/* 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. */ #include "character_skeleton_3d.h" #include "../data/items/model_visual.h" #include "core/version.h" #if VERSION_MAJOR >= 4 #include "servers/rendering_server.h" typedef class RenderingServer VisualServer; typedef class RenderingServer VS; #define PoolVector3Array PackedVector3Array #define PoolVector2Array PackedVector2Array #define PoolColorArray PackedColorArray #define PoolIntArray PackedInt32Array #define PoolRealArray PackedFloat32Array #endif int CharacterSkeleton3D::get_model_index() { return _model_index; } void CharacterSkeleton3D::set_model_index(int value) { _model_index = value; } bool CharacterSkeleton3D::get_model_dirty() const { return _model_dirty; } void CharacterSkeleton3D::set_model_dirty(bool value) { _model_dirty = value; } NodePath CharacterSkeleton3D::get_bone_path(int index) { ERR_FAIL_INDEX_V(index, EntityEnums::SKELETON_POINTS_MAX, NodePath()); return _bone_paths[index]; } void CharacterSkeleton3D::set_bone_path(int index, NodePath path) { ERR_FAIL_INDEX(index, EntityEnums::SKELETON_POINTS_MAX); _bone_paths[index] = path; _bone_nodes[index] = get_node_or_null(path); } Node *CharacterSkeleton3D::get_bone_node(EntityEnums::CharacterSkeletonPoints node_id) { return _bone_nodes[node_id]; } NodePath CharacterSkeleton3D::get_animation_player_path() { return _animation_player_path; } void CharacterSkeleton3D::set_animation_player_path(NodePath path) { _animation_player_path = path; Node *node = get_node_or_null(_animation_player_path); if (node != NULL) { _animation_player = Object::cast_to(node); } else { _animation_player = NULL; } } AnimationPlayer *CharacterSkeleton3D::get_animation_player() { return _animation_player; } NodePath CharacterSkeleton3D::get_animation_tree_path() { return _animation_tree_path; } void CharacterSkeleton3D::set_animation_tree_path(NodePath path) { _animation_tree_path = path; Node *node = get_node_or_null(_animation_tree_path); if (node != NULL) { _animation_tree = Object::cast_to(node); } else { _animation_tree = NULL; } } AnimationTree *CharacterSkeleton3D::get_animation_tree() { return _animation_tree; } void CharacterSkeleton3D::update_nodes() { for (int i = 0; i < EntityEnums::SKELETON_POINTS_MAX; ++i) { _bone_nodes[i] = get_node_or_null(_bone_paths[i]); } set_animation_player_path(_animation_player_path); set_animation_tree_path(_animation_tree_path); } void CharacterSkeleton3D::add_model_visual(Ref vis) { ERR_FAIL_COND(!vis.is_valid()); for (int i = 0; i < EntityEnums::SKELETON_POINTS_MAX; ++i) { Ref e = vis->get_visual(i); if (e.is_valid()) add_model_visual_entry(vis, e, i); } _model_visuals.push_back(vis); set_process(true); _model_dirty = true; } void CharacterSkeleton3D::remove_model_visual(Ref vis) { ERR_FAIL_COND(!vis.is_valid()); int index = _model_visuals.find(vis); if (index == -1) return; for (int i = 0; i < EntityEnums::SKELETON_POINTS_MAX; ++i) { Ref e = vis->get_visual(i); if (e.is_valid()) remove_model_visual_entry(vis, e, i); } _model_visuals.remove(index); set_process(true); _model_dirty = true; } void CharacterSkeleton3D::remove_model_visual_index(int index) { ERR_FAIL_INDEX(index, _model_visuals.size()); set_process(true); _model_dirty = true; _model_visuals.remove(index); } Ref CharacterSkeleton3D::get_model_visual(int index) { ERR_FAIL_INDEX_V(index, _model_visuals.size(), Ref()); set_process(true); _model_dirty = true; return _model_visuals.get(index); } int CharacterSkeleton3D::get_model_visual_count() { return _model_visuals.size(); } void CharacterSkeleton3D::clear_model_visuals() { _model_visuals.clear(); for (int i = 0; i < EntityEnums::SKELETON_POINTS_MAX; ++i) { _entries[i].clear(); } _model_dirty = true; set_process(true); } void CharacterSkeleton3D::add_model_visual_entry(Ref vis, Ref ive, int target_bone) { ERR_FAIL_COND(!vis.is_valid()); ERR_FAIL_COND(!ive.is_valid()); int target_bone_idx = target_bone; Vector > &entries = _entries[target_bone_idx]; for (int i = 0; i < entries.size(); ++i) { Ref e = entries.get(i); if (e->get_entry() == ive) { e->set_count(e->get_count() + 1); return; } } Ref e; e.instance(); e->set_priority(static_cast(vis->get_layer())); e->set_color(ive->get_color()); e->set_entry(ive); entries.push_back(e); _model_dirty = true; set_process(true); } void CharacterSkeleton3D::remove_model_visual_entry(Ref vis, Ref ive, int target_bone) { ERR_FAIL_COND(!vis.is_valid()); ERR_FAIL_COND(!ive.is_valid()); int target_bone_idx = target_bone; Vector > &entries = _entries[target_bone_idx]; for (int i = 0; i < entries.size(); ++i) { Ref e = entries.get(i); if (e->get_entry() == ive) { e->set_count(e->get_count() - 1); if (e->get_count() <= 0) { entries.remove(i); _model_dirty = true; set_process(true); } return; } } } Ref CharacterSkeleton3D::get_model_entry(const int bone_index, const int index) { ERR_FAIL_INDEX_V(bone_index, EntityEnums::SKELETON_POINTS_MAX, Ref()); ERR_FAIL_INDEX_V(index, _entries[bone_index].size(), Ref()); return _entries[bone_index].get(index); } int CharacterSkeleton3D::get_model_entry_count(const int bone_index) { ERR_FAIL_INDEX_V(bone_index, EntityEnums::SKELETON_POINTS_MAX, 0); return _entries[bone_index].size(); } void CharacterSkeleton3D::sort_layers() { for (int i = 0; i < EntityEnums::SKELETON_POINTS_MAX; ++i) { Vector > &entries = _entries[i]; entries.sort_custom<_ModelEntryComparator>(); } } void CharacterSkeleton3D::build_model() { call("_build_model"); } void CharacterSkeleton3D::_build_model() { set_process(false); } Array CharacterSkeleton3D::merge_mesh_array(Array arr) const { ERR_FAIL_COND_V(arr.size() != VisualServer::ARRAY_MAX, arr); PoolVector3Array verts = arr[VisualServer::ARRAY_VERTEX]; PoolVector3Array normals = arr[VisualServer::ARRAY_NORMAL]; PoolVector2Array uvs = arr[VisualServer::ARRAY_TEX_UV]; PoolColorArray colors = arr[VisualServer::ARRAY_COLOR]; PoolIntArray indices = arr[VisualServer::ARRAY_INDEX]; PoolIntArray bones = arr[VisualServer::ARRAY_BONES]; PoolRealArray weights = arr[VisualServer::ARRAY_WEIGHTS]; int i = 0; while (i < verts.size()) { Vector3 v = verts[i]; Array equals; for (int j = i + 1; j < verts.size(); ++j) { Vector3 vc = verts[j]; if (Math::is_equal_approx(v.x, vc.x) && Math::is_equal_approx(v.y, vc.y) && Math::is_equal_approx(v.z, vc.z)) equals.push_back(j); } for (int k = 0; k < equals.size(); ++k) { int rem = equals[k]; int remk = rem - k; verts.remove(remk); normals.remove(remk); uvs.remove(remk); colors.remove(remk); int bindex = remk * 4; for (int l = 0; l < 4; ++l) { bones.remove(bindex); weights.remove(bindex); } for (int j = 0; j < indices.size(); ++j) { int indx = indices[j]; if (indx == remk) indices.set(j, i); else if (indx > remk) indices.set(j, indx - 1); } } ++i; } arr[VisualServer::ARRAY_VERTEX] = verts; arr[VisualServer::ARRAY_NORMAL] = normals; arr[VisualServer::ARRAY_TEX_UV] = uvs; arr[VisualServer::ARRAY_COLOR] = colors; arr[VisualServer::ARRAY_INDEX] = indices; arr[VisualServer::ARRAY_BONES] = bones; arr[VisualServer::ARRAY_WEIGHTS] = weights; return arr; } Array CharacterSkeleton3D::bake_mesh_array_uv(Array arr, Ref tex, float mul_color) const { ERR_FAIL_COND_V(arr.size() != VisualServer::ARRAY_MAX, arr); ERR_FAIL_COND_V(!tex.is_valid(), arr); Ref img = tex->get_data(); ERR_FAIL_COND_V(!img.is_valid(), arr); Vector2 imgsize = img->get_size(); PoolVector2Array uvs = arr[VisualServer::ARRAY_TEX_UV]; PoolColorArray colors = arr[VisualServer::ARRAY_COLOR]; #if VERSION_MAJOR < 4 img->lock(); #endif for (int i = 0; i < uvs.size(); ++i) { Vector2 uv = uvs[i]; uv *= imgsize; Color c = img->get_pixelv(uv); colors.set(i, colors[i] * c * mul_color); } #if VERSION_MAJOR < 4 img->unlock(); #endif arr[VisualServer::ARRAY_COLOR] = colors; return arr; } CharacterSkeleton3D::CharacterSkeleton3D() { _model_dirty = false; _model_index = 0; for (int i = 0; i < EntityEnums::SKELETON_POINTS_MAX; ++i) { _bone_nodes[i] = NULL; } _animation_player = NULL; } CharacterSkeleton3D::~CharacterSkeleton3D() { for (int i = 0; i < EntityEnums::SKELETON_POINTS_MAX; ++i) { _entries[i].clear(); } _model_visuals.clear(); } void CharacterSkeleton3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { update_nodes(); } break; case NOTIFICATION_PROCESS: { if (_model_dirty) build_model(); } break; case NOTIFICATION_EXIT_TREE: { } break; } } void CharacterSkeleton3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_model_index"), &CharacterSkeleton3D::get_model_index); ClassDB::bind_method(D_METHOD("set_model_index", "value"), &CharacterSkeleton3D::set_model_index); ADD_PROPERTY(PropertyInfo(Variant::INT, "model_index"), "set_model_index", "get_model_index"); ClassDB::bind_method(D_METHOD("add_model_visual", "vis"), &CharacterSkeleton3D::add_model_visual); ClassDB::bind_method(D_METHOD("remove_model_visual", "vis"), &CharacterSkeleton3D::remove_model_visual); ClassDB::bind_method(D_METHOD("remove_model_visual_index", "index"), &CharacterSkeleton3D::remove_model_visual_index); ClassDB::bind_method(D_METHOD("get_model_visual", "index"), &CharacterSkeleton3D::get_model_visual); ClassDB::bind_method(D_METHOD("get_model_visual_count"), &CharacterSkeleton3D::get_model_visual_count); ClassDB::bind_method(D_METHOD("clear_model_visuals"), &CharacterSkeleton3D::clear_model_visuals); BIND_VMETHOD(MethodInfo("_build_model")); ClassDB::bind_method(D_METHOD("get_model_dirty"), &CharacterSkeleton3D::get_model_dirty); ClassDB::bind_method(D_METHOD("set_model_dirty", "value"), &CharacterSkeleton3D::set_model_dirty); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "model_dirty"), "set_model_dirty", "get_model_dirty"); ClassDB::bind_method(D_METHOD("get_animation_player_path"), &CharacterSkeleton3D::get_animation_player_path); ClassDB::bind_method(D_METHOD("set_animation_player_path", "path"), &CharacterSkeleton3D::set_animation_player_path); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "animation_player_path"), "set_animation_player_path", "get_animation_player_path"); ClassDB::bind_method(D_METHOD("get_animation_tree_path"), &CharacterSkeleton3D::get_animation_tree_path); ClassDB::bind_method(D_METHOD("set_animation_tree_path", "path"), &CharacterSkeleton3D::set_animation_tree_path); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "animation_tree_path"), "set_animation_tree_path", "get_animation_tree_path"); ClassDB::bind_method(D_METHOD("add_model_visual_entry", "vis", "ive"), &CharacterSkeleton3D::add_model_visual_entry); ClassDB::bind_method(D_METHOD("remove_model_visual_entry", "vis", "ive"), &CharacterSkeleton3D::remove_model_visual_entry); ClassDB::bind_method(D_METHOD("get_model_entry", "bone_index", "index"), &CharacterSkeleton3D::get_model_entry); ClassDB::bind_method(D_METHOD("get_model_entry_count", "bone_index"), &CharacterSkeleton3D::get_model_entry_count); ClassDB::bind_method(D_METHOD("sort_layers"), &CharacterSkeleton3D::sort_layers); ClassDB::bind_method(D_METHOD("build_model"), &CharacterSkeleton3D::build_model); ClassDB::bind_method(D_METHOD("_build_model"), &CharacterSkeleton3D::_build_model); ClassDB::bind_method(D_METHOD("merge_mesh_array", "arr"), &CharacterSkeleton3D::merge_mesh_array); ClassDB::bind_method(D_METHOD("bake_mesh_array_uv", "arr", "tex", "mul_color"), &CharacterSkeleton3D::bake_mesh_array_uv, DEFVAL(0.7)); //Bone Paths ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &CharacterSkeleton3D::get_bone_path); ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &CharacterSkeleton3D::set_bone_path); ADD_GROUP("Bone Paths", "bone_path_"); ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "bone_path_root"), "set_bone_path", "get_bone_path", EntityEnums::SKELETON_POINT_ROOT); ClassDB::bind_method(D_METHOD("get_bone_node", "bone_idx"), &CharacterSkeleton3D::get_bone_node); ClassDB::bind_method(D_METHOD("get_animation_player"), &CharacterSkeleton3D::get_animation_player); ClassDB::bind_method(D_METHOD("get_animation_tree"), &CharacterSkeleton3D::get_animation_tree); ClassDB::bind_method(D_METHOD("update_nodes"), &CharacterSkeleton3D::update_nodes); /* //Attack Points? ClassDB::bind_method(D_METHOD("get_visual", "index"), &CharacterSkeleton3D::get_visual); ClassDB::bind_method(D_METHOD("set_visual", "index", "entry"), &CharacterSkeleton3D::set_visual); ADD_GROUP("Visuals", "visual_"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_root", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_ROOT); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_pelvis", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_PELVIS); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_spine", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_SPINE); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_spine_1", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_SPINE_1); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_spine_2", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_SPINE_2); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_neck", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_NECK); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_head", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_HEAD); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_left_clavicle", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_LEFT_CLAVICLE); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_left_upper_arm", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_LEFT_UPPER_ARM); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_left_forearm", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_LEFT_FOREARM); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_left_hand", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_LEFT_HAND); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_left_thumb_base", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_LEFT_THUMB_BASE); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_left_thumb_end", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_LEFT_THUMB_END); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_left_fingers_base", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_LEFT_FINGERS_BASE); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_left_fingers_end", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_LEFT_FINGERS_END); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_right_clavicle", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_RIGHT_CLAVICLE); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_right_upper_arm", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_RIGHT_UPPER_ARM); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_right_forearm", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_RIGHT_FOREARM); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_right_hand", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_RIGHT_HAND); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_right_thumb_base", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_RIGHT_THUMB_BASE); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_right_thumb_end", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_RIGHT_THUMB_END); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_right_fingers_base", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_RIGHT_FINGERS_BASE); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_right_fingers_end", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_RIGHT_FINGERS_END); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_left_thigh", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_LEFT_THIGH); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_left_calf", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_LEFT_CALF); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_left_foot", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_LEFT_FOOT); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_right_thigh", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_RIGHT_THIGH); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_right_calf", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_RIGHT_CALF); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_right_foot", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_RIGHT_FOOT); */ }