_node(_animation_tree_player_path)
_viewport_texture = _viewport.get_texture()
_texture = Image.new()
var frame = _viewport.get_texture().get_data()
_texture.create(_sprite_size * _sprite_num, _sprite_size * _directions, false, frame.get_format())
yield(get_tree(), "idle_frame")
yield(get_tree(), "idle_frame")
_running = true
#_generated_image = Image.new()
#_generated_image.
#_sprite.set_texture(_viewport_texture)
#_frame_data.clear()
#_generated_image.create_from_data(64, 64, false, Image.FORMAT_RGBA4444, texture.get_data().get_data())
#texture = _viewport.get_texture()
#_sprite.set_texture(texture)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
#if not _running and Input.is_key_pressed(KEY_K):
# _running = true
if not _running:
return
#_viewport.update_worlds()
var frame = _viewport.get_texture().get_data()
#if _frame == 0 and _rotcount == 0:
_texture.blend_rect(frame, frame.get_used_rect(), Vector2((_frame * _sprite_size), (_rotcount * _sprite_size)))
#_time += 0.3
#_animation_player.seek (_time , true )
_frame += 1
if _frame > _sprite_num - 1:
_frame = 0
_rotcount += 1
if (_rotcount > _sprite_num - 1):
_running = false
create_atlas()
return
#var m3 = Basis()
#m3 = m3.rotated( Vector3(0,1,0), 0.19625 )
_player.rotate_y((PI*2)/float(_directions))
_animation_player.play("default")
#_rotation = _rotcount * 22.5
#_player.tra
#return
#0.83
_animation_player.seek(_frame * (_animation_player.current_animation_length / (_sprite_num - 1)), true)
#_animation_tree_player.advance(0.05)
func create_atlas():
_image_texture = ImageTexture.new()
_image_texture.create_from_image(_texture, 0)
_image_texture.get_data().save_png("res://testsave.png")
if save_texture:
_sprite.set_texture(_image_texture)
if _show_atlas:
_atlas_sprite_show_node.set_texture(_image_texture)
pass

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[gd_scene format=2]
[node name="Spatial" type="Spatial"]

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://testsave.png" type="Texture" id=1]
[ext_resource path="res://spritesheet_generator/SpriteMover.gd" type="Script" id=2]
[sub_resource type="SpatialMaterial" id=1]
flags_transparent = true
params_billboard_mode = 1
[node name="Sprite3D" type="Sprite3D"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.39352, 0 )
material_override = SubResource( 1 )
cast_shadow = 0
flip_v = true
pixel_size = 0.064
texture = ExtResource( 1 )
vframes = 16
hframes = 16
script = ExtResource( 2 )

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extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var _sprite
export (bool) var enabled = true
export(int) var _animset = 0
export(int) var _animset_size = 16
export(int) var _animset_count = 16
var _min_frame = 0
var _max_frame = 16 * 16
var x = 0
var y = 0
var timer = 0
var _frame = 1
# Called when the node enters the scene tree for the first time.
func _ready():
_sprite = get_node(".")
_sprite.set_frame(_min_frame)
#_sprite.set_position(Vector2(x, y))
func set_movement_vector(vector):
var a = Vector2(vector.x, vector.z)
a = a.normalized()
var base = Vector2(0, -1)
var angle = a.angle_to(base) + PI
var slice = (2*PI) / _animset_count
var num_slice = int(angle / slice)
set_animset(num_slice)
func set_animset(animest_id):
if (animest_id >= _animset_count):
_animset = _animset_count - 1
if (animest_id < 0):
_animset = 0
_animset = animest_id
#_min_frame = _animset * _animset_size
#_max_frame = _animset * _animset_size + _animset_size
func _process(delta):
#set_animset(_animset)
if not enabled:
set_process(false)
return
timer += delta
if (timer > 0.05):
timer -= 0.05
_frame += 1
if _frame > _animset_size - 1:
_frame = 0
_sprite.set_frame(_frame + (_animset * _animset_size))
# Called every frame. 'delta' is the elapsed time since the previous frame.
func a_process(delta):
#x += int(delta * 300)
y += int(delta * 200)
if y > 700:
y = -50
_sprite.set_position(Vector2(x, y))