/* Copyright (c) 2019-2022 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_2d.h" #include "../singletons/ess.h" #include "../data/items/model_visual.h" #include "../defines.h" int CharacterSkeleton2D::get_entity_type() const { return _entity_type; } void CharacterSkeleton2D::set_entity_type(const int value) { _entity_type = value; if (ESS::get_singleton()) { int bones_size = ESS::get_singleton()->skeletons_bones_index_get(_entity_type).get_slice_count(","); int attachment_size = ESS::get_singleton()->skeletons_bone_attachment_index_get(_entity_type).get_slice_count(","); _attach_point_nodes.resize(attachment_size); _entries.resize(bones_size); } } int CharacterSkeleton2D::get_model_index() { return _model_index; } void CharacterSkeleton2D::set_model_index(int value) { _model_index = value; } bool CharacterSkeleton2D::get_model_dirty() const { return _model_dirty; } void CharacterSkeleton2D::set_model_dirty(bool value) { _model_dirty = value; } NodePath CharacterSkeleton2D::attach_point_path_get(const int index) const { ERR_FAIL_INDEX_V(index, _attach_point_nodes.size(), NodePath()); return _attach_point_nodes[index].path; } void CharacterSkeleton2D::attach_point_path_set(const int index, const NodePath &path) { ERR_FAIL_INDEX(index, _attach_point_nodes.size()); _attach_point_nodes.write[index].path = path; _attach_point_nodes.write[index].node = get_node_or_null(path); } Node *CharacterSkeleton2D::attach_point_node_get(const int index) { ERR_FAIL_INDEX_V(index, _attach_point_nodes.size(), NULL); return _attach_point_nodes[index].node; } int CharacterSkeleton2D::attach_point_count() const { return _attach_point_nodes.size(); } Node *CharacterSkeleton2D::common_attach_point_node_get(const EntityEnums::CommonCharacterSkeletonPoints index) { ERR_FAIL_INDEX_V(common_attach_point_index_get(index), _attach_point_nodes.size(), NULL); return _attach_point_nodes[common_attach_point_index_get(index)].node; } void CharacterSkeleton2D::common_attach_point_add(const EntityEnums::CommonCharacterSkeletonPoints point, const Ref &scene) { int index = common_attach_point_index_get(point); ERR_FAIL_INDEX(index, _attach_point_nodes.size()); Node *n = _attach_point_nodes[index].node; if (ObjectDB::instance_validate(n) && n->has_method("add")) { n->call("add", scene); } } void CharacterSkeleton2D::common_attach_point_add_timed(const EntityEnums::CommonCharacterSkeletonPoints point, const Ref &scene, const float time) { int index = common_attach_point_index_get(point); ERR_FAIL_INDEX(index, _attach_point_nodes.size()); Node *n = _attach_point_nodes[index].node; if (ObjectDB::instance_validate(n) && n->has_method("add_timed")) { n->call("add_timed", scene, time); } } void CharacterSkeleton2D::common_attach_point_remove(const EntityEnums::CommonCharacterSkeletonPoints point, const Ref &scene) { int index = common_attach_point_index_get(point); ERR_FAIL_INDEX(index, _attach_point_nodes.size()); Node *n = _attach_point_nodes[index].node; if (ObjectDB::instance_validate(n) && n->has_method("remove")) { n->call("remove", scene); } } int CharacterSkeleton2D::common_attach_point_index_get(const EntityEnums::CommonCharacterSkeletonPoints point) { return call("_common_attach_point_index_get", point); } int CharacterSkeleton2D::_common_attach_point_index_get(const EntityEnums::CommonCharacterSkeletonPoints point) { return 0; } NodePath CharacterSkeleton2D::get_animation_player_path() { return _animation_player_path; } void CharacterSkeleton2D::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 *CharacterSkeleton2D::get_animation_player() { return _animation_player; } NodePath CharacterSkeleton2D::get_animation_tree_path() { return _animation_tree_path; } void CharacterSkeleton2D::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 *CharacterSkeleton2D::get_animation_tree() { return _animation_tree; } void CharacterSkeleton2D::update_nodes() { for (int i = 0; i < _attach_point_nodes.size(); ++i) { _attach_point_nodes.write[i].node = get_node_or_null(_attach_point_nodes[i].path); } set_animation_player_path(_animation_player_path); set_animation_tree_path(_animation_tree_path); } void CharacterSkeleton2D::add_model_visual(Ref vis) { ERR_FAIL_COND(!vis.is_valid()); for (int i = 0; i < vis->get_visual_entry_count(); ++i) { Ref e = vis->get_visual_entry(i); if (e.is_valid()) add_model_visual_entry(vis, e); } _model_visuals.push_back(vis); set_process(true); _model_dirty = true; } void CharacterSkeleton2D::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 < _entries.size(); ++i) { Ref e = vis->get_visual_entry(i); if (e.is_valid()) remove_model_visual_entry(vis, e); } _model_visuals.remove(index); set_process(true); _model_dirty = true; } void CharacterSkeleton2D::remove_model_visual_index(int index) { ERR_FAIL_INDEX(index, _model_visuals.size()); set_process(true); _model_dirty = true; _model_visuals.remove(index); } Ref CharacterSkeleton2D::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 CharacterSkeleton2D::get_model_visual_count() { return _model_visuals.size(); } void CharacterSkeleton2D::clear_model_visuals() { _model_visuals.clear(); for (int i = 0; i < _entries.size(); ++i) { _entries.write[i].clear(); } _model_dirty = true; set_process(true); } void CharacterSkeleton2D::add_model_visual_entry(Ref vis, Ref ive) { ERR_FAIL_COND(!vis.is_valid()); ERR_FAIL_COND(!ive.is_valid()); if (ive->get_type() == ModelVisualEntry::MODEL_VISUAL_ENTRY_TYPE_ATTACHMENT) { EntityEnums::CommonCharacterSkeletonPoints target_bone = static_cast(ive->get_bone()); for (int i = 0; i < ive->get_size(); ++i) { Ref ps = ive->get_attachment(i); if (ps.is_valid()) { common_attach_point_add(target_bone, ps); } } return; } int target_bone_idx = ive->get_bone(); ERR_FAIL_INDEX(target_bone_idx, _entries.size()); Vector> &entries = _entries.write[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(vis->get_layer()); //e->set_color(ive->get_color()); e->set_entry(ive); entries.push_back(e); _model_dirty = true; set_process(true); } void CharacterSkeleton2D::remove_model_visual_entry(Ref vis, Ref ive) { ERR_FAIL_COND(!vis.is_valid()); ERR_FAIL_COND(!ive.is_valid()); if (ive->get_type() == ModelVisualEntry::MODEL_VISUAL_ENTRY_TYPE_ATTACHMENT) { EntityEnums::CommonCharacterSkeletonPoints target_bone = static_cast(ive->get_bone()); for (int i = 0; i < ive->get_size(); ++i) { Ref ps = ive->get_attachment(i); if (ps.is_valid()) { common_attach_point_remove(target_bone, ps); } } return; } int target_bone_idx = ive->get_bone(); ERR_FAIL_INDEX(target_bone_idx, _entries.size()); Vector> &entries = _entries.write[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 CharacterSkeleton2D::get_model_entry(const int bone_index, const int index) { ERR_FAIL_INDEX_V(bone_index, _entries.size(), Ref()); ERR_FAIL_INDEX_V(index, _entries[bone_index].size(), Ref()); return _entries[bone_index].get(index); } int CharacterSkeleton2D::get_model_entry_count(const int bone_index) { ERR_FAIL_INDEX_V(bone_index, _entries.size(), 0); return _entries[bone_index].size(); } void CharacterSkeleton2D::sort_layers() { for (int i = 0; i < _entries.size(); ++i) { Vector> &entries = _entries.write[i]; entries.sort_custom<_ModelEntryComparator>(); } } void CharacterSkeleton2D::build_model() { call("_build_model"); } void CharacterSkeleton2D::_build_model() { set_process(false); } Array CharacterSkeleton2D::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 CharacterSkeleton2D::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]; img->lock(); 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); } img->unlock(); arr[VisualServer::ARRAY_COLOR] = colors; return arr; } CharacterSkeleton2D::CharacterSkeleton2D() { _model_dirty = false; _model_index = 0; _entity_type = 0; _animation_player = NULL; _animation_tree = NULL; } CharacterSkeleton2D::~CharacterSkeleton2D() { _attach_point_nodes.clear(); for (int i = 0; i < _entries.size(); ++i) { _entries.write[i].clear(); } _entries.clear(); _model_visuals.clear(); } void CharacterSkeleton2D::_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; } } bool CharacterSkeleton2D::_set(const StringName &p_name, const Variant &p_value) { String name = p_name; if (name.begins_with("attach_point_paths")) { int index = name.get_slicec('/', 1).get_slicec('_', 0).to_int(); if (index >= _attach_point_nodes.size()) { _attach_point_nodes.resize(index + 1); } NodePath np = p_value; _attach_point_nodes.write[index].path = np; if (is_inside_tree()) _attach_point_nodes.write[index].node = get_node_or_null(p_value); return true; } return false; } bool CharacterSkeleton2D::_get(const StringName &p_name, Variant &r_ret) const { String name = p_name; if (name.begins_with("attach_point_paths")) { int index = name.get_slicec('/', 1).get_slicec('_', 0).to_int(); if (index >= _attach_point_nodes.size()) { return false; } r_ret = _attach_point_nodes[index].path; return true; } return false; } void CharacterSkeleton2D::_get_property_list(List *p_list) const { if (ESS::get_singleton()->skeletons_bone_attachments_count() == 0) { return; } String bones = ESS::get_singleton()->skeletons_bone_attachment_index_get(_entity_type); int slicec = bones.get_slice_count(","); for (int i = 0; i < slicec; ++i) { p_list->push_back(PropertyInfo(Variant::NODE_PATH, "attach_point_paths/" + itos(i) + "_" + bones.get_slicec(',', i))); } } void CharacterSkeleton2D::_validate_property(PropertyInfo &property) const { if (property.name == "entity_type") { property.hint_string = ESS::get_singleton()->entity_types_get(); } } void CharacterSkeleton2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_entity_type"), &CharacterSkeleton2D::get_entity_type); ClassDB::bind_method(D_METHOD("set_entity_type", "value"), &CharacterSkeleton2D::set_entity_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "entity_type", PROPERTY_HINT_ENUM, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_entity_type", "get_entity_type"); ClassDB::bind_method(D_METHOD("get_model_index"), &CharacterSkeleton2D::get_model_index); ClassDB::bind_method(D_METHOD("set_model_index", "value"), &CharacterSkeleton2D::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"), &CharacterSkeleton2D::add_model_visual); ClassDB::bind_method(D_METHOD("remove_model_visual", "vis"), &CharacterSkeleton2D::remove_model_visual); ClassDB::bind_method(D_METHOD("remove_model_visual_index", "index"), &CharacterSkeleton2D::remove_model_visual_index); ClassDB::bind_method(D_METHOD("get_model_visual", "index"), &CharacterSkeleton2D::get_model_visual); ClassDB::bind_method(D_METHOD("get_model_visual_count"), &CharacterSkeleton2D::get_model_visual_count); ClassDB::bind_method(D_METHOD("clear_model_visuals"), &CharacterSkeleton2D::clear_model_visuals); BIND_VMETHOD(MethodInfo("_build_model")); ClassDB::bind_method(D_METHOD("get_model_dirty"), &CharacterSkeleton2D::get_model_dirty); ClassDB::bind_method(D_METHOD("set_model_dirty", "value"), &CharacterSkeleton2D::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"), &CharacterSkeleton2D::get_animation_player_path); ClassDB::bind_method(D_METHOD("set_animation_player_path", "path"), &CharacterSkeleton2D::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"), &CharacterSkeleton2D::get_animation_tree_path); ClassDB::bind_method(D_METHOD("set_animation_tree_path", "path"), &CharacterSkeleton2D::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"), &CharacterSkeleton2D::add_model_visual_entry); ClassDB::bind_method(D_METHOD("remove_model_visual_entry", "vis", "ive"), &CharacterSkeleton2D::remove_model_visual_entry); ClassDB::bind_method(D_METHOD("get_model_entry", "bone_index", "index"), &CharacterSkeleton2D::get_model_entry); ClassDB::bind_method(D_METHOD("get_model_entry_count", "bone_index"), &CharacterSkeleton2D::get_model_entry_count); ClassDB::bind_method(D_METHOD("sort_layers"), &CharacterSkeleton2D::sort_layers); ClassDB::bind_method(D_METHOD("build_model"), &CharacterSkeleton2D::build_model); ClassDB::bind_method(D_METHOD("_build_model"), &CharacterSkeleton2D::_build_model); ClassDB::bind_method(D_METHOD("merge_mesh_array", "arr"), &CharacterSkeleton2D::merge_mesh_array); ClassDB::bind_method(D_METHOD("bake_mesh_array_uv", "arr", "tex", "mul_color"), &CharacterSkeleton2D::bake_mesh_array_uv, DEFVAL(0.7)); //Bone Paths ClassDB::bind_method(D_METHOD("attach_point_path_get", "index"), &CharacterSkeleton2D::attach_point_path_get); ClassDB::bind_method(D_METHOD("attach_point_path_set", "index", "path"), &CharacterSkeleton2D::attach_point_path_set); ClassDB::bind_method(D_METHOD("attach_point_node_get", "index"), &CharacterSkeleton2D::attach_point_node_get); ClassDB::bind_method(D_METHOD("attach_point_count"), &CharacterSkeleton2D::attach_point_count); BIND_VMETHOD(MethodInfo("_common_attach_point_index_get", PropertyInfo(Variant::INT, "point", PROPERTY_HINT_NONE, EntityEnums::BINDING_STRING_COMMON_CHARCATER_SKELETON_POINTS))); ClassDB::bind_method(D_METHOD("common_attach_point_node_get", "point"), &CharacterSkeleton2D::common_attach_point_node_get); ClassDB::bind_method(D_METHOD("common_attach_point_add", "point", "scene"), &CharacterSkeleton2D::common_attach_point_add); ClassDB::bind_method(D_METHOD("common_attach_point_add_timed", "point", "scene", "time"), &CharacterSkeleton2D::common_attach_point_add_timed); ClassDB::bind_method(D_METHOD("common_attach_point_remove", "point", "scene"), &CharacterSkeleton2D::common_attach_point_remove); ClassDB::bind_method(D_METHOD("common_attach_point_index_get", "point"), &CharacterSkeleton2D::common_attach_point_index_get); ClassDB::bind_method(D_METHOD("_common_attach_point_index_get", "point"), &CharacterSkeleton2D::_common_attach_point_index_get); ClassDB::bind_method(D_METHOD("get_animation_player"), &CharacterSkeleton2D::get_animation_player); ClassDB::bind_method(D_METHOD("get_animation_tree"), &CharacterSkeleton2D::get_animation_tree); ClassDB::bind_method(D_METHOD("update_nodes"), &CharacterSkeleton2D::update_nodes); }