1514 lines
46 KiB
C++
1514 lines
46 KiB
C++
/**************************************************************************/
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/* sprite_3d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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 "sprite_3d.h"
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#include "scene/resources/atlas_texture.h"
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Color SpriteBase3D::_get_color_accum() {
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if (!color_dirty) {
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return color_accum;
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}
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if (parent_sprite) {
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color_accum = parent_sprite->_get_color_accum();
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} else {
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color_accum = Color(1, 1, 1, 1);
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}
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color_accum.r *= modulate.r;
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color_accum.g *= modulate.g;
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color_accum.b *= modulate.b;
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color_accum.a *= modulate.a;
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color_dirty = false;
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return color_accum;
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}
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void SpriteBase3D::_propagate_color_changed() {
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if (color_dirty) {
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return;
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}
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color_dirty = true;
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_queue_redraw();
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for (SpriteBase3D *&E : children) {
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E->_propagate_color_changed();
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}
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}
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void SpriteBase3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (!pending_update) {
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_im_update();
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}
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parent_sprite = Object::cast_to<SpriteBase3D>(get_parent());
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if (parent_sprite) {
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pI = parent_sprite->children.push_back(this);
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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if (parent_sprite) {
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parent_sprite->children.erase(pI);
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pI = nullptr;
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parent_sprite = nullptr;
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}
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} break;
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}
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}
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void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect, Rect2 p_src_rect) {
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ERR_FAIL_COND(p_texture.is_null());
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Rect2 final_rect;
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Rect2 final_src_rect;
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if (!p_texture->get_rect_region(p_dst_rect, p_src_rect, final_rect, final_src_rect)) {
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return;
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}
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if (final_rect.size.x == 0 || final_rect.size.y == 0) {
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return;
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}
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// 2D: 3D plane (axes match exactly when `axis == Vector3::AXIS_Z`):
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// -X+ -X+
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// - +
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// Y +--------+ +--------+ +--------+ Y +--------+
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// + | +--+ | | | (2) | | - | 0--1 |
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// | |ab| | (1) | +--+ | (3) | 3--2 | | |ab| |
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// | |cd| | --> | |ab| | --> | |cd| | <==> | |cd| |
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// | +--+ | | |cd| | | |ab| | | 3--2 |
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// | | | +--+ | | 0--1 | | |
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// +--------+ +--------+ +--------+ +--------+
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// (1) Y-wise shift `final_rect` within `p_dst_rect` so after inverting Y
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// axis distances between top/bottom borders will be preserved (so for
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// example AtlasTextures with vertical margins will look the same in 2D/3D).
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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);
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Color color = _get_color_accum();
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real_t px_size = get_pixel_size();
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// (2) Order vertices (0123) bottom-top in 2D / top-bottom in 3D.
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Vector2 vertices[4] = {
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(final_rect.position + Vector2(0, final_rect.size.y)) * px_size,
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(final_rect.position + final_rect.size) * px_size,
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(final_rect.position + Vector2(final_rect.size.x, 0)) * px_size,
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final_rect.position * px_size,
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};
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Vector2 src_tsize = p_texture->get_size();
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// Properly setup UVs for impostor textures (AtlasTexture).
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Ref<AtlasTexture> atlas_tex = p_texture;
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if (atlas_tex != nullptr) {
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src_tsize[0] = atlas_tex->get_atlas()->get_width();
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src_tsize[1] = atlas_tex->get_atlas()->get_height();
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}
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// (3) Assign UVs (abcd) according to the vertices order (bottom-top in 2D / top-bottom in 3D).
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Vector2 uvs[4] = {
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final_src_rect.position / src_tsize,
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(final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize,
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(final_src_rect.position + final_src_rect.size) / src_tsize,
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(final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize,
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};
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if (is_flipped_h()) {
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SWAP(uvs[0], uvs[1]);
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SWAP(uvs[2], uvs[3]);
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}
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if (is_flipped_v()) {
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SWAP(uvs[0], uvs[3]);
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SWAP(uvs[1], uvs[2]);
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}
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Vector3 normal;
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int ax = get_axis();
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normal[ax] = 1.0;
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Plane tangent;
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if (ax == Vector3::AXIS_X) {
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tangent = Plane(0, 0, -1, 1);
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} else {
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tangent = Plane(1, 0, 0, 1);
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}
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int x_axis = ((ax + 1) % 3);
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int y_axis = ((ax + 2) % 3);
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if (ax != Vector3::AXIS_Z) {
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SWAP(x_axis, y_axis);
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for (int i = 0; i < 4; i++) {
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//uvs[i] = Vector2(1.0,1.0)-uvs[i];
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//SWAP(vertices[i].x,vertices[i].y);
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if (ax == Vector3::AXIS_Y) {
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vertices[i].y = -vertices[i].y;
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} else if (ax == Vector3::AXIS_X) {
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vertices[i].x = -vertices[i].x;
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}
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}
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}
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AABB aabb_new;
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// Everything except position and UV is compressed.
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uint8_t *vertex_write_buffer = vertex_buffer.ptrw();
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uint8_t *attribute_write_buffer = attribute_buffer.ptrw();
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uint32_t v_normal;
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{
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Vector2 res = normal.octahedron_encode();
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uint32_t value = 0;
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value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535);
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value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16;
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v_normal = value;
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}
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uint32_t v_tangent;
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{
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Plane t = tangent;
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Vector2 res = t.normal.octahedron_tangent_encode(t.d);
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uint32_t value = 0;
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value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535);
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value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16;
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if (value == 4294901760) {
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// (1, 1) and (0, 1) decode to the same value, but (0, 1) messes with our compression detection.
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// So we sanitize here.
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value = 4294967295;
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}
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v_tangent = value;
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}
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uint8_t v_color[4] = {
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uint8_t(CLAMP(color.r * 255.0, 0.0, 255.0)),
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uint8_t(CLAMP(color.g * 255.0, 0.0, 255.0)),
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uint8_t(CLAMP(color.b * 255.0, 0.0, 255.0)),
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uint8_t(CLAMP(color.a * 255.0, 0.0, 255.0))
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};
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for (int i = 0; i < 4; i++) {
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Vector3 vtx;
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vtx[x_axis] = vertices[i][0];
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vtx[y_axis] = vertices[i][1];
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if (i == 0) {
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aabb_new.position = vtx;
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aabb_new.size = Vector3();
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} else {
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aabb_new.expand_to(vtx);
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}
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float v_uv[2] = { (float)uvs[i].x, (float)uvs[i].y };
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memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_TEX_UV]], v_uv, 8);
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float v_vertex[3] = { (float)vtx.x, (float)vtx.y, (float)vtx.z };
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memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
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memcpy(&vertex_write_buffer[i * normal_tangent_stride + mesh_surface_offsets[RS::ARRAY_NORMAL]], &v_normal, 4);
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memcpy(&vertex_write_buffer[i * normal_tangent_stride + mesh_surface_offsets[RS::ARRAY_TANGENT]], &v_tangent, 4);
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memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_COLOR]], v_color, 4);
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}
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RID mesh_new = get_mesh();
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RS::get_singleton()->mesh_surface_update_vertex_region(mesh_new, 0, 0, vertex_buffer);
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RS::get_singleton()->mesh_surface_update_attribute_region(mesh_new, 0, 0, attribute_buffer);
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RS::get_singleton()->mesh_set_custom_aabb(mesh_new, aabb_new);
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set_aabb(aabb_new);
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RS::get_singleton()->material_set_param(get_material(), "alpha_scissor_threshold", alpha_scissor_threshold);
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RS::get_singleton()->material_set_param(get_material(), "alpha_hash_scale", alpha_hash_scale);
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RS::get_singleton()->material_set_param(get_material(), "alpha_antialiasing_edge", alpha_antialiasing_edge);
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BaseMaterial3D::Transparency mat_transparency = BaseMaterial3D::Transparency::TRANSPARENCY_DISABLED;
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if (get_draw_flag(FLAG_TRANSPARENT)) {
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if (get_alpha_cut_mode() == ALPHA_CUT_DISCARD) {
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mat_transparency = BaseMaterial3D::Transparency::TRANSPARENCY_ALPHA_SCISSOR;
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} else if (get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS) {
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mat_transparency = BaseMaterial3D::Transparency::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS;
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} else if (get_alpha_cut_mode() == ALPHA_CUT_HASH) {
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mat_transparency = BaseMaterial3D::Transparency::TRANSPARENCY_ALPHA_HASH;
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} else {
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mat_transparency = BaseMaterial3D::Transparency::TRANSPARENCY_ALPHA;
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}
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}
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RID shader_rid;
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StandardMaterial3D::get_material_for_2d(get_draw_flag(FLAG_SHADED), mat_transparency, get_draw_flag(FLAG_DOUBLE_SIDED), get_billboard_mode() == StandardMaterial3D::BILLBOARD_ENABLED, get_billboard_mode() == StandardMaterial3D::BILLBOARD_FIXED_Y, false, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE), get_texture_filter(), alpha_antialiasing_mode, &shader_rid);
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if (last_shader != shader_rid) {
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RS::get_singleton()->material_set_shader(get_material(), shader_rid);
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last_shader = shader_rid;
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}
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if (last_texture != p_texture->get_rid()) {
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RS::get_singleton()->material_set_param(get_material(), "texture_albedo", p_texture->get_rid());
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last_texture = p_texture->get_rid();
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}
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if (get_alpha_cut_mode() == ALPHA_CUT_DISABLED) {
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RS::get_singleton()->material_set_render_priority(get_material(), get_render_priority());
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RS::get_singleton()->mesh_surface_set_material(mesh, 0, get_material());
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}
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}
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void SpriteBase3D::set_centered(bool p_center) {
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if (centered == p_center) {
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return;
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}
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centered = p_center;
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_queue_redraw();
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}
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bool SpriteBase3D::is_centered() const {
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return centered;
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}
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void SpriteBase3D::set_offset(const Point2 &p_offset) {
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if (offset == p_offset) {
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return;
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}
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offset = p_offset;
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_queue_redraw();
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}
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Point2 SpriteBase3D::get_offset() const {
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return offset;
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}
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void SpriteBase3D::set_flip_h(bool p_flip) {
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if (hflip == p_flip) {
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return;
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}
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hflip = p_flip;
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_queue_redraw();
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}
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bool SpriteBase3D::is_flipped_h() const {
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return hflip;
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}
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void SpriteBase3D::set_flip_v(bool p_flip) {
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if (vflip == p_flip) {
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return;
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}
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vflip = p_flip;
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_queue_redraw();
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}
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bool SpriteBase3D::is_flipped_v() const {
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return vflip;
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}
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void SpriteBase3D::set_modulate(const Color &p_color) {
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if (modulate == p_color) {
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return;
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}
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modulate = p_color;
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_propagate_color_changed();
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_queue_redraw();
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}
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Color SpriteBase3D::get_modulate() const {
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return modulate;
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}
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void SpriteBase3D::set_render_priority(int p_priority) {
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ERR_FAIL_COND(p_priority < RS::MATERIAL_RENDER_PRIORITY_MIN || p_priority > RS::MATERIAL_RENDER_PRIORITY_MAX);
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if (render_priority == p_priority) {
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return;
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}
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render_priority = p_priority;
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_queue_redraw();
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}
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int SpriteBase3D::get_render_priority() const {
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return render_priority;
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}
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void SpriteBase3D::set_pixel_size(real_t p_amount) {
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if (pixel_size == p_amount) {
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return;
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}
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pixel_size = p_amount;
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_queue_redraw();
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}
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real_t SpriteBase3D::get_pixel_size() const {
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return pixel_size;
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}
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void SpriteBase3D::set_axis(Vector3::Axis p_axis) {
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ERR_FAIL_INDEX(p_axis, 3);
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if (axis == p_axis) {
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return;
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}
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axis = p_axis;
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_queue_redraw();
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}
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Vector3::Axis SpriteBase3D::get_axis() const {
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return axis;
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}
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void SpriteBase3D::_im_update() {
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_draw();
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pending_update = false;
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//texture->draw_rect_region(ci,dst_rect,src_rect,modulate);
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}
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void SpriteBase3D::_queue_redraw() {
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// The 3D equivalent of CanvasItem.queue_redraw().
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if (pending_update) {
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return;
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}
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triangle_mesh.unref();
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update_gizmos();
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pending_update = true;
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callable_mp(this, &SpriteBase3D::_im_update).call_deferred();
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}
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AABB SpriteBase3D::get_aabb() const {
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return aabb;
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}
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Ref<TriangleMesh> SpriteBase3D::generate_triangle_mesh() const {
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if (triangle_mesh.is_valid()) {
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return triangle_mesh;
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}
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Vector<Vector3> faces;
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faces.resize(6);
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Vector3 *facesw = faces.ptrw();
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Rect2 final_rect = get_item_rect();
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if (final_rect.size.x == 0 || final_rect.size.y == 0) {
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return Ref<TriangleMesh>();
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}
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real_t px_size = get_pixel_size();
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Vector2 vertices[4] = {
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(final_rect.position + Vector2(0, final_rect.size.y)) * px_size,
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(final_rect.position + final_rect.size) * px_size,
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(final_rect.position + Vector2(final_rect.size.x, 0)) * px_size,
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final_rect.position * px_size,
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};
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int x_axis = ((axis + 1) % 3);
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int y_axis = ((axis + 2) % 3);
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if (axis != Vector3::AXIS_Z) {
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SWAP(x_axis, y_axis);
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for (int i = 0; i < 4; i++) {
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if (axis == Vector3::AXIS_Y) {
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vertices[i].y = -vertices[i].y;
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} else if (axis == Vector3::AXIS_X) {
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vertices[i].x = -vertices[i].x;
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}
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}
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}
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static const int indices[6] = {
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0, 1, 2,
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0, 2, 3
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};
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for (int j = 0; j < 6; j++) {
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int i = indices[j];
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Vector3 vtx;
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vtx[x_axis] = vertices[i][0];
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vtx[y_axis] = vertices[i][1];
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facesw[j] = vtx;
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}
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triangle_mesh = Ref<TriangleMesh>(memnew(TriangleMesh));
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triangle_mesh->create(faces);
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return triangle_mesh;
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}
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void SpriteBase3D::set_draw_flag(DrawFlags p_flag, bool p_enable) {
|
|
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
|
|
|
|
if (flags[p_flag] == p_enable) {
|
|
return;
|
|
}
|
|
|
|
flags[p_flag] = p_enable;
|
|
_queue_redraw();
|
|
}
|
|
|
|
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, ALPHA_CUT_MAX);
|
|
|
|
if (alpha_cut == p_mode) {
|
|
return;
|
|
}
|
|
|
|
alpha_cut = p_mode;
|
|
_queue_redraw();
|
|
}
|
|
|
|
SpriteBase3D::AlphaCutMode SpriteBase3D::get_alpha_cut_mode() const {
|
|
return alpha_cut;
|
|
}
|
|
|
|
void SpriteBase3D::set_alpha_hash_scale(float p_hash_scale) {
|
|
if (alpha_hash_scale == p_hash_scale) {
|
|
return;
|
|
}
|
|
|
|
alpha_hash_scale = p_hash_scale;
|
|
_queue_redraw();
|
|
}
|
|
|
|
float SpriteBase3D::get_alpha_hash_scale() const {
|
|
return alpha_hash_scale;
|
|
}
|
|
|
|
void SpriteBase3D::set_alpha_scissor_threshold(float p_threshold) {
|
|
if (alpha_scissor_threshold == p_threshold) {
|
|
return;
|
|
}
|
|
|
|
alpha_scissor_threshold = p_threshold;
|
|
_queue_redraw();
|
|
}
|
|
|
|
float SpriteBase3D::get_alpha_scissor_threshold() const {
|
|
return alpha_scissor_threshold;
|
|
}
|
|
|
|
void SpriteBase3D::set_alpha_antialiasing(BaseMaterial3D::AlphaAntiAliasing p_alpha_aa) {
|
|
if (alpha_antialiasing_mode == p_alpha_aa) {
|
|
return;
|
|
}
|
|
|
|
alpha_antialiasing_mode = p_alpha_aa;
|
|
_queue_redraw();
|
|
}
|
|
|
|
BaseMaterial3D::AlphaAntiAliasing SpriteBase3D::get_alpha_antialiasing() const {
|
|
return alpha_antialiasing_mode;
|
|
}
|
|
|
|
void SpriteBase3D::set_alpha_antialiasing_edge(float p_edge) {
|
|
if (alpha_antialiasing_edge == p_edge) {
|
|
return;
|
|
}
|
|
|
|
alpha_antialiasing_edge = p_edge;
|
|
_queue_redraw();
|
|
}
|
|
|
|
float SpriteBase3D::get_alpha_antialiasing_edge() const {
|
|
return alpha_antialiasing_edge;
|
|
}
|
|
|
|
void SpriteBase3D::set_billboard_mode(StandardMaterial3D::BillboardMode p_mode) {
|
|
ERR_FAIL_INDEX(p_mode, 3); // Cannot use BILLBOARD_PARTICLES.
|
|
|
|
if (billboard_mode == p_mode) {
|
|
return;
|
|
}
|
|
|
|
billboard_mode = p_mode;
|
|
_queue_redraw();
|
|
}
|
|
|
|
StandardMaterial3D::BillboardMode SpriteBase3D::get_billboard_mode() const {
|
|
return billboard_mode;
|
|
}
|
|
|
|
void SpriteBase3D::set_texture_filter(StandardMaterial3D::TextureFilter p_filter) {
|
|
if (texture_filter == p_filter) {
|
|
return;
|
|
}
|
|
|
|
texture_filter = p_filter;
|
|
_queue_redraw();
|
|
}
|
|
|
|
StandardMaterial3D::TextureFilter SpriteBase3D::get_texture_filter() const {
|
|
return texture_filter;
|
|
}
|
|
|
|
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_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_alpha_scissor_threshold", "threshold"), &SpriteBase3D::set_alpha_scissor_threshold);
|
|
ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &SpriteBase3D::get_alpha_scissor_threshold);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_alpha_hash_scale", "threshold"), &SpriteBase3D::set_alpha_hash_scale);
|
|
ClassDB::bind_method(D_METHOD("get_alpha_hash_scale"), &SpriteBase3D::get_alpha_hash_scale);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_alpha_antialiasing", "alpha_aa"), &SpriteBase3D::set_alpha_antialiasing);
|
|
ClassDB::bind_method(D_METHOD("get_alpha_antialiasing"), &SpriteBase3D::get_alpha_antialiasing);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_alpha_antialiasing_edge", "edge"), &SpriteBase3D::set_alpha_antialiasing_edge);
|
|
ClassDB::bind_method(D_METHOD("get_alpha_antialiasing_edge"), &SpriteBase3D::get_alpha_antialiasing_edge);
|
|
|
|
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("set_texture_filter", "mode"), &SpriteBase3D::set_texture_filter);
|
|
ClassDB::bind_method(D_METHOD("get_texture_filter"), &SpriteBase3D::get_texture_filter);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_item_rect"), &SpriteBase3D::get_item_rect);
|
|
ClassDB::bind_method(D_METHOD("generate_triangle_mesh"), &SpriteBase3D::generate_triangle_mesh);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "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::FLOAT, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001,suffix:m"), "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,Alpha Hash"), "set_alpha_cut_mode", "get_alpha_cut_mode");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_hash_scale", PROPERTY_HINT_RANGE, "0,2,0.01"), "set_alpha_hash_scale", "get_alpha_hash_scale");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_antialiasing_mode", PROPERTY_HINT_ENUM, "Disabled,Alpha Edge Blend,Alpha Edge Clip"), "set_alpha_antialiasing", "get_alpha_antialiasing");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_antialiasing_edge", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_antialiasing_edge", "get_alpha_antialiasing_edge");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
|
|
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);
|
|
BIND_ENUM_CONSTANT(ALPHA_CUT_HASH);
|
|
}
|
|
|
|
SpriteBase3D::SpriteBase3D() {
|
|
for (int i = 0; i < FLAG_MAX; i++) {
|
|
flags[i] = i == FLAG_TRANSPARENT || i == FLAG_DOUBLE_SIDED;
|
|
}
|
|
|
|
material = RenderingServer::get_singleton()->material_create();
|
|
// Set defaults for material, names need to match up those in StandardMaterial3D.
|
|
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));
|
|
|
|
mesh = RenderingServer::get_singleton()->mesh_create();
|
|
|
|
PackedVector3Array mesh_vertices;
|
|
PackedVector3Array mesh_normals;
|
|
PackedFloat32Array mesh_tangents;
|
|
PackedColorArray mesh_colors;
|
|
PackedVector2Array mesh_uvs;
|
|
PackedInt32Array indices;
|
|
|
|
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] = 1.0;
|
|
mesh_tangents.write[i * 4 + 1] = 0.0;
|
|
mesh_tangents.write[i * 4 + 2] = 0.0;
|
|
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);
|
|
}
|
|
|
|
indices.resize(6);
|
|
indices.write[0] = 0;
|
|
indices.write[1] = 1;
|
|
indices.write[2] = 2;
|
|
indices.write[3] = 0;
|
|
indices.write[4] = 2;
|
|
indices.write[5] = 3;
|
|
|
|
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;
|
|
mesh_array[RS::ARRAY_INDEX] = indices;
|
|
|
|
RS::SurfaceData sd;
|
|
RS::get_singleton()->mesh_create_surface_data_from_arrays(&sd, RS::PRIMITIVE_TRIANGLES, mesh_array);
|
|
|
|
mesh_surface_format = sd.format;
|
|
vertex_buffer = sd.vertex_data;
|
|
attribute_buffer = sd.attribute_data;
|
|
|
|
sd.material = material;
|
|
|
|
RS::get_singleton()->mesh_surface_make_offsets_from_format(sd.format, sd.vertex_count, sd.index_count, mesh_surface_offsets, vertex_stride, normal_tangent_stride, attrib_stride, skin_stride);
|
|
RS::get_singleton()->mesh_add_surface(mesh, sd);
|
|
set_base(mesh);
|
|
}
|
|
|
|
SpriteBase3D::~SpriteBase3D() {
|
|
ERR_FAIL_NULL(RenderingServer::get_singleton());
|
|
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_null()) {
|
|
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_size;
|
|
|
|
Point2 dst_offset = get_offset();
|
|
if (is_centered()) {
|
|
dst_offset -= frame_size / 2.0f;
|
|
}
|
|
|
|
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<Texture2D> &p_texture) {
|
|
if (p_texture == texture) {
|
|
return;
|
|
}
|
|
if (texture.is_valid()) {
|
|
texture->disconnect(CoreStringName(changed), callable_mp((SpriteBase3D *)this, &Sprite3D::_queue_redraw));
|
|
}
|
|
texture = p_texture;
|
|
if (texture.is_valid()) {
|
|
texture->connect(CoreStringName(changed), callable_mp((SpriteBase3D *)this, &Sprite3D::_queue_redraw));
|
|
}
|
|
|
|
_queue_redraw();
|
|
emit_signal(SceneStringName(texture_changed));
|
|
}
|
|
|
|
Ref<Texture2D> Sprite3D::get_texture() const {
|
|
return texture;
|
|
}
|
|
|
|
void Sprite3D::set_region_enabled(bool p_region) {
|
|
if (p_region == region) {
|
|
return;
|
|
}
|
|
|
|
region = p_region;
|
|
_queue_redraw();
|
|
notify_property_list_changed();
|
|
}
|
|
|
|
bool Sprite3D::is_region_enabled() const {
|
|
return region;
|
|
}
|
|
|
|
void Sprite3D::set_region_rect(const Rect2 &p_region_rect) {
|
|
if (region_rect == p_region_rect) {
|
|
return;
|
|
}
|
|
|
|
region_rect = p_region_rect;
|
|
if (region) {
|
|
_queue_redraw();
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
if (frame == p_frame) {
|
|
return;
|
|
}
|
|
|
|
frame = p_frame;
|
|
_queue_redraw();
|
|
emit_signal(SceneStringName(frame_changed));
|
|
}
|
|
|
|
int Sprite3D::get_frame() const {
|
|
return frame;
|
|
}
|
|
|
|
void Sprite3D::set_frame_coords(const Vector2i &p_coord) {
|
|
ERR_FAIL_INDEX(p_coord.x, hframes);
|
|
ERR_FAIL_INDEX(p_coord.y, vframes);
|
|
|
|
set_frame(p_coord.y * hframes + p_coord.x);
|
|
}
|
|
|
|
Vector2i Sprite3D::get_frame_coords() const {
|
|
return Vector2i(frame % hframes, frame / hframes);
|
|
}
|
|
|
|
void Sprite3D::set_vframes(int p_amount) {
|
|
ERR_FAIL_COND_MSG(p_amount < 1, "Amount of vframes cannot be smaller than 1.");
|
|
|
|
if (vframes == p_amount) {
|
|
return;
|
|
}
|
|
|
|
vframes = p_amount;
|
|
if (frame >= vframes * hframes) {
|
|
frame = 0;
|
|
}
|
|
_queue_redraw();
|
|
notify_property_list_changed();
|
|
}
|
|
|
|
int Sprite3D::get_vframes() const {
|
|
return vframes;
|
|
}
|
|
|
|
void Sprite3D::set_hframes(int p_amount) {
|
|
ERR_FAIL_COND_MSG(p_amount < 1, "Amount of hframes cannot be smaller than 1.");
|
|
|
|
if (hframes == p_amount) {
|
|
return;
|
|
}
|
|
|
|
if (vframes > 1) {
|
|
// Adjust the frame to fit new sheet dimensions.
|
|
int original_column = frame % hframes;
|
|
if (original_column >= p_amount) {
|
|
// Frame's column was dropped, reset.
|
|
frame = 0;
|
|
} else {
|
|
int original_row = frame / hframes;
|
|
frame = original_row * p_amount + original_column;
|
|
}
|
|
}
|
|
hframes = p_amount;
|
|
if (frame >= vframes * hframes) {
|
|
frame = 0;
|
|
}
|
|
_queue_redraw();
|
|
notify_property_list_changed();
|
|
}
|
|
|
|
int Sprite3D::get_hframes() const {
|
|
return hframes;
|
|
}
|
|
|
|
Rect2 Sprite3D::get_item_rect() const {
|
|
if (texture.is_null()) {
|
|
return Rect2(0, 0, 1, 1);
|
|
}
|
|
|
|
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 &p_property) const {
|
|
if (p_property.name == "frame") {
|
|
p_property.hint = PROPERTY_HINT_RANGE;
|
|
p_property.hint_string = "0," + itos(vframes * hframes - 1) + ",1";
|
|
p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
|
|
}
|
|
|
|
if (p_property.name == "frame_coords") {
|
|
p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
|
|
}
|
|
|
|
if (!region && (p_property.name == "region_rect")) {
|
|
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
|
}
|
|
}
|
|
|
|
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", "enabled"), &Sprite3D::set_region_enabled);
|
|
ClassDB::bind_method(D_METHOD("is_region_enabled"), &Sprite3D::is_region_enabled);
|
|
|
|
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, "Texture2D"), "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::VECTOR2I, "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_enabled", "is_region_enabled");
|
|
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "region_rect", PROPERTY_HINT_NONE, "suffix:px"), "set_region_rect", "get_region_rect");
|
|
|
|
ADD_SIGNAL(MethodInfo("frame_changed"));
|
|
ADD_SIGNAL(MethodInfo("texture_changed"));
|
|
}
|
|
|
|
Sprite3D::Sprite3D() {
|
|
}
|
|
|
|
////////////////////////////////////////
|
|
|
|
void AnimatedSprite3D::_draw() {
|
|
if (get_base() != get_mesh()) {
|
|
set_base(get_mesh());
|
|
}
|
|
|
|
if (frames.is_null() || !frames->has_animation(animation)) {
|
|
return;
|
|
}
|
|
|
|
Ref<Texture2D> texture = frames->get_frame_texture(animation, frame);
|
|
if (texture.is_null()) {
|
|
set_base(RID());
|
|
return;
|
|
}
|
|
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 &p_property) const {
|
|
if (!frames.is_valid()) {
|
|
return;
|
|
}
|
|
|
|
if (p_property.name == "animation") {
|
|
List<StringName> names;
|
|
frames->get_animation_list(&names);
|
|
names.sort_custom<StringName::AlphCompare>();
|
|
|
|
bool current_found = false;
|
|
bool is_first_element = true;
|
|
|
|
for (const StringName &E : names) {
|
|
if (!is_first_element) {
|
|
p_property.hint_string += ",";
|
|
} else {
|
|
is_first_element = false;
|
|
}
|
|
|
|
p_property.hint_string += String(E);
|
|
if (animation == E) {
|
|
current_found = true;
|
|
}
|
|
}
|
|
|
|
if (!current_found) {
|
|
if (p_property.hint_string.is_empty()) {
|
|
p_property.hint_string = String(animation);
|
|
} else {
|
|
p_property.hint_string = String(animation) + "," + p_property.hint_string;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (p_property.name == "frame") {
|
|
if (playing) {
|
|
p_property.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY;
|
|
return;
|
|
}
|
|
|
|
p_property.hint = PROPERTY_HINT_RANGE;
|
|
if (frames->has_animation(animation) && frames->get_frame_count(animation) > 0) {
|
|
p_property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
|
|
} else {
|
|
// Avoid an error, `hint_string` is required for `PROPERTY_HINT_RANGE`.
|
|
p_property.hint_string = "0,0,1";
|
|
}
|
|
p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
|
|
}
|
|
}
|
|
|
|
void AnimatedSprite3D::_notification(int p_what) {
|
|
switch (p_what) {
|
|
case NOTIFICATION_READY: {
|
|
if (!Engine::get_singleton()->is_editor_hint() && !frames.is_null() && frames->has_animation(autoplay)) {
|
|
play(autoplay);
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_INTERNAL_PROCESS: {
|
|
if (frames.is_null() || !frames->has_animation(animation)) {
|
|
return;
|
|
}
|
|
|
|
double remaining = get_process_delta_time();
|
|
int i = 0;
|
|
while (remaining) {
|
|
// Animation speed may be changed by animation_finished or frame_changed signals.
|
|
double speed = frames->get_animation_speed(animation) * speed_scale * custom_speed_scale * frame_speed_scale;
|
|
double abs_speed = Math::abs(speed);
|
|
|
|
if (speed == 0) {
|
|
return; // Do nothing.
|
|
}
|
|
|
|
// Frame count may be changed by animation_finished or frame_changed signals.
|
|
int fc = frames->get_frame_count(animation);
|
|
|
|
int last_frame = fc - 1;
|
|
if (!signbit(speed)) {
|
|
// Forwards.
|
|
if (frame_progress >= 1.0) {
|
|
if (frame >= last_frame) {
|
|
if (frames->get_animation_loop(animation)) {
|
|
frame = 0;
|
|
emit_signal("animation_looped");
|
|
} else {
|
|
frame = last_frame;
|
|
pause();
|
|
emit_signal(SceneStringName(animation_finished));
|
|
return;
|
|
}
|
|
} else {
|
|
frame++;
|
|
}
|
|
_calc_frame_speed_scale();
|
|
frame_progress = 0.0;
|
|
_queue_redraw();
|
|
emit_signal(SceneStringName(frame_changed));
|
|
}
|
|
double to_process = MIN((1.0 - frame_progress) / abs_speed, remaining);
|
|
frame_progress += to_process * abs_speed;
|
|
remaining -= to_process;
|
|
} else {
|
|
// Backwards.
|
|
if (frame_progress <= 0) {
|
|
if (frame <= 0) {
|
|
if (frames->get_animation_loop(animation)) {
|
|
frame = last_frame;
|
|
emit_signal("animation_looped");
|
|
} else {
|
|
frame = 0;
|
|
pause();
|
|
emit_signal(SceneStringName(animation_finished));
|
|
return;
|
|
}
|
|
} else {
|
|
frame--;
|
|
}
|
|
_calc_frame_speed_scale();
|
|
frame_progress = 1.0;
|
|
_queue_redraw();
|
|
emit_signal(SceneStringName(frame_changed));
|
|
}
|
|
double to_process = MIN(frame_progress / abs_speed, remaining);
|
|
frame_progress -= to_process * abs_speed;
|
|
remaining -= to_process;
|
|
}
|
|
|
|
i++;
|
|
if (i > fc) {
|
|
return; // Prevents freezing if to_process is each time much less than remaining.
|
|
}
|
|
}
|
|
} break;
|
|
}
|
|
}
|
|
|
|
void AnimatedSprite3D::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
|
|
if (frames == p_frames) {
|
|
return;
|
|
}
|
|
|
|
if (frames.is_valid()) {
|
|
frames->disconnect(CoreStringName(changed), callable_mp(this, &AnimatedSprite3D::_res_changed));
|
|
}
|
|
stop();
|
|
frames = p_frames;
|
|
if (frames.is_valid()) {
|
|
frames->connect(CoreStringName(changed), callable_mp(this, &AnimatedSprite3D::_res_changed));
|
|
|
|
List<StringName> al;
|
|
frames->get_animation_list(&al);
|
|
if (al.size() == 0) {
|
|
set_animation(StringName());
|
|
autoplay = String();
|
|
} else {
|
|
if (!frames->has_animation(animation)) {
|
|
set_animation(al.front()->get());
|
|
}
|
|
if (!frames->has_animation(autoplay)) {
|
|
autoplay = String();
|
|
}
|
|
}
|
|
}
|
|
|
|
notify_property_list_changed();
|
|
_queue_redraw();
|
|
update_configuration_warnings();
|
|
emit_signal("sprite_frames_changed");
|
|
}
|
|
|
|
Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const {
|
|
return frames;
|
|
}
|
|
|
|
void AnimatedSprite3D::set_frame(int p_frame) {
|
|
set_frame_and_progress(p_frame, signbit(get_playing_speed()) ? 1.0 : 0.0);
|
|
}
|
|
|
|
int AnimatedSprite3D::get_frame() const {
|
|
return frame;
|
|
}
|
|
|
|
void AnimatedSprite3D::set_frame_progress(real_t p_progress) {
|
|
frame_progress = p_progress;
|
|
}
|
|
|
|
real_t AnimatedSprite3D::get_frame_progress() const {
|
|
return frame_progress;
|
|
}
|
|
|
|
void AnimatedSprite3D::set_frame_and_progress(int p_frame, real_t p_progress) {
|
|
if (frames.is_null()) {
|
|
return;
|
|
}
|
|
|
|
bool has_animation = frames->has_animation(animation);
|
|
int end_frame = has_animation ? MAX(0, frames->get_frame_count(animation) - 1) : 0;
|
|
bool is_changed = frame != p_frame;
|
|
|
|
if (p_frame < 0) {
|
|
frame = 0;
|
|
} else if (has_animation && p_frame > end_frame) {
|
|
frame = end_frame;
|
|
} else {
|
|
frame = p_frame;
|
|
}
|
|
|
|
_calc_frame_speed_scale();
|
|
frame_progress = p_progress;
|
|
|
|
if (!is_changed) {
|
|
return; // No change, don't redraw.
|
|
}
|
|
_queue_redraw();
|
|
emit_signal(SceneStringName(frame_changed));
|
|
}
|
|
|
|
void AnimatedSprite3D::set_speed_scale(float p_speed_scale) {
|
|
speed_scale = p_speed_scale;
|
|
}
|
|
|
|
float AnimatedSprite3D::get_speed_scale() const {
|
|
return speed_scale;
|
|
}
|
|
|
|
float AnimatedSprite3D::get_playing_speed() const {
|
|
if (!playing) {
|
|
return 0;
|
|
}
|
|
return speed_scale * custom_speed_scale;
|
|
}
|
|
|
|
Rect2 AnimatedSprite3D::get_item_rect() const {
|
|
if (frames.is_null() || !frames->has_animation(animation)) {
|
|
return Rect2(0, 0, 1, 1);
|
|
}
|
|
if (frame < 0 || frame >= frames->get_frame_count(animation)) {
|
|
return Rect2(0, 0, 1, 1);
|
|
}
|
|
|
|
Ref<Texture2D> t;
|
|
if (animation) {
|
|
t = frames->get_frame_texture(animation, frame);
|
|
}
|
|
if (t.is_null()) {
|
|
return Rect2(0, 0, 1, 1);
|
|
}
|
|
Size2 s = t->get_size();
|
|
|
|
Point2 ofs = get_offset();
|
|
if (is_centered()) {
|
|
ofs -= s / 2;
|
|
}
|
|
|
|
if (s == Size2(0, 0)) {
|
|
s = Size2(1, 1);
|
|
}
|
|
|
|
return Rect2(ofs, s);
|
|
}
|
|
|
|
void AnimatedSprite3D::_res_changed() {
|
|
set_frame_and_progress(frame, frame_progress);
|
|
_queue_redraw();
|
|
notify_property_list_changed();
|
|
}
|
|
|
|
bool AnimatedSprite3D::is_playing() const {
|
|
return playing;
|
|
}
|
|
|
|
void AnimatedSprite3D::set_autoplay(const String &p_name) {
|
|
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
|
|
WARN_PRINT("Setting autoplay after the node has been added to the scene has no effect.");
|
|
}
|
|
|
|
autoplay = p_name;
|
|
}
|
|
|
|
String AnimatedSprite3D::get_autoplay() const {
|
|
return autoplay;
|
|
}
|
|
|
|
void AnimatedSprite3D::play(const StringName &p_name, float p_custom_scale, bool p_from_end) {
|
|
StringName name = p_name;
|
|
|
|
if (name == StringName()) {
|
|
name = animation;
|
|
}
|
|
|
|
ERR_FAIL_NULL_MSG(frames, vformat("There is no animation with name '%s'.", name));
|
|
ERR_FAIL_COND_MSG(!frames->get_animation_names().has(name), vformat("There is no animation with name '%s'.", name));
|
|
|
|
if (frames->get_frame_count(name) == 0) {
|
|
return;
|
|
}
|
|
|
|
playing = true;
|
|
custom_speed_scale = p_custom_scale;
|
|
|
|
if (name != animation) {
|
|
animation = name;
|
|
int end_frame = MAX(0, frames->get_frame_count(animation) - 1);
|
|
|
|
if (p_from_end) {
|
|
set_frame_and_progress(end_frame, 1.0);
|
|
} else {
|
|
set_frame_and_progress(0, 0.0);
|
|
}
|
|
emit_signal(SceneStringName(animation_changed));
|
|
} else {
|
|
int end_frame = MAX(0, frames->get_frame_count(animation) - 1);
|
|
bool is_backward = signbit(speed_scale * custom_speed_scale);
|
|
|
|
if (p_from_end && is_backward && frame == 0 && frame_progress <= 0.0) {
|
|
set_frame_and_progress(end_frame, 1.0);
|
|
} else if (!p_from_end && !is_backward && frame == end_frame && frame_progress >= 1.0) {
|
|
set_frame_and_progress(0, 0.0);
|
|
}
|
|
}
|
|
|
|
set_process_internal(true);
|
|
notify_property_list_changed();
|
|
_queue_redraw();
|
|
}
|
|
|
|
void AnimatedSprite3D::play_backwards(const StringName &p_name) {
|
|
play(p_name, -1, true);
|
|
}
|
|
|
|
void AnimatedSprite3D::_stop_internal(bool p_reset) {
|
|
playing = false;
|
|
if (p_reset) {
|
|
custom_speed_scale = 1.0;
|
|
set_frame_and_progress(0, 0.0);
|
|
}
|
|
notify_property_list_changed();
|
|
set_process_internal(false);
|
|
}
|
|
|
|
void AnimatedSprite3D::pause() {
|
|
_stop_internal(false);
|
|
}
|
|
|
|
void AnimatedSprite3D::stop() {
|
|
_stop_internal(true);
|
|
}
|
|
|
|
double AnimatedSprite3D::_get_frame_duration() {
|
|
if (frames.is_valid() && frames->has_animation(animation)) {
|
|
return frames->get_frame_duration(animation, frame);
|
|
}
|
|
return 1.0;
|
|
}
|
|
|
|
void AnimatedSprite3D::_calc_frame_speed_scale() {
|
|
frame_speed_scale = 1.0 / _get_frame_duration();
|
|
}
|
|
|
|
void AnimatedSprite3D::set_animation(const StringName &p_name) {
|
|
if (animation == p_name) {
|
|
return;
|
|
}
|
|
|
|
animation = p_name;
|
|
|
|
emit_signal(SceneStringName(animation_changed));
|
|
|
|
if (frames == nullptr) {
|
|
animation = StringName();
|
|
stop();
|
|
ERR_FAIL_MSG(vformat("There is no animation with name '%s'.", p_name));
|
|
}
|
|
|
|
int frame_count = frames->get_frame_count(animation);
|
|
if (animation == StringName() || frame_count == 0) {
|
|
stop();
|
|
return;
|
|
} else if (!frames->get_animation_names().has(animation)) {
|
|
animation = StringName();
|
|
stop();
|
|
ERR_FAIL_MSG(vformat("There is no animation with name '%s'.", p_name));
|
|
}
|
|
|
|
if (signbit(get_playing_speed())) {
|
|
set_frame_and_progress(frame_count - 1, 1.0);
|
|
} else {
|
|
set_frame_and_progress(0, 0.0);
|
|
}
|
|
|
|
notify_property_list_changed();
|
|
_queue_redraw();
|
|
}
|
|
|
|
StringName AnimatedSprite3D::get_animation() const {
|
|
return animation;
|
|
}
|
|
|
|
PackedStringArray AnimatedSprite3D::get_configuration_warnings() const {
|
|
PackedStringArray warnings = SpriteBase3D::get_configuration_warnings();
|
|
if (frames.is_null()) {
|
|
warnings.push_back(RTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite3D to display frames."));
|
|
}
|
|
return warnings;
|
|
}
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
void AnimatedSprite3D::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
|
|
const String pf = p_function;
|
|
if (p_idx == 0 && frames.is_valid()) {
|
|
if (pf == "play" || pf == "play_backwards" || pf == "set_animation" || pf == "set_autoplay") {
|
|
List<StringName> al;
|
|
frames->get_animation_list(&al);
|
|
for (const StringName &name : al) {
|
|
r_options->push_back(String(name).quote());
|
|
}
|
|
}
|
|
}
|
|
SpriteBase3D::get_argument_options(p_function, p_idx, r_options);
|
|
}
|
|
#endif
|
|
|
|
#ifndef DISABLE_DEPRECATED
|
|
bool AnimatedSprite3D::_set(const StringName &p_name, const Variant &p_value) {
|
|
if ((p_name == SNAME("frames"))) {
|
|
set_sprite_frames(p_value);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
#endif
|
|
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", "name"), &AnimatedSprite3D::set_animation);
|
|
ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite3D::get_animation);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_autoplay", "name"), &AnimatedSprite3D::set_autoplay);
|
|
ClassDB::bind_method(D_METHOD("get_autoplay"), &AnimatedSprite3D::get_autoplay);
|
|
|
|
ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite3D::is_playing);
|
|
|
|
ClassDB::bind_method(D_METHOD("play", "name", "custom_speed", "from_end"), &AnimatedSprite3D::play, DEFVAL(StringName()), DEFVAL(1.0), DEFVAL(false));
|
|
ClassDB::bind_method(D_METHOD("play_backwards", "name"), &AnimatedSprite3D::play_backwards, DEFVAL(StringName()));
|
|
ClassDB::bind_method(D_METHOD("pause"), &AnimatedSprite3D::pause);
|
|
ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite3D::stop);
|
|
|
|
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("set_frame_progress", "progress"), &AnimatedSprite3D::set_frame_progress);
|
|
ClassDB::bind_method(D_METHOD("get_frame_progress"), &AnimatedSprite3D::get_frame_progress);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_frame_and_progress", "frame", "progress"), &AnimatedSprite3D::set_frame_and_progress);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_speed_scale", "speed_scale"), &AnimatedSprite3D::set_speed_scale);
|
|
ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimatedSprite3D::get_speed_scale);
|
|
ClassDB::bind_method(D_METHOD("get_playing_speed"), &AnimatedSprite3D::get_playing_speed);
|
|
|
|
ClassDB::bind_method(D_METHOD("_res_changed"), &AnimatedSprite3D::_res_changed);
|
|
|
|
ADD_SIGNAL(MethodInfo("sprite_frames_changed"));
|
|
ADD_SIGNAL(MethodInfo("animation_changed"));
|
|
ADD_SIGNAL(MethodInfo("frame_changed"));
|
|
ADD_SIGNAL(MethodInfo("animation_looped"));
|
|
ADD_SIGNAL(MethodInfo("animation_finished"));
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sprite_frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
|
|
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation", PROPERTY_HINT_ENUM, ""), "set_animation", "get_animation");
|
|
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "autoplay", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_autoplay", "get_autoplay");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "frame_progress", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_frame_progress", "get_frame_progress");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale"), "set_speed_scale", "get_speed_scale");
|
|
}
|
|
|
|
AnimatedSprite3D::AnimatedSprite3D() {
|
|
}
|