mirror of
https://github.com/Relintai/pandemonium_engine.git
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203 lines
7.7 KiB
C++
203 lines
7.7 KiB
C++
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/*************************************************************************/
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/* root_motion_view.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "root_motion_view.h"
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#include "scene/animation/animation_tree.h"
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#include "scene/resources/material.h"
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void RootMotionView::set_animation_path(const NodePath &p_path) {
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path = p_path;
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first = true;
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}
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NodePath RootMotionView::get_animation_path() const {
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return path;
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}
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void RootMotionView::set_color(const Color &p_color) {
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color = p_color;
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first = true;
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}
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Color RootMotionView::get_color() const {
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return color;
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}
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void RootMotionView::set_cell_size(float p_size) {
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cell_size = p_size;
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first = true;
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}
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float RootMotionView::get_cell_size() const {
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return cell_size;
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}
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void RootMotionView::set_radius(float p_radius) {
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radius = p_radius;
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first = true;
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}
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float RootMotionView::get_radius() const {
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return radius;
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}
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void RootMotionView::set_zero_y(bool p_zero_y) {
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zero_y = p_zero_y;
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}
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bool RootMotionView::get_zero_y() const {
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return zero_y;
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}
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void RootMotionView::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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VS::get_singleton()->immediate_set_material(immediate, SpatialMaterial::get_material_rid_for_2d(false, true, false, false, false));
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first = true;
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}
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if (p_what == NOTIFICATION_INTERNAL_PROCESS || p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) {
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Transform transform;
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if (has_node(path)) {
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Node *node = get_node(path);
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AnimationTree *tree = Object::cast_to<AnimationTree>(node);
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if (tree && tree->is_active() && tree->get_root_motion_track() != NodePath()) {
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if (is_processing_internal() && tree->get_process_mode() == AnimationTree::ANIMATION_PROCESS_PHYSICS) {
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set_process_internal(false);
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set_physics_process_internal(true);
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}
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if (is_physics_processing_internal() && tree->get_process_mode() == AnimationTree::ANIMATION_PROCESS_IDLE) {
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set_process_internal(true);
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set_physics_process_internal(false);
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}
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transform = tree->get_root_motion_transform();
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}
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}
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if (!first && transform == Transform()) {
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return;
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}
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first = false;
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transform.orthonormalize(); //don't want scale, too imprecise
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transform.affine_invert();
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accumulated = transform * accumulated;
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accumulated.origin.x = Math::fposmod(accumulated.origin.x, cell_size);
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if (zero_y) {
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accumulated.origin.y = 0;
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}
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accumulated.origin.z = Math::fposmod(accumulated.origin.z, cell_size);
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VS::get_singleton()->immediate_clear(immediate);
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int cells_in_radius = int((radius / cell_size) + 1.0);
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VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_LINES);
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for (int i = -cells_in_radius; i < cells_in_radius; i++) {
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for (int j = -cells_in_radius; j < cells_in_radius; j++) {
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Vector3 from(i * cell_size, 0, j * cell_size);
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Vector3 from_i((i + 1) * cell_size, 0, j * cell_size);
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Vector3 from_j(i * cell_size, 0, (j + 1) * cell_size);
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from = accumulated.xform(from);
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from_i = accumulated.xform(from_i);
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from_j = accumulated.xform(from_j);
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Color c = color, c_i = color, c_j = color;
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c.a *= MAX(0, 1.0 - from.length() / radius);
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c_i.a *= MAX(0, 1.0 - from_i.length() / radius);
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c_j.a *= MAX(0, 1.0 - from_j.length() / radius);
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VS::get_singleton()->immediate_color(immediate, c);
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VS::get_singleton()->immediate_vertex(immediate, from);
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VS::get_singleton()->immediate_color(immediate, c_i);
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VS::get_singleton()->immediate_vertex(immediate, from_i);
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VS::get_singleton()->immediate_color(immediate, c);
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VS::get_singleton()->immediate_vertex(immediate, from);
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VS::get_singleton()->immediate_color(immediate, c_j);
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VS::get_singleton()->immediate_vertex(immediate, from_j);
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}
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}
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VS::get_singleton()->immediate_end(immediate);
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}
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}
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AABB RootMotionView::get_aabb() const {
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return AABB(Vector3(-radius, 0, -radius), Vector3(radius * 2, 0.001, radius * 2));
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}
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PoolVector<Face3> RootMotionView::get_faces(uint32_t p_usage_flags) const {
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return PoolVector<Face3>();
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}
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void RootMotionView::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_animation_path", "path"), &RootMotionView::set_animation_path);
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ClassDB::bind_method(D_METHOD("get_animation_path"), &RootMotionView::get_animation_path);
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ClassDB::bind_method(D_METHOD("set_color", "color"), &RootMotionView::set_color);
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ClassDB::bind_method(D_METHOD("get_color"), &RootMotionView::get_color);
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ClassDB::bind_method(D_METHOD("set_cell_size", "size"), &RootMotionView::set_cell_size);
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ClassDB::bind_method(D_METHOD("get_cell_size"), &RootMotionView::get_cell_size);
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ClassDB::bind_method(D_METHOD("set_radius", "size"), &RootMotionView::set_radius);
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ClassDB::bind_method(D_METHOD("get_radius"), &RootMotionView::get_radius);
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ClassDB::bind_method(D_METHOD("set_zero_y", "enable"), &RootMotionView::set_zero_y);
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ClassDB::bind_method(D_METHOD("get_zero_y"), &RootMotionView::get_zero_y);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "animation_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "AnimationTree"), "set_animation_path", "get_animation_path");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "cell_size", PROPERTY_HINT_RANGE, "0.1,16,0.01,or_greater"), "set_cell_size", "get_cell_size");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.1,16,0.01,or_greater"), "set_radius", "get_radius");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "zero_y"), "set_zero_y", "get_zero_y");
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}
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RootMotionView::RootMotionView() {
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zero_y = true;
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radius = 10;
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cell_size = 1;
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set_process_internal(true);
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immediate = RID_PRIME(VisualServer::get_singleton()->immediate_create());
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set_base(immediate);
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color = Color(0.5, 0.5, 1.0);
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}
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RootMotionView::~RootMotionView() {
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set_base(RID());
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VisualServer::get_singleton()->free(immediate);
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}
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