293 lines
8.9 KiB
C++
293 lines
8.9 KiB
C++
/*************************************************************************/
|
|
/* skeleton_2d.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 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);
|
|
}
|