pandemonium_engine/modules/entity_spell_system/skeleton/character_skeleton_3d.h

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#ifndef CHARACTER_SKELETON_3D_H
#define CHARACTER_SKELETON_3D_H
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/*************************************************************************/
/* character_skeleton_3d.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
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#include "core/containers/vector.h"
#include "core/string/node_path.h"
#include "core/string/ustring.h"
#include "scene/main/node.h"
#include "scene/animation/animation_player.h"
#include "scene/animation/animation_tree.h"
#include "../entity_enums.h"
#include "skeleton_model_entry.h"
#include "../data/items/model_visual_entry.h"
#include "../defines.h"
#include "scene/main/spatial.h"
class ModelVisual;
//Rename to HumanoidCharSkeleton -> maybe make that a subclass?
class CharacterSkeleton3D : public Spatial {
GDCLASS(CharacterSkeleton3D, Spatial);
public:
int get_entity_type() const;
void set_entity_type(const int value);
int get_model_index();
void set_model_index(int value);
bool get_model_dirty() const;
void set_model_dirty(bool value);
NodePath attach_point_path_get(const int index) const;
void attach_point_path_set(const int index, const NodePath &path);
Node *attach_point_node_get(const int index);
int attach_point_count() const;
Node *common_attach_point_node_get(const EntityEnums::CommonCharacterSkeletonPoints point);
void common_attach_point_add(const EntityEnums::CommonCharacterSkeletonPoints point, const Ref<PackedScene> &scene);
void common_attach_point_add_timed(const EntityEnums::CommonCharacterSkeletonPoints point, const Ref<PackedScene> &scene, const float time);
void common_attach_point_remove(const EntityEnums::CommonCharacterSkeletonPoints point, const Ref<PackedScene> &scene);
int common_attach_point_index_get(const EntityEnums::CommonCharacterSkeletonPoints point);
virtual int _common_attach_point_index_get(const EntityEnums::CommonCharacterSkeletonPoints point);
NodePath get_animation_player_path();
void set_animation_player_path(NodePath path);
AnimationPlayer *get_animation_player();
NodePath get_animation_tree_path();
void set_animation_tree_path(NodePath path);
AnimationTree *get_animation_tree();
void update_nodes();
int bone_additional_mesh_transform_bone_index_get(const int index) const;
void bone_additional_mesh_transform_bone_index_set(const int index, const int bone_index);
Transform bone_additional_mesh_transform_transform_get(const int index) const;
void bone_additional_mesh_transform_transform_set(const int index, const Transform &transform);
Transform bone_additional_mesh_transform_user_transform_get(const int index) const;
void bone_additional_mesh_transform_user_transform_set(const int index, const Transform &transform);
void bone_additional_mesh_transform_set_count(const int size);
int bone_additional_mesh_transform_get_count() const;
void add_model_visual(Ref<ModelVisual> vis);
void remove_model_visual(Ref<ModelVisual> vis);
void remove_model_visual_index(int index);
Ref<ModelVisual> get_model_visual(int index);
int get_model_visual_count();
void clear_model_visuals();
void add_model_visual_entry(Ref<ModelVisual> vis, Ref<ModelVisualEntry> ive);
void remove_model_visual_entry(Ref<ModelVisual> vis, Ref<ModelVisualEntry> ive);
Ref<SkeletonModelEntry> get_model_entry(const int bone_index, const int index);
int get_model_entry_count(const int bone_index);
void sort_layers();
void build_model();
void _build_model();
Array merge_mesh_array(Array arr) const;
Array bake_mesh_array_uv(Array arr, Ref<Texture> tex, float mul_color = 0.7) const;
CharacterSkeleton3D();
~CharacterSkeleton3D();
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
void _validate_property(PropertyInfo &property) const;
static void _bind_methods();
virtual void _notification(int p_notification);
protected:
struct _ModelEntryComparator {
_FORCE_INLINE_ bool operator()(const Ref<SkeletonModelEntry> &a, const Ref<SkeletonModelEntry> &b) const {
if (!a.is_valid() || !b.is_valid()) {
return false;
}
return (a->get_priority() > b->get_priority());
}
};
struct AttachPointNode {
NodePath path;
Node *node;
AttachPointNode() {
node = NULL;
}
};
struct BoneModelAdditionalMeshTransforms {
int bone_index;
Transform transform;
Transform user_transform;
BoneModelAdditionalMeshTransforms() {
bone_index = 0;
}
};
private:
int _entity_type;
int _model_index;
NodePath _animation_player_path;
NodePath _animation_tree_path;
AnimationPlayer *_animation_player;
AnimationTree *_animation_tree;
Vector<AttachPointNode> _attach_point_nodes;
Vector<BoneModelAdditionalMeshTransforms> _bone_model_additional_mesh_transforms;
bool _model_dirty;
Vector<Ref<ModelVisual>> _model_visuals;
Vector<Vector<Ref<SkeletonModelEntry>>> _entries;
};
#endif