virtualx-engine/scene/3d/sprite_3d.cpp

1104 lines
28 KiB
C++

/*************************************************************************/
/* sprite_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "sprite_3d.h"
#include "core/core_string_names.h"
#include "scene/scene_string_names.h"
Color SpriteBase3D::_get_color_accum() {
if (!color_dirty)
return color_accum;
if (parent_sprite)
color_accum = parent_sprite->_get_color_accum();
else
color_accum = Color(1, 1, 1, 1);
color_accum.r *= modulate.r;
color_accum.g *= modulate.g;
color_accum.b *= modulate.b;
color_accum.a *= modulate.a;
color_dirty = false;
return color_accum;
}
void SpriteBase3D::_propagate_color_changed() {
if (color_dirty)
return;
color_dirty = true;
_queue_update();
for (List<SpriteBase3D *>::Element *E = children.front(); E; E = E->next()) {
E->get()->_propagate_color_changed();
}
}
void SpriteBase3D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
if (!pending_update)
_im_update();
parent_sprite = Object::cast_to<SpriteBase3D>(get_parent());
if (parent_sprite) {
pI = parent_sprite->children.push_back(this);
}
}
if (p_what == NOTIFICATION_EXIT_TREE) {
if (parent_sprite) {
parent_sprite->children.erase(pI);
pI = NULL;
parent_sprite = NULL;
}
}
}
void SpriteBase3D::set_centered(bool p_center) {
centered = p_center;
_queue_update();
}
bool SpriteBase3D::is_centered() const {
return centered;
}
void SpriteBase3D::set_offset(const Point2 &p_offset) {
offset = p_offset;
_queue_update();
}
Point2 SpriteBase3D::get_offset() const {
return offset;
}
void SpriteBase3D::set_flip_h(bool p_flip) {
hflip = p_flip;
_queue_update();
}
bool SpriteBase3D::is_flipped_h() const {
return hflip;
}
void SpriteBase3D::set_flip_v(bool p_flip) {
vflip = p_flip;
_queue_update();
}
bool SpriteBase3D::is_flipped_v() const {
return vflip;
}
void SpriteBase3D::set_modulate(const Color &p_color) {
modulate = p_color;
_propagate_color_changed();
_queue_update();
}
Color SpriteBase3D::get_modulate() const {
return modulate;
}
void SpriteBase3D::set_pixel_size(float p_amount) {
pixel_size = p_amount;
_queue_update();
}
float SpriteBase3D::get_pixel_size() const {
return pixel_size;
}
void SpriteBase3D::set_opacity(float p_amount) {
opacity = p_amount;
_queue_update();
}
float SpriteBase3D::get_opacity() const {
return opacity;
}
void SpriteBase3D::set_axis(Vector3::Axis p_axis) {
ERR_FAIL_INDEX(p_axis, 3);
axis = p_axis;
_queue_update();
}
Vector3::Axis SpriteBase3D::get_axis() const {
return axis;
}
void SpriteBase3D::_im_update() {
_draw();
pending_update = false;
//texture->draw_rect_region(ci,dst_rect,src_rect,modulate);
}
void SpriteBase3D::_queue_update() {
if (pending_update)
return;
triangle_mesh.unref();
update_gizmo();
pending_update = true;
call_deferred(SceneStringNames::get_singleton()->_im_update);
}
AABB SpriteBase3D::get_aabb() const {
return aabb;
}
PoolVector<Face3> SpriteBase3D::get_faces(uint32_t p_usage_flags) const {
return PoolVector<Face3>();
}
Ref<TriangleMesh> SpriteBase3D::generate_triangle_mesh() const {
if (triangle_mesh.is_valid())
return triangle_mesh;
PoolVector<Vector3> faces;
faces.resize(6);
PoolVector<Vector3>::Write facesw = faces.write();
Rect2 final_rect = get_item_rect();
if (final_rect.size.x == 0 || final_rect.size.y == 0)
return Ref<TriangleMesh>();
float pixel_size = get_pixel_size();
Vector2 vertices[4] = {
(final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size,
(final_rect.position + final_rect.size) * pixel_size,
(final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size,
final_rect.position * pixel_size,
};
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
if (axis != Vector3::AXIS_Z) {
SWAP(x_axis, y_axis);
for (int i = 0; i < 4; i++) {
if (axis == Vector3::AXIS_Y) {
vertices[i].y = -vertices[i].y;
} else if (axis == Vector3::AXIS_X) {
vertices[i].x = -vertices[i].x;
}
}
}
static const int indices[6] = {
0, 1, 2,
0, 2, 3
};
for (int j = 0; j < 6; j++) {
int i = indices[j];
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
vtx[y_axis] = vertices[i][1];
facesw[j] = vtx;
}
facesw.release();
triangle_mesh = Ref<TriangleMesh>(memnew(TriangleMesh));
triangle_mesh->create(faces);
return triangle_mesh;
}
void SpriteBase3D::set_draw_flag(DrawFlags p_flag, bool p_enable) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
flags[p_flag] = p_enable;
_queue_update();
}
bool SpriteBase3D::get_draw_flag(DrawFlags p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
return flags[p_flag];
}
void SpriteBase3D::set_alpha_cut_mode(AlphaCutMode p_mode) {
ERR_FAIL_INDEX(p_mode, 3);
alpha_cut = p_mode;
_queue_update();
}
SpriteBase3D::AlphaCutMode SpriteBase3D::get_alpha_cut_mode() const {
return alpha_cut;
}
void SpriteBase3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_centered", "centered"), &SpriteBase3D::set_centered);
ClassDB::bind_method(D_METHOD("is_centered"), &SpriteBase3D::is_centered);
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &SpriteBase3D::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &SpriteBase3D::get_offset);
ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &SpriteBase3D::set_flip_h);
ClassDB::bind_method(D_METHOD("is_flipped_h"), &SpriteBase3D::is_flipped_h);
ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &SpriteBase3D::set_flip_v);
ClassDB::bind_method(D_METHOD("is_flipped_v"), &SpriteBase3D::is_flipped_v);
ClassDB::bind_method(D_METHOD("set_modulate", "modulate"), &SpriteBase3D::set_modulate);
ClassDB::bind_method(D_METHOD("get_modulate"), &SpriteBase3D::get_modulate);
ClassDB::bind_method(D_METHOD("set_opacity", "opacity"), &SpriteBase3D::set_opacity);
ClassDB::bind_method(D_METHOD("get_opacity"), &SpriteBase3D::get_opacity);
ClassDB::bind_method(D_METHOD("set_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("get_item_rect"), &SpriteBase3D::get_item_rect);
ClassDB::bind_method(D_METHOD("generate_triangle_mesh"), &SpriteBase3D::generate_triangle_mesh);
ClassDB::bind_method(D_METHOD("_queue_update"), &SpriteBase3D::_queue_update);
ClassDB::bind_method(D_METHOD("_im_update"), &SpriteBase3D::_im_update);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "opacity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_opacity", "get_opacity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001"), "set_pixel_size", "get_pixel_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "axis", PROPERTY_HINT_ENUM, "X-Axis,Y-Axis,Z-Axis"), "set_axis", "get_axis");
ADD_GROUP("Flags", "");
ADD_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_PROPERTY(PropertyInfo(Variant::INT, "alpha_cut", PROPERTY_HINT_ENUM, "Disabled,Discard,Opaque Pre-Pass"), "set_alpha_cut_mode", "get_alpha_cut_mode");
BIND_ENUM_CONSTANT(FLAG_TRANSPARENT);
BIND_ENUM_CONSTANT(FLAG_SHADED);
BIND_ENUM_CONSTANT(FLAG_DOUBLE_SIDED);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(ALPHA_CUT_DISABLED);
BIND_ENUM_CONSTANT(ALPHA_CUT_DISCARD);
BIND_ENUM_CONSTANT(ALPHA_CUT_OPAQUE_PREPASS);
}
SpriteBase3D::SpriteBase3D() {
color_dirty = true;
centered = true;
hflip = false;
vflip = false;
parent_sprite = NULL;
pI = NULL;
for (int i = 0; i < FLAG_MAX; i++)
flags[i] = i == FLAG_TRANSPARENT || i == FLAG_DOUBLE_SIDED;
alpha_cut = ALPHA_CUT_DISABLED;
axis = Vector3::AXIS_Z;
pixel_size = 0.01;
modulate = Color(1, 1, 1, 1);
pending_update = false;
opacity = 1.0;
immediate = VisualServer::get_singleton()->immediate_create();
set_base(immediate);
}
SpriteBase3D::~SpriteBase3D() {
VisualServer::get_singleton()->free(immediate);
}
///////////////////////////////////////////
void Sprite3D::_draw() {
RID immediate = get_immediate();
VS::get_singleton()->immediate_clear(immediate);
if (!texture.is_valid())
return;
Vector2 tsize = texture->get_size();
if (tsize.x == 0 || tsize.y == 0)
return;
Rect2 base_rect;
if (region)
base_rect = region_rect;
else
base_rect = Rect2(0, 0, texture->get_width(), texture->get_height());
Size2 frame_size = base_rect.size / Size2(hframes, vframes);
Point2 frame_offset = Point2(frame % hframes, frame / hframes);
frame_offset *= frame_size;
Point2 dest_offset = get_offset();
if (is_centered())
dest_offset -= frame_size / 2;
Rect2 src_rect(base_rect.position + frame_offset, frame_size);
Rect2 final_dst_rect(dest_offset, frame_size);
Rect2 final_rect;
Rect2 final_src_rect;
if (!texture->get_rect_region(final_dst_rect, src_rect, final_rect, final_src_rect))
return;
if (final_rect.size.x == 0 || final_rect.size.y == 0)
return;
Color color = _get_color_accum();
color.a *= get_opacity();
float pixel_size = get_pixel_size();
Vector2 vertices[4] = {
(final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size,
(final_rect.position + final_rect.size) * pixel_size,
(final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size,
final_rect.position * pixel_size,
};
Vector2 src_tsize = tsize;
// Properly setup UVs for impostor textures (AtlasTexture).
Ref<AtlasTexture> atlas_tex = texture;
if (atlas_tex != NULL) {
src_tsize[0] = atlas_tex->get_atlas()->get_width();
src_tsize[1] = atlas_tex->get_atlas()->get_height();
}
Vector2 uvs[4] = {
final_src_rect.position / src_tsize,
(final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize,
(final_src_rect.position + final_src_rect.size) / src_tsize,
(final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize,
};
if (is_flipped_h()) {
SWAP(uvs[0], uvs[1]);
SWAP(uvs[2], uvs[3]);
}
if (is_flipped_v()) {
SWAP(uvs[0], uvs[3]);
SWAP(uvs[1], uvs[2]);
}
Vector3 normal;
int axis = get_axis();
normal[axis] = 1.0;
Plane tangent;
if (axis == Vector3::AXIS_X) {
tangent = Plane(0, 0, -1, 1);
} else {
tangent = Plane(1, 0, 0, 1);
}
RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS);
VS::get_singleton()->immediate_set_material(immediate, mat);
VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_TRIANGLE_FAN, texture->get_rid());
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
if (axis != Vector3::AXIS_Z) {
SWAP(x_axis, y_axis);
for (int i = 0; i < 4; i++) {
//uvs[i] = Vector2(1.0,1.0)-uvs[i];
//SWAP(vertices[i].x,vertices[i].y);
if (axis == Vector3::AXIS_Y) {
vertices[i].y = -vertices[i].y;
} else if (axis == Vector3::AXIS_X) {
vertices[i].x = -vertices[i].x;
}
}
}
AABB aabb;
for (int i = 0; i < 4; i++) {
VS::get_singleton()->immediate_normal(immediate, normal);
VS::get_singleton()->immediate_tangent(immediate, tangent);
VS::get_singleton()->immediate_color(immediate, color);
VS::get_singleton()->immediate_uv(immediate, uvs[i]);
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
vtx[y_axis] = vertices[i][1];
VS::get_singleton()->immediate_vertex(immediate, vtx);
if (i == 0) {
aabb.position = vtx;
aabb.size = Vector3();
} else {
aabb.expand_to(vtx);
}
}
set_aabb(aabb);
VS::get_singleton()->immediate_end(immediate);
}
void Sprite3D::set_texture(const Ref<Texture> &p_texture) {
if (p_texture == texture)
return;
if (texture.is_valid()) {
texture->disconnect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_queue_update);
}
texture = p_texture;
if (texture.is_valid()) {
texture->set_flags(texture->get_flags()); //remove repeat from texture, it looks bad in sprites
texture->connect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_queue_update);
}
_queue_update();
}
Ref<Texture> Sprite3D::get_texture() const {
return texture;
}
void Sprite3D::set_region(bool p_region) {
if (p_region == region)
return;
region = p_region;
_queue_update();
}
bool Sprite3D::is_region() const {
return region;
}
void Sprite3D::set_region_rect(const Rect2 &p_region_rect) {
bool changed = region_rect != p_region_rect;
region_rect = p_region_rect;
if (region && changed) {
_queue_update();
}
}
Rect2 Sprite3D::get_region_rect() const {
return region_rect;
}
void Sprite3D::set_frame(int p_frame) {
ERR_FAIL_INDEX(p_frame, int64_t(vframes) * hframes);
if (frame != p_frame)
frame = p_frame;
_queue_update();
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
int Sprite3D::get_frame() const {
return frame;
}
void Sprite3D::set_vframes(int p_amount) {
ERR_FAIL_COND(p_amount < 1);
vframes = p_amount;
_queue_update();
_change_notify();
}
int Sprite3D::get_vframes() const {
return vframes;
}
void Sprite3D::set_hframes(int p_amount) {
ERR_FAIL_COND(p_amount < 1);
hframes = p_amount;
_queue_update();
_change_notify();
}
int Sprite3D::get_hframes() const {
return hframes;
}
Rect2 Sprite3D::get_item_rect() const {
if (texture.is_null())
return Rect2(0, 0, 1, 1);
/*
if (texture.is_null())
return CanvasItem::get_item_rect();
*/
Size2i s;
if (region) {
s = region_rect.size;
} else {
s = texture->get_size();
s = s / Point2(hframes, vframes);
}
Point2 ofs = get_offset();
if (is_centered())
ofs -= s / 2;
if (s == Size2(0, 0))
s = Size2(1, 1);
return Rect2(ofs, s);
}
void Sprite3D::_validate_property(PropertyInfo &property) const {
if (property.name == "frame") {
property.hint = PROPERTY_HINT_SPRITE_FRAME;
property.hint_string = "0," + itos(vframes * hframes - 1) + ",1";
}
}
void Sprite3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Sprite3D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &Sprite3D::get_texture);
ClassDB::bind_method(D_METHOD("set_region", "enabled"), &Sprite3D::set_region);
ClassDB::bind_method(D_METHOD("is_region"), &Sprite3D::is_region);
ClassDB::bind_method(D_METHOD("set_region_rect", "rect"), &Sprite3D::set_region_rect);
ClassDB::bind_method(D_METHOD("get_region_rect"), &Sprite3D::get_region_rect);
ClassDB::bind_method(D_METHOD("set_frame", "frame"), &Sprite3D::set_frame);
ClassDB::bind_method(D_METHOD("get_frame"), &Sprite3D::get_frame);
ClassDB::bind_method(D_METHOD("set_vframes", "vframes"), &Sprite3D::set_vframes);
ClassDB::bind_method(D_METHOD("get_vframes"), &Sprite3D::get_vframes);
ClassDB::bind_method(D_METHOD("set_hframes", "hframes"), &Sprite3D::set_hframes);
ClassDB::bind_method(D_METHOD("get_hframes"), &Sprite3D::get_hframes);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ADD_GROUP("Animation", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "vframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_vframes", "get_vframes");
ADD_PROPERTY(PropertyInfo(Variant::INT, "hframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_hframes", "get_hframes");
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame", PROPERTY_HINT_SPRITE_FRAME), "set_frame", "get_frame");
ADD_GROUP("Region", "region_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_enabled"), "set_region", "is_region");
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "region_rect"), "set_region_rect", "get_region_rect");
ADD_SIGNAL(MethodInfo("frame_changed"));
}
Sprite3D::Sprite3D() {
region = false;
frame = 0;
vframes = 1;
hframes = 1;
}
////////////////////////////////////////
void AnimatedSprite3D::_draw() {
RID immediate = get_immediate();
VS::get_singleton()->immediate_clear(immediate);
if (frames.is_null()) {
return;
}
if (frame < 0) {
return;
}
if (!frames->has_animation(animation)) {
return;
}
Ref<Texture> texture = frames->get_frame(animation, frame);
if (!texture.is_valid())
return; //no texuture no life
Vector2 tsize = texture->get_size();
if (tsize.x == 0 || tsize.y == 0)
return;
Size2i s = tsize;
Rect2 src_rect;
src_rect.size = s;
Point2 ofs = get_offset();
if (is_centered())
ofs -= s / 2;
Rect2 dst_rect(ofs, s);
Rect2 final_rect;
Rect2 final_src_rect;
if (!texture->get_rect_region(dst_rect, src_rect, final_rect, final_src_rect))
return;
if (final_rect.size.x == 0 || final_rect.size.y == 0)
return;
Color color = _get_color_accum();
color.a *= get_opacity();
float pixel_size = get_pixel_size();
Vector2 vertices[4] = {
(final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size,
(final_rect.position + final_rect.size) * pixel_size,
(final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size,
final_rect.position * pixel_size,
};
Vector2 src_tsize = tsize;
// Properly setup UVs for impostor textures (AtlasTexture).
Ref<AtlasTexture> atlas_tex = texture;
if (atlas_tex != NULL) {
src_tsize[0] = atlas_tex->get_atlas()->get_width();
src_tsize[1] = atlas_tex->get_atlas()->get_height();
}
Vector2 uvs[4] = {
final_src_rect.position / src_tsize,
(final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize,
(final_src_rect.position + final_src_rect.size) / src_tsize,
(final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize,
};
if (is_flipped_h()) {
SWAP(uvs[0], uvs[1]);
SWAP(uvs[2], uvs[3]);
}
if (is_flipped_v()) {
SWAP(uvs[0], uvs[3]);
SWAP(uvs[1], uvs[2]);
}
Vector3 normal;
int axis = get_axis();
normal[axis] = 1.0;
Plane tangent;
if (axis == Vector3::AXIS_X) {
tangent = Plane(0, 0, -1, -1);
} else {
tangent = Plane(1, 0, 0, -1);
}
RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS);
VS::get_singleton()->immediate_set_material(immediate, mat);
VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_TRIANGLE_FAN, texture->get_rid());
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
if (axis != Vector3::AXIS_Z) {
SWAP(x_axis, y_axis);
for (int i = 0; i < 4; i++) {
//uvs[i] = Vector2(1.0,1.0)-uvs[i];
//SWAP(vertices[i].x,vertices[i].y);
if (axis == Vector3::AXIS_Y) {
vertices[i].y = -vertices[i].y;
} else if (axis == Vector3::AXIS_X) {
vertices[i].x = -vertices[i].x;
}
}
}
AABB aabb;
for (int i = 0; i < 4; i++) {
VS::get_singleton()->immediate_normal(immediate, normal);
VS::get_singleton()->immediate_tangent(immediate, tangent);
VS::get_singleton()->immediate_color(immediate, color);
VS::get_singleton()->immediate_uv(immediate, uvs[i]);
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
vtx[y_axis] = vertices[i][1];
VS::get_singleton()->immediate_vertex(immediate, vtx);
if (i == 0) {
aabb.position = vtx;
aabb.size = Vector3();
} else {
aabb.expand_to(vtx);
}
}
set_aabb(aabb);
VS::get_singleton()->immediate_end(immediate);
}
void AnimatedSprite3D::_validate_property(PropertyInfo &property) const {
if (!frames.is_valid())
return;
if (property.name == "animation") {
property.hint = PROPERTY_HINT_ENUM;
List<StringName> names;
frames->get_animation_list(&names);
names.sort_custom<StringName::AlphCompare>();
bool current_found = false;
for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
if (E->prev()) {
property.hint_string += ",";
}
property.hint_string += String(E->get());
if (animation == E->get()) {
current_found = true;
}
}
if (!current_found) {
if (property.hint_string == String()) {
property.hint_string = String(animation);
} else {
property.hint_string = String(animation) + "," + property.hint_string;
}
}
}
if (property.name == "frame") {
property.hint = PROPERTY_HINT_RANGE;
if (frames->has_animation(animation)) {
property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
} else {
property.hint_string = "0,0,0";
}
}
}
void AnimatedSprite3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_INTERNAL_PROCESS: {
if (frames.is_null())
return;
if (!frames->has_animation(animation))
return;
if (frame < 0)
return;
float speed = frames->get_animation_speed(animation);
if (speed == 0)
return; //do nothing
float remaining = get_process_delta_time();
while (remaining) {
if (timeout <= 0) {
timeout = 1.0 / speed;
int fc = frames->get_frame_count(animation);
if (frame >= fc - 1) {
if (frames->get_animation_loop(animation)) {
frame = 0;
} else {
frame = fc - 1;
}
} else {
frame++;
}
_queue_update();
_change_notify("frame");
}
float to_process = MIN(timeout, remaining);
remaining -= to_process;
timeout -= to_process;
}
} break;
}
}
void AnimatedSprite3D::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
if (frames.is_valid())
frames->disconnect("changed", this, "_res_changed");
frames = p_frames;
if (frames.is_valid())
frames->connect("changed", this, "_res_changed");
if (!frames.is_valid()) {
frame = 0;
} else {
set_frame(frame);
}
_change_notify();
_reset_timeout();
_queue_update();
update_configuration_warning();
}
Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const {
return frames;
}
void AnimatedSprite3D::set_frame(int p_frame) {
if (!frames.is_valid()) {
return;
}
if (frames->has_animation(animation)) {
int limit = frames->get_frame_count(animation);
if (p_frame >= limit)
p_frame = limit - 1;
}
if (p_frame < 0)
p_frame = 0;
if (frame == p_frame)
return;
frame = p_frame;
_reset_timeout();
_queue_update();
_change_notify("frame");
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
int AnimatedSprite3D::get_frame() const {
return frame;
}
Rect2 AnimatedSprite3D::get_item_rect() const {
if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
return Rect2(0, 0, 1, 1);
}
Ref<Texture> t;
if (animation)
t = frames->get_frame(animation, frame);
if (t.is_null())
return Rect2(0, 0, 1, 1);
Size2i s = t->get_size();
Point2 ofs = get_offset();
if (centered)
ofs -= s / 2;
if (s == Size2(0, 0))
s = Size2(1, 1);
return Rect2(ofs, s);
}
void AnimatedSprite3D::_res_changed() {
set_frame(frame);
_change_notify("frame");
_change_notify("animation");
_queue_update();
}
void AnimatedSprite3D::_set_playing(bool p_playing) {
if (playing == p_playing)
return;
playing = p_playing;
_reset_timeout();
set_process_internal(playing);
}
bool AnimatedSprite3D::_is_playing() const {
return playing;
}
void AnimatedSprite3D::play(const StringName &p_animation) {
if (p_animation)
set_animation(p_animation);
_set_playing(true);
}
void AnimatedSprite3D::stop() {
_set_playing(false);
}
bool AnimatedSprite3D::is_playing() const {
return is_processing();
}
void AnimatedSprite3D::_reset_timeout() {
if (!playing)
return;
if (frames.is_valid() && frames->has_animation(animation)) {
float speed = frames->get_animation_speed(animation);
if (speed > 0) {
timeout = 1.0 / speed;
} else {
timeout = 0;
}
} else {
timeout = 0;
}
}
void AnimatedSprite3D::set_animation(const StringName &p_animation) {
if (animation == p_animation)
return;
animation = p_animation;
_reset_timeout();
set_frame(0);
_change_notify();
_queue_update();
}
StringName AnimatedSprite3D::get_animation() const {
return animation;
}
String AnimatedSprite3D::get_configuration_warning() const {
if (frames.is_null()) {
return TTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite3D to display frames.");
}
return String();
}
void AnimatedSprite3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite3D::set_sprite_frames);
ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite3D::get_sprite_frames);
ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite3D::set_animation);
ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite3D::get_animation);
ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite3D::_set_playing);
ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite3D::_is_playing);
ClassDB::bind_method(D_METHOD("play", "anim"), &AnimatedSprite3D::play, DEFVAL(StringName()));
ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite3D::stop);
ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite3D::is_playing);
ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite3D::set_frame);
ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite3D::get_frame);
ClassDB::bind_method(D_METHOD("_res_changed"), &AnimatedSprite3D::_res_changed);
ADD_SIGNAL(MethodInfo("frame_changed"));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "animation"), "set_animation", "get_animation");
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame", PROPERTY_HINT_SPRITE_FRAME), "set_frame", "get_frame");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing");
}
AnimatedSprite3D::AnimatedSprite3D() {
frame = 0;
playing = false;
animation = "default";
timeout = 0;
}