2020-01-31 19:34:47 +01:00
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/*
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Copyright (c) 2019-2020 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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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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*/
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2019-08-26 11:46:43 +02:00
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#ifndef CHARACTER_SKELETON_3D_H
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#define CHARACTER_SKELETON_3D_H
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2019-08-23 20:23:48 +02:00
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2020-01-02 22:56:24 +01:00
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#include "scene/main/node.h"
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2019-08-23 20:23:48 +02:00
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2019-10-25 10:22:57 +02:00
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#include "core/vector.h"
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2019-08-23 20:23:48 +02:00
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#include "core/node_path.h"
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#include "core/ustring.h"
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#include "scene/animation/animation_player.h"
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#include "scene/animation/animation_tree.h"
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#include "../entity_enums.h"
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2019-10-26 03:38:09 +02:00
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#include "skeleton_model_entry.h"
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2020-02-03 13:01:17 +01:00
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#include "../data/items/item_visual_entry.h"
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2019-08-23 20:23:48 +02:00
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2019-10-24 22:12:11 +02:00
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class ItemVisual;
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2020-01-02 22:56:24 +01:00
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//Rename to HumanoidCharSkeleton -> maybe make that a subclass?
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class CharacterSkeleton3D : public Spatial {
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GDCLASS(CharacterSkeleton3D, Spatial);
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2019-08-23 20:23:48 +02:00
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public:
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2020-01-02 22:56:24 +01:00
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EntityEnums::EntityGender get_gender();
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void set_gender(EntityEnums::EntityGender value);
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2019-10-26 03:38:09 +02:00
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bool get_model_dirty() const;
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void set_model_dirty(bool value);
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2019-08-23 20:23:48 +02:00
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NodePath get_bone_path(int index);
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void set_bone_path(int index, NodePath path);
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Node *get_bone_node(EntityEnums::CharacterSkeletonPoints node_id);
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NodePath get_animation_player_path();
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void set_animation_player_path(NodePath path);
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AnimationPlayer *get_animation_player();
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NodePath get_animation_tree_path();
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void set_animation_tree_path(NodePath path);
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AnimationTree *get_animation_tree();
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void update_nodes();
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2019-10-26 03:38:09 +02:00
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void add_item_visual(Ref<ItemVisual> vis);
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void remove_item_visual(Ref<ItemVisual> vis);
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void remove_item_visual_index(int index);
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Ref<ItemVisual> get_item_visual(int index);
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int get_item_visual_count();
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void clear_item_visuals();
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2019-10-26 15:13:04 +02:00
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void add_item_visual_entry(Ref<ItemVisual> vis, Ref<ItemVisualEntry> ive, int target_bone);
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void remove_item_visual_entry(Ref<ItemVisual> vis, Ref<ItemVisualEntry> ive, int target_bone);
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2019-10-26 03:38:09 +02:00
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Ref<SkeletonModelEntry> get_model_entry(const int bone_index, const int index);
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int get_model_entry_count(const int bone_index);
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void sort_layers();
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void build_model();
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void _build_model();
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2020-03-30 20:43:55 +02:00
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Array merge_mesh_array(Array arr) const;
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Array bake_mesh_array_uv(Array arr, Ref<Texture> tex, float mul_color = 0.7) const;
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2019-08-26 11:46:43 +02:00
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CharacterSkeleton3D();
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2019-10-26 03:38:09 +02:00
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~CharacterSkeleton3D();
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2019-08-23 20:23:48 +02:00
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protected:
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static void _bind_methods();
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virtual void _notification(int p_notification);
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2019-10-26 03:38:09 +02:00
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protected:
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struct _ModelEntryComparator {
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_FORCE_INLINE_ bool operator()(const Ref<SkeletonModelEntry> &a, const Ref<SkeletonModelEntry> &b) const {
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if (!a.is_valid() || !b.is_valid()) {
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return false;
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}
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2019-11-04 21:43:32 +01:00
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return (a->get_priority() > b->get_priority());
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2019-10-26 03:38:09 +02:00
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}
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};
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2019-08-23 20:23:48 +02:00
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private:
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2020-01-02 22:56:24 +01:00
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EntityEnums::EntityGender _gender;
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2019-08-23 20:23:48 +02:00
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NodePath _animation_player_path;
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NodePath _animation_tree_path;
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2020-01-09 04:27:19 +01:00
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NodePath _bone_paths[EntityEnums::SKELETON_POINTS_MAX];
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2019-08-23 20:23:48 +02:00
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AnimationPlayer *_animation_player;
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AnimationTree *_animation_tree;
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Node *_bone_nodes[EntityEnums::SKELETON_POINTS_MAX];
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2019-10-26 03:38:09 +02:00
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bool _model_dirty;
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Vector<Ref<ItemVisual> > _item_visuals;
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Vector<Ref<SkeletonModelEntry> > _entries[EntityEnums::SKELETON_POINTS_MAX];
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2019-08-23 20:23:48 +02:00
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};
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#endif
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