virtualx-engine/scene/2d/skeleton_2d.cpp

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/**************************************************************************/
/* skeleton_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
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#include "skeleton_2d.h"
#include "core/engine.h"
#include "core/math/transform_interpolator.h"
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void Bone2D::_order_changed_in_parent() {
if (skeleton) {
skeleton->_make_bone_setup_dirty();
}
}
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void Bone2D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
Node *parent = get_parent();
if (parent) {
parent->connect("child_order_changed", this, "_order_changed_in_parent");
}
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parent_bone = Object::cast_to<Bone2D>(parent);
skeleton = nullptr;
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while (parent) {
skeleton = Object::cast_to<Skeleton2D>(parent);
if (skeleton) {
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break;
}
if (!Object::cast_to<Bone2D>(parent)) {
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break; //skeletons must be chained to Bone2Ds.
}
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parent = parent->get_parent();
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}
if (skeleton) {
Skeleton2D::Bone bone;
bone.bone = this;
skeleton->bones.push_back(bone);
skeleton->_make_bone_setup_dirty();
}
}
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
if (skeleton) {
skeleton->_make_transform_dirty();
}
}
if (p_what == NOTIFICATION_EXIT_TREE) {
Node *parent = get_parent();
if (parent) {
parent->disconnect("child_order_changed", this, "_order_changed_in_parent");
}
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if (skeleton) {
for (int i = 0; i < skeleton->bones.size(); i++) {
if (skeleton->bones[i].bone == this) {
skeleton->bones.remove(i);
break;
}
}
skeleton->_make_bone_setup_dirty();
skeleton = nullptr;
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}
parent_bone = nullptr;
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}
}
void Bone2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_rest", "rest"), &Bone2D::set_rest);
ClassDB::bind_method(D_METHOD("get_rest"), &Bone2D::get_rest);
ClassDB::bind_method(D_METHOD("apply_rest"), &Bone2D::apply_rest);
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ClassDB::bind_method(D_METHOD("get_skeleton_rest"), &Bone2D::get_skeleton_rest);
ClassDB::bind_method(D_METHOD("get_index_in_skeleton"), &Bone2D::get_index_in_skeleton);
ClassDB::bind_method(D_METHOD("set_default_length", "default_length"), &Bone2D::set_default_length);
ClassDB::bind_method(D_METHOD("get_default_length"), &Bone2D::get_default_length);
ClassDB::bind_method(D_METHOD("_order_changed_in_parent"), &Bone2D::_order_changed_in_parent);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "rest"), "set_rest", "get_rest");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "default_length", PROPERTY_HINT_RANGE, "1,1024,1"), "set_default_length", "get_default_length");
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}
void Bone2D::set_rest(const Transform2D &p_rest) {
rest = p_rest;
if (skeleton) {
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skeleton->_make_bone_setup_dirty();
}
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update_configuration_warning();
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}
Transform2D Bone2D::get_rest() const {
return rest;
}
Transform2D Bone2D::get_skeleton_rest() const {
if (parent_bone) {
return parent_bone->get_skeleton_rest() * rest;
} else {
return rest;
}
}
void Bone2D::apply_rest() {
set_transform(rest);
}
void Bone2D::set_default_length(float p_length) {
default_length = p_length;
}
float Bone2D::get_default_length() const {
return default_length;
}
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int Bone2D::get_index_in_skeleton() const {
ERR_FAIL_COND_V(!skeleton, -1);
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skeleton->_update_bone_setup();
return skeleton_index;
}
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String Bone2D::get_configuration_warning() const {
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String warning = Node2D::get_configuration_warning();
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if (!skeleton) {
if (warning != String()) {
warning += "\n\n";
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}
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if (parent_bone) {
warning += TTR("This Bone2D chain should end at a Skeleton2D node.");
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} else {
warning += TTR("A Bone2D only works with a Skeleton2D or another Bone2D as parent node.");
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}
}
if (rest == Transform2D(0, 0, 0, 0, 0, 0)) {
if (warning != String()) {
warning += "\n\n";
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}
warning += TTR("This bone lacks a proper REST pose. Go to the Skeleton2D node and set one.");
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}
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return warning;
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}
Bone2D::Bone2D() {
skeleton = nullptr;
parent_bone = nullptr;
skeleton_index = -1;
default_length = 16;
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set_notify_local_transform(true);
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//this is a clever hack so the bone knows no rest has been set yet, allowing to show an error.
for (int i = 0; i < 3; i++) {
rest[i] = Vector2(0, 0);
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}
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}
//////////////////////////////////////
void Skeleton2D::_make_bone_setup_dirty() {
if (bone_setup_dirty) {
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return;
}
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bone_setup_dirty = true;
if (is_inside_tree()) {
call_deferred("_update_bone_setup");
}
}
void Skeleton2D::_update_bone_setup() {
if (!bone_setup_dirty) {
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return;
}
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bone_setup_dirty = false;
VS::get_singleton()->skeleton_allocate(skeleton, bones.size(), true);
bones.sort(); //sorty so they are always in the same order/index
for (int i = 0; i < bones.size(); i++) {
bones.write[i].rest_inverse = bones[i].bone->get_skeleton_rest().affine_inverse(); //bind pose
bones.write[i].bone->skeleton_index = i;
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Bone2D *parent_bone = Object::cast_to<Bone2D>(bones[i].bone->get_parent());
if (parent_bone) {
bones.write[i].parent_index = parent_bone->skeleton_index;
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} else {
bones.write[i].parent_index = -1;
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}
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}
transform_dirty = true;
_update_transform();
emit_signal("bone_setup_changed");
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}
void Skeleton2D::_make_transform_dirty() {
if (transform_dirty) {
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return;
}
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transform_dirty = true;
if (is_inside_tree()) {
call_deferred("_update_transform");
}
}
void Skeleton2D::_update_transform() {
if (bone_setup_dirty) {
_update_bone_setup();
return; //above will update transform anyway
}
if (!transform_dirty) {
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return;
}
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transform_dirty = false;
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for (int i = 0; i < bones.size(); i++) {
ERR_CONTINUE(bones[i].parent_index >= i);
if (bones[i].parent_index >= 0) {
bones.write[i].accum_transform = bones[bones[i].parent_index].accum_transform * bones[i].bone->get_transform();
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} else {
bones.write[i].accum_transform = bones[i].bone->get_transform();
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}
}
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for (int i = 0; i < bones.size(); i++) {
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Transform2D final_xform = bones[i].accum_transform * bones[i].rest_inverse;
VS::get_singleton()->skeleton_bone_set_transform_2d(skeleton, i, final_xform);
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}
}
int Skeleton2D::get_bone_count() const {
ERR_FAIL_COND_V(!is_inside_tree(), 0);
if (bone_setup_dirty) {
const_cast<Skeleton2D *>(this)->_update_bone_setup();
}
return bones.size();
}
Bone2D *Skeleton2D::get_bone(int p_idx) {
ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
ERR_FAIL_INDEX_V(p_idx, bones.size(), nullptr);
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return bones[p_idx].bone;
}
void Skeleton2D::_update_process_mode() {
bool process = is_physics_interpolated_and_enabled() && is_visible_in_tree();
set_process_internal(process);
set_physics_process_internal(process);
}
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void Skeleton2D::_ensure_update_interpolation_data() {
uint64_t tick = Engine::get_singleton()->get_physics_frames();
if (_interpolation_data.last_update_physics_tick != tick) {
_interpolation_data.xform_prev = _interpolation_data.xform_curr;
_interpolation_data.last_update_physics_tick = tick;
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}
}
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void Skeleton2D::_physics_interpolated_changed() {
_update_process_mode();
}
void Skeleton2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
if (bone_setup_dirty) {
_update_bone_setup();
}
if (transform_dirty) {
_update_transform();
}
request_ready();
} break;
case NOTIFICATION_ENTER_TREE: {
_update_process_mode();
if (is_physics_interpolated_and_enabled()) {
_interpolation_data.xform_curr = get_global_transform();
_interpolation_data.xform_prev = _interpolation_data.xform_curr;
}
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (is_physics_interpolated_and_enabled()) {
_ensure_update_interpolation_data();
if (Engine::get_singleton()->is_in_physics_frame()) {
_interpolation_data.xform_curr = get_global_transform();
}
} else {
VS::get_singleton()->skeleton_set_base_transform_2d(skeleton, get_global_transform());
}
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
_interpolation_data.xform_curr = get_global_transform();
_interpolation_data.xform_prev = _interpolation_data.xform_curr;
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (is_physics_interpolated_and_enabled()) {
_ensure_update_interpolation_data();
_interpolation_data.xform_curr = get_global_transform();
}
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (is_physics_interpolated_and_enabled()) {
Transform2D res;
TransformInterpolator::interpolate_transform_2d(_interpolation_data.xform_prev, _interpolation_data.xform_curr, res, Engine::get_singleton()->get_physics_interpolation_fraction());
VS::get_singleton()->skeleton_set_base_transform_2d(skeleton, res);
}
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_process_mode();
} break;
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}
}
RID Skeleton2D::get_skeleton() const {
return skeleton;
}
void Skeleton2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_bone_setup"), &Skeleton2D::_update_bone_setup);
ClassDB::bind_method(D_METHOD("_update_transform"), &Skeleton2D::_update_transform);
ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton2D::get_bone_count);
ClassDB::bind_method(D_METHOD("get_bone", "idx"), &Skeleton2D::get_bone);
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ClassDB::bind_method(D_METHOD("get_skeleton"), &Skeleton2D::get_skeleton);
ADD_SIGNAL(MethodInfo("bone_setup_changed"));
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}
Skeleton2D::Skeleton2D() {
bone_setup_dirty = true;
transform_dirty = true;
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skeleton = RID_PRIME(VS::get_singleton()->skeleton_create());
set_notify_transform(true);
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}
Skeleton2D::~Skeleton2D() {
VS::get_singleton()->free(skeleton);
}