pandemonium_engine/modules/entity_spell_system/skeleton/character_skeleton_3d.h

158 lines
4.6 KiB
C++

#ifndef CHARACTER_SKELETON_3D_H
#define CHARACTER_SKELETON_3D_H
#include "core/string/node_path.h"
#include "core/string/ustring.h"
#include "core/containers/vector.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