mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 20:36:53 +01:00
Reimplement animations for LayeredTileMaps.
This commit is contained in:
parent
2934369381
commit
8cc6506c27
@ -181,65 +181,46 @@ void LayeredTileMap::draw_tile(RID p_canvas_item, const Vector2 &p_position, con
|
||||
Rect2i source_rect = atlas_source->get_runtime_tile_texture_region(p_atlas_coords, 0);
|
||||
tex->draw_rect_region(p_canvas_item, dest_rect, source_rect, modulate, transpose, Ref<Texture>(), p_tile_set->is_uv_clipping());
|
||||
} else {
|
||||
// RenderingServer::get_singleton()->canvas_item_add_animation_slice is implemented here in godot4:
|
||||
// https://github.com/godotengine/godot/commit/94d31ac327a8fe6ff7c007b34cb25772bf96d17e
|
||||
|
||||
// RenderingServer::get_singleton()->canvas_item_add_animation_slice in godot4 is actually pretty clever
|
||||
// But this implementation will be relatively easy to break due to the canvas batcher
|
||||
// It would likely work with the code below, but it would be available to scripting too.
|
||||
|
||||
// Possible solution #1
|
||||
|
||||
// So I think it would make a lot more sense to do it in a different way, after the module is working.
|
||||
|
||||
// The api could look like:
|
||||
// RenderingServer::get_singleton()->canvas_item_add_animated_sprite(RID ci, const Array &p_animation_data);
|
||||
// p_animation_data:
|
||||
// [i + 0]: duration
|
||||
// [i + 1]: dest_rect
|
||||
// [i + 2]: source_rect
|
||||
// [i + 3]: modulate
|
||||
// [i + 4]: transpose
|
||||
// [i + 5]: normal
|
||||
// [i + 6]: is_uv_clipping
|
||||
// [i + 7]: Ref<Texture>
|
||||
|
||||
// This could create a new Command. It's internal data could be updated automatically when processing batches.
|
||||
// This would make the api impossible to break in different cases.
|
||||
// Also it would be simple to use for other things.
|
||||
|
||||
// Possible solution #2
|
||||
|
||||
// Handle animated tile updates here
|
||||
// solution #1 is likely easier
|
||||
|
||||
// Possible solution #3
|
||||
|
||||
// Add more canvas items and show/hide them as necessary
|
||||
// solution #1 is likely easier
|
||||
|
||||
ERR_PRINT("TODO Reimplement tile animations!");
|
||||
|
||||
/*
|
||||
real_t speed = atlas_source->get_tile_animation_speed(p_atlas_coords);
|
||||
real_t animation_duration = atlas_source->get_tile_animation_total_duration(p_atlas_coords) / speed;
|
||||
real_t animation_offset = p_normalized_animation_offset * animation_duration;
|
||||
// Accumulate durations unaffected by the speed to avoid accumulating floating point division errors.
|
||||
// Aka do `sum(duration[i]) / speed` instead of `sum(duration[i] / speed)`.
|
||||
real_t time_unscaled = 0.0;
|
||||
|
||||
Array anim_data;
|
||||
|
||||
for (int frame = 0; frame < atlas_source->get_tile_animation_frames_count(p_atlas_coords); frame++) {
|
||||
real_t frame_duration_unscaled = atlas_source->get_tile_animation_frame_duration(p_atlas_coords, frame);
|
||||
real_t slice_start = time_unscaled / speed;
|
||||
real_t slice_end = (time_unscaled + frame_duration_unscaled) / speed;
|
||||
RenderingServer::get_singleton()->canvas_item_add_animation_slice(p_canvas_item, animation_duration, slice_start, slice_end, animation_offset);
|
||||
|
||||
real_t frame_duration_scaled = atlas_source->get_tile_animation_frame_duration(p_atlas_coords, frame) * speed;
|
||||
|
||||
RID tex_rid = tex.is_valid() ? tex->get_rid() : RID();
|
||||
//RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
|
||||
RID normal_rid = RID();
|
||||
|
||||
Rect2i source_rect = atlas_source->get_runtime_tile_texture_region(p_atlas_coords, frame);
|
||||
tex->draw_rect_region(p_canvas_item, dest_rect, source_rect, modulate, transpose, Ref<Texture>(), p_tile_set->is_uv_clipping());
|
||||
|
||||
//tex->draw_rect_region(p_canvas_item, dest_rect, source_rect, modulate, transpose, Ref<Texture>(), p_tile_set->is_uv_clipping());
|
||||
|
||||
Array d;
|
||||
d.resize(8);
|
||||
|
||||
//real_t frame_time = d[0];
|
||||
//Rect2 tex_rect = d[1]; //const Rect2 &p_rect
|
||||
//rect->texture = d[2]; //RID p_texture
|
||||
//Rect2 tex_src_rect = d[3]; //const Rect2 &p_src_rect
|
||||
//rect->modulate = d[4]; //const Color &p_modulate = Color(1, 1, 1)
|
||||
//bool transpose = d[5]; //bool p_transpose = false
|
||||
//rect->normal_map = d[6]; //RID p_normal_map = RID()
|
||||
//bool clip_uv = d[7]; //bool p_clip_uv = false
|
||||
|
||||
d[0] = frame_duration_scaled;
|
||||
d[1] = dest_rect;
|
||||
d[2] = tex_rid;
|
||||
d[3] = source_rect;
|
||||
d[4] = modulate;
|
||||
d[5] = transpose;
|
||||
d[6] = normal_rid;
|
||||
d[7] = p_tile_set->is_uv_clipping();
|
||||
|
||||
time_unscaled += frame_duration_unscaled;
|
||||
anim_data.push_back(d);
|
||||
}
|
||||
RenderingServer::get_singleton()->canvas_item_add_animation_slice(p_canvas_item, 1.0, 0.0, 1.0, 0.0);
|
||||
*/
|
||||
|
||||
RenderingServer::get_singleton()->canvas_item_add_texture_rect_animation(p_canvas_item, anim_data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user