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