/*************************************************************************/ /* sprite_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "sprite_3d.h" #include "core/core_string_names.h" #include "core/math/triangle_mesh.h" #include "scene/2d/animated_sprite.h" #include "scene/scene_string_names.h" #ifdef TOOLS_ENABLED #include "editor/editor_settings.h" #endif Color SpriteBase3D::_get_color_accum() { if (!color_dirty) { return color_accum; } if (parent_sprite) { color_accum = parent_sprite->_get_color_accum(); } else { color_accum = Color(1, 1, 1, 1); } color_accum.r *= modulate.r; color_accum.g *= modulate.g; color_accum.b *= modulate.b; color_accum.a *= modulate.a; color_dirty = false; return color_accum; } void SpriteBase3D::_propagate_color_changed() { if (color_dirty) { return; } color_dirty = true; _queue_update(); for (List::Element *E = children.front(); E; E = E->next()) { E->get()->_propagate_color_changed(); } } void SpriteBase3D::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE) { if (!pending_update) { _im_update(); } parent_sprite = Object::cast_to(get_parent()); if (parent_sprite) { pI = parent_sprite->children.push_back(this); } } if (p_what == NOTIFICATION_EXIT_TREE) { if (parent_sprite) { parent_sprite->children.erase(pI); pI = nullptr; parent_sprite = nullptr; } } } void SpriteBase3D::draw_texture_rect(Ref p_texture, Rect2 p_dst_rect, Rect2 p_src_rect) { ERR_FAIL_COND(p_texture.is_null()); Rect2 final_rect; Rect2 final_src_rect; if (!p_texture->get_rect_region(p_dst_rect, p_src_rect, final_rect, final_src_rect)) { return; } if (final_rect.size.x == 0 || final_rect.size.y == 0) { return; } // 2D: 3D plane (axes match exactly when `axis == Vector3::AXIS_Z`): // -X+ -X+ // - + // Y +--------+ +--------+ +--------+ Y +--------+ // + | +--+ | | | (2) | | - | 0--1 | // | |ab| | (1) | +--+ | (3) | 3--2 | | |ab| | // | |cd| | --> | |ab| | --> | |cd| | <==> | |cd| | // | +--+ | | |cd| | | |ab| | | 3--2 | // | | | +--+ | | 0--1 | | | // +--------+ +--------+ +--------+ +--------+ // (1) Y-wise shift `final_rect` within `p_dst_rect` so after inverting Y // axis distances between top/bottom borders will be preserved (so for // example AtlasTextures with vertical margins will look the same in 2D/3D). final_rect.position.y = (p_dst_rect.position.y + p_dst_rect.size.y) - ((final_rect.position.y + final_rect.size.y) - p_dst_rect.position.y); Color color = _get_color_accum(); color.a *= get_opacity(); float pixel_size = get_pixel_size(); // (2) Order vertices (0123) bottom-top in 2D / top-bottom in 3D. Vector2 vertices[4] = { (final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size, (final_rect.position + final_rect.size) * pixel_size, (final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size, final_rect.position * pixel_size, }; Vector2 src_tsize = p_texture->get_size(); // Properly setup UVs for impostor textures (AtlasTexture). Ref atlas_tex = p_texture; if (atlas_tex != nullptr) { src_tsize[0] = atlas_tex->get_atlas()->get_width(); src_tsize[1] = atlas_tex->get_atlas()->get_height(); } // (3) Assign UVs (abcd) according to the vertices order (bottom-top in 2D / top-bottom in 3D). Vector2 uvs[4] = { final_src_rect.position / src_tsize, (final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize, (final_src_rect.position + final_src_rect.size) / src_tsize, (final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize, }; if (is_flipped_h()) { SWAP(uvs[0], uvs[1]); SWAP(uvs[2], uvs[3]); } if (is_flipped_v()) { SWAP(uvs[0], uvs[3]); SWAP(uvs[1], uvs[2]); } Vector3 normal; int axis = get_axis(); normal[axis] = 1.0; Plane tangent; if (axis == Vector3::AXIS_X) { tangent = Plane(0, 0, -1, -1); } else { tangent = Plane(1, 0, 0, -1); } int x_axis = ((axis + 1) % 3); int y_axis = ((axis + 2) % 3); if (axis != Vector3::AXIS_Z) { SWAP(x_axis, y_axis); for (int i = 0; i < 4; i++) { //uvs[i] = Vector2(1.0,1.0)-uvs[i]; //SWAP(vertices[i].x,vertices[i].y); if (axis == Vector3::AXIS_Y) { vertices[i].y = -vertices[i].y; } else if (axis == Vector3::AXIS_X) { vertices[i].x = -vertices[i].x; } } } AABB aabb; // Everything except position, color, and UV is compressed PoolVector::Write write_buffer = mesh_buffer.write(); Vector2 normal_oct = RenderingServer::get_singleton()->norm_to_oct(normal); int8_t v_normal[2] = { (int8_t)CLAMP(normal_oct.x * 127, -128, 127), (int8_t)CLAMP(normal_oct.y * 127, -128, 127), }; Vector2 tangent_oct = RenderingServer::get_singleton()->tangent_to_oct(tangent.normal, tangent.d, false); int8_t v_tangent[2] = { (int8_t)CLAMP(tangent_oct.x * 127, -128, 127), (int8_t)CLAMP(tangent_oct.y * 127, -128, 127), }; for (int i = 0; i < 4; i++) { Vector3 vtx; vtx[x_axis] = vertices[i][0]; vtx[y_axis] = vertices[i][1]; if (i == 0) { aabb.position = vtx; aabb.size = Vector3(); } else { aabb.expand_to(vtx); } float v_uv[2] = { uvs[i].x, uvs[i].y }; memcpy(&write_buffer[i * mesh_stride[RS::ARRAY_TEX_UV] + mesh_surface_offsets[RS::ARRAY_TEX_UV]], v_uv, 8); float v_vertex[3] = { vtx.x, vtx.y, vtx.z }; memcpy(&write_buffer[i * mesh_stride[RS::ARRAY_VERTEX] + mesh_surface_offsets[RS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3); memcpy(&write_buffer[i * mesh_stride[RS::ARRAY_NORMAL] + mesh_surface_offsets[RS::ARRAY_NORMAL]], v_normal, 2); memcpy(&write_buffer[i * mesh_stride[RS::ARRAY_TANGENT] + mesh_surface_offsets[RS::ARRAY_TANGENT]], v_tangent, 2); memcpy(&write_buffer[i * mesh_stride[RS::ARRAY_COLOR] + mesh_surface_offsets[RS::ARRAY_COLOR]], color.components, 4 * 4); } write_buffer.release(); RID mesh = get_mesh(); RS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer); RS::get_singleton()->mesh_set_custom_aabb(mesh, aabb); set_aabb(aabb); RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE)); RS::get_singleton()->material_set_shader(get_material(), RS::get_singleton()->material_get_shader(mat)); RS::get_singleton()->material_set_param(get_material(), "texture_albedo", p_texture->get_rid()); if (get_alpha_cut_mode() == ALPHA_CUT_DISABLED) { RS::get_singleton()->material_set_render_priority(get_material(), get_render_priority()); } RS::get_singleton()->instance_set_surface_material(get_instance(), 0, get_material()); } void SpriteBase3D::set_centered(bool p_center) { centered = p_center; _queue_update(); } bool SpriteBase3D::is_centered() const { return centered; } void SpriteBase3D::set_offset(const Point2 &p_offset) { offset = p_offset; _queue_update(); } Point2 SpriteBase3D::get_offset() const { return offset; } void SpriteBase3D::set_flip_h(bool p_flip) { hflip = p_flip; _queue_update(); } bool SpriteBase3D::is_flipped_h() const { return hflip; } void SpriteBase3D::set_flip_v(bool p_flip) { vflip = p_flip; _queue_update(); } bool SpriteBase3D::is_flipped_v() const { return vflip; } void SpriteBase3D::set_modulate(const Color &p_color) { modulate = p_color; _propagate_color_changed(); _queue_update(); } Color SpriteBase3D::get_modulate() const { return modulate; } void SpriteBase3D::set_render_priority(int p_priority) { ERR_FAIL_COND(p_priority < RS::MATERIAL_RENDER_PRIORITY_MIN || p_priority > RS::MATERIAL_RENDER_PRIORITY_MAX); render_priority = p_priority; _queue_update(); } int SpriteBase3D::get_render_priority() const { return render_priority; } void SpriteBase3D::set_pixel_size(float p_amount) { pixel_size = p_amount; _queue_update(); } float SpriteBase3D::get_pixel_size() const { return pixel_size; } void SpriteBase3D::set_opacity(float p_amount) { opacity = p_amount; _queue_update(); } float SpriteBase3D::get_opacity() const { return opacity; } void SpriteBase3D::set_axis(Vector3::Axis p_axis) { ERR_FAIL_INDEX(p_axis, 3); axis = p_axis; _queue_update(); } Vector3::Axis SpriteBase3D::get_axis() const { return axis; } void SpriteBase3D::_im_update() { _draw(); pending_update = false; //texture->draw_rect_region(ci,dst_rect,src_rect,modulate); } void SpriteBase3D::_queue_update() { if (pending_update) { return; } triangle_mesh.unref(); update_gizmos(); pending_update = true; call_deferred(SceneStringNames::get_singleton()->_im_update); } AABB SpriteBase3D::get_aabb() const { return aabb; } PoolVector SpriteBase3D::get_faces(uint32_t p_usage_flags) const { return PoolVector(); } Ref SpriteBase3D::generate_triangle_mesh() const { if (triangle_mesh.is_valid()) { return triangle_mesh; } PoolVector faces; faces.resize(6); PoolVector::Write facesw = faces.write(); Rect2 final_rect = get_item_rect(); if (final_rect.size.x == 0 || final_rect.size.y == 0) { return Ref(); } float pixel_size = get_pixel_size(); Vector2 vertices[4] = { (final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size, (final_rect.position + final_rect.size) * pixel_size, (final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size, final_rect.position * pixel_size, }; int x_axis = ((axis + 1) % 3); int y_axis = ((axis + 2) % 3); if (axis != Vector3::AXIS_Z) { SWAP(x_axis, y_axis); for (int i = 0; i < 4; i++) { if (axis == Vector3::AXIS_Y) { vertices[i].y = -vertices[i].y; } else if (axis == Vector3::AXIS_X) { vertices[i].x = -vertices[i].x; } } } static const int indices[6] = { 0, 1, 2, 0, 2, 3 }; for (int j = 0; j < 6; j++) { int i = indices[j]; Vector3 vtx; vtx[x_axis] = vertices[i][0]; vtx[y_axis] = vertices[i][1]; facesw[j] = vtx; } facesw.release(); triangle_mesh = Ref(memnew(TriangleMesh)); triangle_mesh->create(faces); return triangle_mesh; } void SpriteBase3D::set_draw_flag(DrawFlags p_flag, bool p_enable) { ERR_FAIL_INDEX(p_flag, FLAG_MAX); flags[p_flag] = p_enable; _queue_update(); } bool SpriteBase3D::get_draw_flag(DrawFlags p_flag) const { ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); return flags[p_flag]; } void SpriteBase3D::set_alpha_cut_mode(AlphaCutMode p_mode) { ERR_FAIL_INDEX(p_mode, 3); alpha_cut = p_mode; _queue_update(); } SpriteBase3D::AlphaCutMode SpriteBase3D::get_alpha_cut_mode() const { return alpha_cut; } void SpriteBase3D::set_billboard_mode(SpatialMaterial::BillboardMode p_mode) { ERR_FAIL_INDEX(p_mode, 3); billboard_mode = p_mode; _queue_update(); } SpatialMaterial::BillboardMode SpriteBase3D::get_billboard_mode() const { return billboard_mode; } void AnimatedSprite3D::get_argument_options(const StringName &p_function, int p_idx, List *r_options) const { #ifdef TOOLS_ENABLED const String quote_style = EDITOR_GET("text_editor/completion/use_single_quotes") ? "'" : "\""; #else const String quote_style = "\""; #endif if (p_idx == 0 && p_function == "play" && frames.is_valid()) { List al; frames->get_animation_list(&al); for (List::Element *E = al.front(); E; E = E->next()) { r_options->push_back(quote_style + String(E->get()) + quote_style); } } Node::get_argument_options(p_function, p_idx, r_options); } void SpriteBase3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_centered", "centered"), &SpriteBase3D::set_centered); ClassDB::bind_method(D_METHOD("is_centered"), &SpriteBase3D::is_centered); ClassDB::bind_method(D_METHOD("set_offset", "offset"), &SpriteBase3D::set_offset); ClassDB::bind_method(D_METHOD("get_offset"), &SpriteBase3D::get_offset); ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &SpriteBase3D::set_flip_h); ClassDB::bind_method(D_METHOD("is_flipped_h"), &SpriteBase3D::is_flipped_h); ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &SpriteBase3D::set_flip_v); ClassDB::bind_method(D_METHOD("is_flipped_v"), &SpriteBase3D::is_flipped_v); ClassDB::bind_method(D_METHOD("set_modulate", "modulate"), &SpriteBase3D::set_modulate); ClassDB::bind_method(D_METHOD("get_modulate"), &SpriteBase3D::get_modulate); ClassDB::bind_method(D_METHOD("set_opacity", "opacity"), &SpriteBase3D::set_opacity); ClassDB::bind_method(D_METHOD("get_opacity"), &SpriteBase3D::get_opacity); ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &SpriteBase3D::set_render_priority); ClassDB::bind_method(D_METHOD("get_render_priority"), &SpriteBase3D::get_render_priority); ClassDB::bind_method(D_METHOD("set_pixel_size", "pixel_size"), &SpriteBase3D::set_pixel_size); ClassDB::bind_method(D_METHOD("get_pixel_size"), &SpriteBase3D::get_pixel_size); ClassDB::bind_method(D_METHOD("set_axis", "axis"), &SpriteBase3D::set_axis); ClassDB::bind_method(D_METHOD("get_axis"), &SpriteBase3D::get_axis); ClassDB::bind_method(D_METHOD("set_draw_flag", "flag", "enabled"), &SpriteBase3D::set_draw_flag); ClassDB::bind_method(D_METHOD("get_draw_flag", "flag"), &SpriteBase3D::get_draw_flag); ClassDB::bind_method(D_METHOD("set_alpha_cut_mode", "mode"), &SpriteBase3D::set_alpha_cut_mode); ClassDB::bind_method(D_METHOD("get_alpha_cut_mode"), &SpriteBase3D::get_alpha_cut_mode); ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &SpriteBase3D::set_billboard_mode); ClassDB::bind_method(D_METHOD("get_billboard_mode"), &SpriteBase3D::get_billboard_mode); ClassDB::bind_method(D_METHOD("get_item_rect"), &SpriteBase3D::get_item_rect); ClassDB::bind_method(D_METHOD("generate_triangle_mesh"), &SpriteBase3D::generate_triangle_mesh); ClassDB::bind_method(D_METHOD("_queue_update"), &SpriteBase3D::_queue_update); ClassDB::bind_method(D_METHOD("_im_update"), &SpriteBase3D::_im_update); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "opacity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_opacity", "get_opacity"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001"), "set_pixel_size", "get_pixel_size"); ADD_PROPERTY(PropertyInfo(Variant::INT, "axis", PROPERTY_HINT_ENUM, "X-Axis,Y-Axis,Z-Axis"), "set_axis", "get_axis"); ADD_GROUP("Flags", ""); ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard"), "set_billboard_mode", "get_billboard_mode"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "transparent"), "set_draw_flag", "get_draw_flag", FLAG_TRANSPARENT); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "shaded"), "set_draw_flag", "get_draw_flag", FLAG_SHADED); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "double_sided"), "set_draw_flag", "get_draw_flag", FLAG_DOUBLE_SIDED); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "no_depth_test"), "set_draw_flag", "get_draw_flag", FLAG_DISABLE_DEPTH_TEST); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_draw_flag", "get_draw_flag", FLAG_FIXED_SIZE); ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_cut", PROPERTY_HINT_ENUM, "Disabled,Discard,Opaque Pre-Pass"), "set_alpha_cut_mode", "get_alpha_cut_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RS::MATERIAL_RENDER_PRIORITY_MIN) + "," + itos(RS::MATERIAL_RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority"); BIND_ENUM_CONSTANT(FLAG_TRANSPARENT); BIND_ENUM_CONSTANT(FLAG_SHADED); BIND_ENUM_CONSTANT(FLAG_DOUBLE_SIDED); BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST); BIND_ENUM_CONSTANT(FLAG_FIXED_SIZE); BIND_ENUM_CONSTANT(FLAG_MAX); BIND_ENUM_CONSTANT(ALPHA_CUT_DISABLED); BIND_ENUM_CONSTANT(ALPHA_CUT_DISCARD); BIND_ENUM_CONSTANT(ALPHA_CUT_OPAQUE_PREPASS); } SpriteBase3D::SpriteBase3D() { color_dirty = true; centered = true; hflip = false; vflip = false; parent_sprite = nullptr; pI = nullptr; for (int i = 0; i < FLAG_MAX; i++) { flags[i] = i == FLAG_TRANSPARENT || i == FLAG_DOUBLE_SIDED; } alpha_cut = ALPHA_CUT_DISABLED; billboard_mode = SpatialMaterial::BILLBOARD_DISABLED; axis = Vector3::AXIS_Z; pixel_size = 0.01; modulate = Color(1, 1, 1, 1); pending_update = false; opacity = 1.0; material = RID_PRIME(RenderingServer::get_singleton()->material_create()); // Set defaults for material, names need to match up those in SpatialMaterial RS::get_singleton()->material_set_param(material, "albedo", Color(1, 1, 1, 1)); RS::get_singleton()->material_set_param(material, "specular", 0.5); RS::get_singleton()->material_set_param(material, "metallic", 0.0); RS::get_singleton()->material_set_param(material, "roughness", 1.0); RS::get_singleton()->material_set_param(material, "uv1_offset", Vector3(0, 0, 0)); RS::get_singleton()->material_set_param(material, "uv1_scale", Vector3(1, 1, 1)); RS::get_singleton()->material_set_param(material, "uv2_offset", Vector3(0, 0, 0)); RS::get_singleton()->material_set_param(material, "uv2_scale", Vector3(1, 1, 1)); RS::get_singleton()->material_set_param(material, "alpha_scissor_threshold", 0.98); mesh = RID_PRIME(RenderingServer::get_singleton()->mesh_create()); PoolVector3Array mesh_vertices; PoolVector3Array mesh_normals; PoolRealArray mesh_tangents; PoolColorArray mesh_colors; PoolVector2Array mesh_uvs; mesh_vertices.resize(4); mesh_normals.resize(4); mesh_tangents.resize(16); mesh_colors.resize(4); mesh_uvs.resize(4); // create basic mesh and store format information for (int i = 0; i < 4; i++) { mesh_normals.write()[i] = Vector3(0.0, 0.0, 1.0); mesh_tangents.write()[i * 4 + 0] = 0.0; mesh_tangents.write()[i * 4 + 1] = 0.0; mesh_tangents.write()[i * 4 + 2] = 1.0; mesh_tangents.write()[i * 4 + 3] = 1.0; mesh_colors.write()[i] = Color(1.0, 1.0, 1.0, 1.0); mesh_uvs.write()[i] = Vector2(0.0, 0.0); mesh_vertices.write()[i] = Vector3(0.0, 0.0, 0.0); } Array mesh_array; mesh_array.resize(RS::ARRAY_MAX); mesh_array[RS::ARRAY_VERTEX] = mesh_vertices; mesh_array[RS::ARRAY_NORMAL] = mesh_normals; mesh_array[RS::ARRAY_TANGENT] = mesh_tangents; mesh_array[RS::ARRAY_COLOR] = mesh_colors; mesh_array[RS::ARRAY_TEX_UV] = mesh_uvs; uint32_t compress_format = (RS::ARRAY_COMPRESS_DEFAULT & ~RS::ARRAY_COMPRESS_TEX_UV) & ~RS::ARRAY_COMPRESS_COLOR; compress_format |= RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE; RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RS::PRIMITIVE_TRIANGLE_FAN, mesh_array, Array(), compress_format); const int surface_vertex_len = RS::get_singleton()->mesh_surface_get_array_len(mesh, 0); const int surface_index_len = RS::get_singleton()->mesh_surface_get_array_index_len(mesh, 0); mesh_surface_format = RS::get_singleton()->mesh_surface_get_format(mesh, 0); mesh_buffer = RS::get_singleton()->mesh_surface_get_array(mesh, 0); RS::get_singleton()->mesh_surface_make_offsets_from_format(mesh_surface_format, surface_vertex_len, surface_index_len, mesh_surface_offsets, mesh_stride); set_base(mesh); } SpriteBase3D::~SpriteBase3D() { RenderingServer::get_singleton()->free(mesh); RenderingServer::get_singleton()->free(material); } /////////////////////////////////////////// void Sprite3D::_draw() { if (get_base() != get_mesh()) { set_base(get_mesh()); } if (!texture.is_valid()) { set_base(RID()); return; } Vector2 tsize = texture->get_size(); if (tsize.x == 0 || tsize.y == 0) { return; } Rect2 base_rect; if (region) { base_rect = region_rect; } else { base_rect = Rect2(0, 0, texture->get_width(), texture->get_height()); } Size2 frame_size = base_rect.size / Size2(hframes, vframes); Point2 frame_offset = Point2(frame % hframes, frame / hframes); frame_offset *= frame_size; Point2 dst_offset = get_offset(); if (is_centered()) { dst_offset -= frame_size / 2; } Rect2 src_rect(base_rect.position + frame_offset, frame_size); Rect2 dst_rect(dst_offset, frame_size); draw_texture_rect(texture, dst_rect, src_rect); } void Sprite3D::set_texture(const Ref &p_texture) { if (p_texture == texture) { return; } if (texture.is_valid()) { texture->disconnect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_queue_update); } texture = p_texture; if (texture.is_valid()) { texture->set_flags(texture->get_flags()); //remove repeat from texture, it looks bad in sprites texture->connect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_queue_update); } _queue_update(); } Ref Sprite3D::get_texture() const { return texture; } void Sprite3D::set_region(bool p_region) { if (p_region == region) { return; } region = p_region; _queue_update(); } bool Sprite3D::is_region() const { return region; } void Sprite3D::set_region_rect(const Rect2 &p_region_rect) { bool changed = region_rect != p_region_rect; region_rect = p_region_rect; if (region && changed) { _queue_update(); } } Rect2 Sprite3D::get_region_rect() const { return region_rect; } void Sprite3D::set_frame(int p_frame) { ERR_FAIL_INDEX(p_frame, int64_t(vframes) * hframes); frame = p_frame; _queue_update(); _change_notify("frame"); _change_notify("frame_coords"); emit_signal(SceneStringNames::get_singleton()->frame_changed); } int Sprite3D::get_frame() const { return frame; } void Sprite3D::set_frame_coords(const Vector2 &p_coord) { ERR_FAIL_INDEX(int(p_coord.x), hframes); ERR_FAIL_INDEX(int(p_coord.y), vframes); set_frame(int(p_coord.y) * hframes + int(p_coord.x)); } Vector2 Sprite3D::get_frame_coords() const { return Vector2(frame % hframes, frame / hframes); } void Sprite3D::set_vframes(int p_amount) { ERR_FAIL_COND(p_amount < 1); vframes = p_amount; _queue_update(); _change_notify(); } int Sprite3D::get_vframes() const { return vframes; } void Sprite3D::set_hframes(int p_amount) { ERR_FAIL_COND(p_amount < 1); hframes = p_amount; _queue_update(); _change_notify(); } int Sprite3D::get_hframes() const { return hframes; } Rect2 Sprite3D::get_item_rect() const { if (texture.is_null()) { return Rect2(0, 0, 1, 1); } /* if (texture.is_null()) return CanvasItem::get_item_rect(); */ Size2 s; if (region) { s = region_rect.size; } else { s = texture->get_size(); s = s / Point2(hframes, vframes); } Point2 ofs = get_offset(); if (is_centered()) { ofs -= s / 2; } if (s == Size2(0, 0)) { s = Size2(1, 1); } return Rect2(ofs, s); } void Sprite3D::_validate_property(PropertyInfo &property) const { if (property.name == "frame") { property.hint = PROPERTY_HINT_RANGE; property.hint_string = "0," + itos(vframes * hframes - 1) + ",1"; property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS; } if (property.name == "frame_coords") { property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS; } } void Sprite3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Sprite3D::set_texture); ClassDB::bind_method(D_METHOD("get_texture"), &Sprite3D::get_texture); ClassDB::bind_method(D_METHOD("set_region", "enabled"), &Sprite3D::set_region); ClassDB::bind_method(D_METHOD("is_region"), &Sprite3D::is_region); ClassDB::bind_method(D_METHOD("set_region_rect", "rect"), &Sprite3D::set_region_rect); ClassDB::bind_method(D_METHOD("get_region_rect"), &Sprite3D::get_region_rect); ClassDB::bind_method(D_METHOD("set_frame", "frame"), &Sprite3D::set_frame); ClassDB::bind_method(D_METHOD("get_frame"), &Sprite3D::get_frame); ClassDB::bind_method(D_METHOD("set_frame_coords", "coords"), &Sprite3D::set_frame_coords); ClassDB::bind_method(D_METHOD("get_frame_coords"), &Sprite3D::get_frame_coords); ClassDB::bind_method(D_METHOD("set_vframes", "vframes"), &Sprite3D::set_vframes); ClassDB::bind_method(D_METHOD("get_vframes"), &Sprite3D::get_vframes); ClassDB::bind_method(D_METHOD("set_hframes", "hframes"), &Sprite3D::set_hframes); ClassDB::bind_method(D_METHOD("get_hframes"), &Sprite3D::get_hframes); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture"); ADD_GROUP("Animation", ""); ADD_PROPERTY(PropertyInfo(Variant::INT, "hframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_hframes", "get_hframes"); ADD_PROPERTY(PropertyInfo(Variant::INT, "vframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_vframes", "get_vframes"); ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frame_coords", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_frame_coords", "get_frame_coords"); ADD_GROUP("Region", "region_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_enabled"), "set_region", "is_region"); ADD_PROPERTY(PropertyInfo(Variant::RECT2, "region_rect"), "set_region_rect", "get_region_rect"); ADD_SIGNAL(MethodInfo("frame_changed")); } Sprite3D::Sprite3D() { region = false; frame = 0; vframes = 1; hframes = 1; } //////////////////////////////////////// void AnimatedSprite3D::_draw() { if (get_base() != get_mesh()) { set_base(get_mesh()); } if (frames.is_null()) { return; } if (frame < 0) { return; } if (!frames->has_animation(animation)) { return; } Ref texture = frames->get_frame(animation, frame); if (!texture.is_valid()) { set_base(RID()); return; //no texuture no life } Size2 tsize = texture->get_size(); if (tsize.x == 0 || tsize.y == 0) { return; } Rect2 src_rect; src_rect.size = tsize; Point2 ofs = get_offset(); if (is_centered()) { ofs -= tsize / 2; } Rect2 dst_rect(ofs, tsize); draw_texture_rect(texture, dst_rect, src_rect); } void AnimatedSprite3D::_validate_property(PropertyInfo &property) const { if (!frames.is_valid()) { return; } if (property.name == "animation") { property.hint = PROPERTY_HINT_ENUM; List names; frames->get_animation_list(&names); names.sort_custom(); bool current_found = false; for (List::Element *E = names.front(); E; E = E->next()) { if (E->prev()) { property.hint_string += ","; } property.hint_string += String(E->get()); if (animation == E->get()) { current_found = true; } } if (!current_found) { if (property.hint_string == String()) { property.hint_string = String(animation); } else { property.hint_string = String(animation) + "," + property.hint_string; } } } if (property.name == "frame") { property.hint = PROPERTY_HINT_RANGE; if (frames->has_animation(animation) && frames->get_frame_count(animation) > 1) { property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1"; } property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS; } } void AnimatedSprite3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_INTERNAL_PROCESS: { if (frames.is_null()) { return; } if (!frames->has_animation(animation)) { return; } if (frame < 0) { return; } float remaining = get_process_delta_time(); while (remaining) { float speed = frames->get_animation_speed(animation); if (speed == 0) { return; // Do nothing. } if (timeout <= 0) { timeout = 1.0 / speed; int fc = frames->get_frame_count(animation); if (frame >= fc - 1) { if (frames->get_animation_loop(animation)) { frame = 0; } else { frame = fc - 1; } emit_signal(SceneStringNames::get_singleton()->animation_finished); } else { frame++; } _queue_update(); _change_notify("frame"); emit_signal(SceneStringNames::get_singleton()->frame_changed); } float to_process = MIN(timeout, remaining); remaining -= to_process; timeout -= to_process; } } break; } } void AnimatedSprite3D::set_sprite_frames(const Ref &p_frames) { if (frames.is_valid()) { frames->disconnect("changed", this, "_res_changed"); } frames = p_frames; if (frames.is_valid()) { frames->connect("changed", this, "_res_changed"); } if (!frames.is_valid()) { frame = 0; } else { set_frame(frame); } _change_notify(); _reset_timeout(); _queue_update(); update_configuration_warning(); } Ref AnimatedSprite3D::get_sprite_frames() const { return frames; } void AnimatedSprite3D::set_frame(int p_frame) { if (!frames.is_valid()) { return; } if (frames->has_animation(animation)) { int limit = frames->get_frame_count(animation); if (p_frame >= limit) { p_frame = limit - 1; } } if (p_frame < 0) { p_frame = 0; } if (frame == p_frame) { return; } frame = p_frame; _reset_timeout(); _queue_update(); _change_notify("frame"); emit_signal(SceneStringNames::get_singleton()->frame_changed); } int AnimatedSprite3D::get_frame() const { return frame; } Rect2 AnimatedSprite3D::get_item_rect() const { if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) { return Rect2(0, 0, 1, 1); } Ref t; if (animation) { t = frames->get_frame(animation, frame); } if (t.is_null()) { return Rect2(0, 0, 1, 1); } Size2 s = t->get_size(); Point2 ofs = get_offset(); if (centered) { ofs -= s / 2; } if (s == Size2(0, 0)) { s = Size2(1, 1); } return Rect2(ofs, s); } void AnimatedSprite3D::_res_changed() { set_frame(frame); _change_notify("frame"); _change_notify("animation"); _queue_update(); } void AnimatedSprite3D::_set_playing(bool p_playing) { if (playing == p_playing) { return; } playing = p_playing; _reset_timeout(); set_process_internal(playing); } bool AnimatedSprite3D::_is_playing() const { return playing; } void AnimatedSprite3D::play(const StringName &p_animation) { if (p_animation) { set_animation(p_animation); } _set_playing(true); } void AnimatedSprite3D::stop() { _set_playing(false); } bool AnimatedSprite3D::is_playing() const { return playing; } void AnimatedSprite3D::_reset_timeout() { if (!playing) { return; } if (frames.is_valid() && frames->has_animation(animation)) { float speed = frames->get_animation_speed(animation); if (speed > 0) { timeout = 1.0 / speed; } else { timeout = 0; } } else { timeout = 0; } } void AnimatedSprite3D::set_animation(const StringName &p_animation) { if (animation == p_animation) { return; } animation = p_animation; _reset_timeout(); set_frame(0); _change_notify(); _queue_update(); } StringName AnimatedSprite3D::get_animation() const { return animation; } String AnimatedSprite3D::get_configuration_warning() const { String warning = SpriteBase3D::get_configuration_warning(); if (frames.is_null()) { if (warning != String()) { warning += "\n\n"; } warning += TTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite3D to display frames."); } return warning; } void AnimatedSprite3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite3D::set_sprite_frames); ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite3D::get_sprite_frames); ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite3D::set_animation); ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite3D::get_animation); ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite3D::_set_playing); ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite3D::_is_playing); ClassDB::bind_method(D_METHOD("play", "anim"), &AnimatedSprite3D::play, DEFVAL(StringName())); ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite3D::stop); ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite3D::is_playing); ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite3D::set_frame); ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite3D::get_frame); ClassDB::bind_method(D_METHOD("_res_changed"), &AnimatedSprite3D::_res_changed); ADD_SIGNAL(MethodInfo("frame_changed")); ADD_SIGNAL(MethodInfo("animation_finished")); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames"); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation"), "set_animation", "get_animation"); ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing"); } AnimatedSprite3D::AnimatedSprite3D() { frame = 0; playing = false; animation = "default"; timeout = 0; }