virtualx-engine/scene/2d/skeleton_2d.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

310 lines
8.9 KiB
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/*************************************************************************/
/* skeleton_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "skeleton_2d.h"
void Bone2D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
Node *parent = get_parent();
parent_bone = Object::cast_to<Bone2D>(parent);
skeleton = NULL;
while (parent) {
skeleton = Object::cast_to<Skeleton2D>(parent);
if (skeleton)
break;
if (!Object::cast_to<Bone2D>(parent))
break; //skeletons must be chained to Bone2Ds.
parent = parent->get_parent();
}
if (skeleton) {
Skeleton2D::Bone bone;
bone.bone = this;
skeleton->bones.push_back(bone);
skeleton->_make_bone_setup_dirty();
}
}
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
if (skeleton) {
skeleton->_make_transform_dirty();
}
}
if (p_what == NOTIFICATION_MOVED_IN_PARENT) {
if (skeleton) {
skeleton->_make_bone_setup_dirty();
}
}
if (p_what == NOTIFICATION_EXIT_TREE) {
if (skeleton) {
for (int i = 0; i < skeleton->bones.size(); i++) {
if (skeleton->bones[i].bone == this) {
skeleton->bones.remove(i);
break;
}
}
skeleton->_make_bone_setup_dirty();
skeleton = NULL;
}
parent_bone = NULL;
}
}
void Bone2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_rest", "rest"), &Bone2D::set_rest);
ClassDB::bind_method(D_METHOD("get_rest"), &Bone2D::get_rest);
ClassDB::bind_method(D_METHOD("apply_rest"), &Bone2D::apply_rest);
ClassDB::bind_method(D_METHOD("get_skeleton_rest"), &Bone2D::get_skeleton_rest);
ClassDB::bind_method(D_METHOD("get_index_in_skeleton"), &Bone2D::get_index_in_skeleton);
ClassDB::bind_method(D_METHOD("set_default_length", "default_length"), &Bone2D::set_default_length);
ClassDB::bind_method(D_METHOD("get_default_length"), &Bone2D::get_default_length);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "rest"), "set_rest", "get_rest");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "default_length", PROPERTY_HINT_RANGE, "1,1024,1"), "set_default_length", "get_default_length");
}
void Bone2D::set_rest(const Transform2D &p_rest) {
rest = p_rest;
if (skeleton)
skeleton->_make_bone_setup_dirty();
update_configuration_warning();
}
Transform2D Bone2D::get_rest() const {
return rest;
}
Transform2D Bone2D::get_skeleton_rest() const {
if (parent_bone) {
return parent_bone->get_skeleton_rest() * rest;
} else {
return rest;
}
}
void Bone2D::apply_rest() {
set_transform(rest);
}
void Bone2D::set_default_length(float p_length) {
default_length = p_length;
}
float Bone2D::get_default_length() const {
return default_length;
}
int Bone2D::get_index_in_skeleton() const {
ERR_FAIL_COND_V(!skeleton, -1);
skeleton->_update_bone_setup();
return skeleton_index;
}
String Bone2D::get_configuration_warning() const {
String warning = Node2D::get_configuration_warning();
if (!skeleton) {
if (warning != String()) {
warning += "\n\n";
}
if (parent_bone) {
warning += TTR("This Bone2D chain should end at a Skeleton2D node.");
} else {
warning += TTR("A Bone2D only works with a Skeleton2D or another Bone2D as parent node.");
}
}
if (rest == Transform2D(0, 0, 0, 0, 0, 0)) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("This bone lacks a proper REST pose. Go to the Skeleton2D node and set one.");
}
return warning;
}
Bone2D::Bone2D() {
skeleton = NULL;
parent_bone = NULL;
skeleton_index = -1;
default_length = 16;
set_notify_local_transform(true);
//this is a clever hack so the bone knows no rest has been set yet, allowing to show an error.
for (int i = 0; i < 3; i++) {
rest[i] = Vector2(0, 0);
}
}
//////////////////////////////////////
void Skeleton2D::_make_bone_setup_dirty() {
if (bone_setup_dirty)
return;
bone_setup_dirty = true;
if (is_inside_tree()) {
call_deferred("_update_bone_setup");
}
}
void Skeleton2D::_update_bone_setup() {
if (!bone_setup_dirty)
return;
bone_setup_dirty = false;
VS::get_singleton()->skeleton_allocate(skeleton, bones.size(), true);
bones.sort(); //sorty so they are always in the same order/index
for (int i = 0; i < bones.size(); i++) {
bones.write[i].rest_inverse = bones[i].bone->get_skeleton_rest().affine_inverse(); //bind pose
bones.write[i].bone->skeleton_index = i;
Bone2D *parent_bone = Object::cast_to<Bone2D>(bones[i].bone->get_parent());
if (parent_bone) {
bones.write[i].parent_index = parent_bone->skeleton_index;
} else {
bones.write[i].parent_index = -1;
}
}
transform_dirty = true;
_update_transform();
emit_signal("bone_setup_changed");
}
void Skeleton2D::_make_transform_dirty() {
if (transform_dirty)
return;
transform_dirty = true;
if (is_inside_tree()) {
call_deferred("_update_transform");
}
}
void Skeleton2D::_update_transform() {
if (bone_setup_dirty) {
_update_bone_setup();
return; //above will update transform anyway
}
if (!transform_dirty)
return;
transform_dirty = false;
for (int i = 0; i < bones.size(); i++) {
ERR_CONTINUE(bones[i].parent_index >= i);
if (bones[i].parent_index >= 0) {
bones.write[i].accum_transform = bones[bones[i].parent_index].accum_transform * bones[i].bone->get_transform();
} else {
bones.write[i].accum_transform = bones[i].bone->get_transform();
}
}
for (int i = 0; i < bones.size(); i++) {
Transform2D final_xform = bones[i].accum_transform * bones[i].rest_inverse;
VS::get_singleton()->skeleton_bone_set_transform_2d(skeleton, i, final_xform);
}
}
int Skeleton2D::get_bone_count() const {
ERR_FAIL_COND_V(!is_inside_tree(), 0);
if (bone_setup_dirty) {
const_cast<Skeleton2D *>(this)->_update_bone_setup();
}
return bones.size();
}
Bone2D *Skeleton2D::get_bone(int p_idx) {
ERR_FAIL_COND_V(!is_inside_tree(), NULL);
ERR_FAIL_INDEX_V(p_idx, bones.size(), NULL);
return bones[p_idx].bone;
}
void Skeleton2D::_notification(int p_what) {
if (p_what == NOTIFICATION_READY) {
if (bone_setup_dirty)
_update_bone_setup();
if (transform_dirty)
_update_transform();
request_ready();
}
if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
VS::get_singleton()->skeleton_set_base_transform_2d(skeleton, get_global_transform());
}
}
RID Skeleton2D::get_skeleton() const {
return skeleton;
}
void Skeleton2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_bone_setup"), &Skeleton2D::_update_bone_setup);
ClassDB::bind_method(D_METHOD("_update_transform"), &Skeleton2D::_update_transform);
ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton2D::get_bone_count);
ClassDB::bind_method(D_METHOD("get_bone", "idx"), &Skeleton2D::get_bone);
ClassDB::bind_method(D_METHOD("get_skeleton"), &Skeleton2D::get_skeleton);
ADD_SIGNAL(MethodInfo("bone_setup_changed"));
}
Skeleton2D::Skeleton2D() {
bone_setup_dirty = true;
transform_dirty = true;
skeleton = VS::get_singleton()->skeleton_create();
set_notify_transform(true);
}
Skeleton2D::~Skeleton2D() {
VS::get_singleton()->free(skeleton);
}