bc26f90581
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
1352 lines
31 KiB
C++
1352 lines
31 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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/scene_string_names.h"
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#include "core_string_names.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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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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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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color_dirty=true;
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_queue_update();
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for (List<SpriteBase3D*>::Element *E=children.front();E;E=E->next()) {
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E->get()->_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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if (p_what==NOTIFICATION_ENTER_TREE) {
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if (!pending_update)
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_im_update();
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Node *parent=get_parent();
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if (parent) {
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parent_sprite=parent->cast_to<SpriteBase3D>();
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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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}
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}
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if (p_what==NOTIFICATION_EXIT_TREE) {
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if (parent_sprite) {
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parent_sprite->children.erase(pI);
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pI=NULL;
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parent_sprite=NULL;
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}
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}
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}
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void SpriteBase3D::set_centered(bool p_center) {
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centered=p_center;
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_queue_update();
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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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offset=p_offset;
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_queue_update();
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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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hflip=p_flip;
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_queue_update();
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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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vflip=p_flip;
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_queue_update();
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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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modulate=p_color;
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_propagate_color_changed();
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_queue_update();
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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_pixel_size(float p_amount) {
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pixel_size=p_amount;
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_queue_update();
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}
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float SpriteBase3D::get_pixel_size() const {
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return pixel_size;
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}
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void SpriteBase3D::set_opacity(float p_amount) {
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opacity=p_amount;
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_queue_update();
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}
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float SpriteBase3D::get_opacity() const {
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return opacity;
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}
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void SpriteBase3D::set_axis(Vector3::Axis p_axis) {
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axis=p_axis;
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_queue_update();
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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_update(){
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if (pending_update)
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return;
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pending_update=true;
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call_deferred(SceneStringNames::get_singleton()->_im_update);
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}
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Rect3 SpriteBase3D::get_aabb() const {
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return aabb;
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}
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PoolVector<Face3> SpriteBase3D::get_faces(uint32_t p_usage_flags) const {
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return PoolVector<Face3>();
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}
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void SpriteBase3D::set_draw_flag(DrawFlags p_flag,bool p_enable) {
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ERR_FAIL_INDEX(p_flag,FLAG_MAX);
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flags[p_flag]=p_enable;
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_queue_update();
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}
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bool SpriteBase3D::get_draw_flag(DrawFlags p_flag) const{
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ERR_FAIL_INDEX_V(p_flag,FLAG_MAX,false);
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return flags[p_flag];
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}
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void SpriteBase3D::set_alpha_cut_mode(AlphaCutMode p_mode){
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ERR_FAIL_INDEX(p_mode,3);
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alpha_cut=p_mode;
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_queue_update();
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}
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SpriteBase3D::AlphaCutMode SpriteBase3D::get_alpha_cut_mode() const{
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return alpha_cut;
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}
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void SpriteBase3D::_bind_methods() {
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ClassDB::bind_method(_MD("set_centered","centered"),&SpriteBase3D::set_centered);
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ClassDB::bind_method(_MD("is_centered"),&SpriteBase3D::is_centered);
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ClassDB::bind_method(_MD("set_offset","offset"),&SpriteBase3D::set_offset);
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ClassDB::bind_method(_MD("get_offset"),&SpriteBase3D::get_offset);
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ClassDB::bind_method(_MD("set_flip_h","flip_h"),&SpriteBase3D::set_flip_h);
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ClassDB::bind_method(_MD("is_flipped_h"),&SpriteBase3D::is_flipped_h);
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ClassDB::bind_method(_MD("set_flip_v","flip_v"),&SpriteBase3D::set_flip_v);
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ClassDB::bind_method(_MD("is_flipped_v"),&SpriteBase3D::is_flipped_v);
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ClassDB::bind_method(_MD("set_modulate","modulate"),&SpriteBase3D::set_modulate);
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ClassDB::bind_method(_MD("get_modulate"),&SpriteBase3D::get_modulate);
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ClassDB::bind_method(_MD("set_opacity","opacity"),&SpriteBase3D::set_opacity);
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ClassDB::bind_method(_MD("get_opacity"),&SpriteBase3D::get_opacity);
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ClassDB::bind_method(_MD("set_pixel_size","pixel_size"),&SpriteBase3D::set_pixel_size);
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ClassDB::bind_method(_MD("get_pixel_size"),&SpriteBase3D::get_pixel_size);
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ClassDB::bind_method(_MD("set_axis","axis"),&SpriteBase3D::set_axis);
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ClassDB::bind_method(_MD("get_axis"),&SpriteBase3D::get_axis);
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ClassDB::bind_method(_MD("set_draw_flag","flag","enabled"),&SpriteBase3D::set_draw_flag);
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ClassDB::bind_method(_MD("get_draw_flag","flag"),&SpriteBase3D::get_draw_flag);
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ClassDB::bind_method(_MD("set_alpha_cut_mode","mode"),&SpriteBase3D::set_alpha_cut_mode);
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ClassDB::bind_method(_MD("get_alpha_cut_mode"),&SpriteBase3D::get_alpha_cut_mode);
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ClassDB::bind_method(_MD("get_item_rect"),&SpriteBase3D::get_item_rect);
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ClassDB::bind_method(_MD("_queue_update"),&SpriteBase3D::_queue_update);
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ClassDB::bind_method(_MD("_im_update"),&SpriteBase3D::_im_update);
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ADD_PROPERTY( PropertyInfo( Variant::BOOL, "centered"), _SCS("set_centered"),_SCS("is_centered"));
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ADD_PROPERTY( PropertyInfo( Variant::VECTOR2, "offset"), _SCS("set_offset"),_SCS("get_offset"));
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ADD_PROPERTY( PropertyInfo( Variant::BOOL, "flip_h"), _SCS("set_flip_h"),_SCS("is_flipped_h"));
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ADD_PROPERTY( PropertyInfo( Variant::BOOL, "flip_v"), _SCS("set_flip_v"),_SCS("is_flipped_v"));
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ADD_PROPERTY( PropertyInfo( Variant::COLOR, "modulate"), _SCS("set_modulate"),_SCS("get_modulate"));
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ADD_PROPERTY( PropertyInfo( Variant::REAL, "opacity",PROPERTY_HINT_RANGE,"0,1,0.01"), _SCS("set_opacity"),_SCS("get_opacity"));
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ADD_PROPERTY( PropertyInfo( Variant::REAL, "pixel_size",PROPERTY_HINT_RANGE,"0.0001,128,0.0001"), _SCS("set_pixel_size"),_SCS("get_pixel_size"));
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ADD_PROPERTY( PropertyInfo( Variant::INT, "axis",PROPERTY_HINT_ENUM,"X-Axis,Y-Axis,Z-Axis"), _SCS("set_axis"),_SCS("get_axis"));
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ADD_GROUP("Flags","");
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ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "transparent"), _SCS("set_draw_flag"),_SCS("get_draw_flag"),FLAG_TRANSPARENT);
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ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "shaded"), _SCS("set_draw_flag"),_SCS("get_draw_flag"),FLAG_SHADED);
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ADD_PROPERTY( PropertyInfo( Variant::INT, "alpha_cut",PROPERTY_HINT_ENUM,"Disabled,Discard,Opaque Pre-Pass"), _SCS("set_alpha_cut_mode"),_SCS("get_alpha_cut_mode"));
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BIND_CONSTANT( FLAG_TRANSPARENT );
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BIND_CONSTANT( FLAG_SHADED );
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BIND_CONSTANT( FLAG_MAX );
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BIND_CONSTANT( ALPHA_CUT_DISABLED );
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BIND_CONSTANT( ALPHA_CUT_DISCARD );
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BIND_CONSTANT( ALPHA_CUT_OPAQUE_PREPASS );
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}
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SpriteBase3D::SpriteBase3D() {
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color_dirty=true;
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centered=true;
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hflip=false;
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vflip=false;
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parent_sprite=NULL;
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pI=NULL;
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for(int i=0;i<FLAG_MAX;i++)
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flags[i]=i==FLAG_TRANSPARENT;
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axis=Vector3::AXIS_Z;
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pixel_size=0.01;
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modulate=Color(1,1,1,1);
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pending_update=false;
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opacity=1.0;
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immediate = VisualServer::get_singleton()->immediate_create();
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set_base(immediate);
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}
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SpriteBase3D::~SpriteBase3D() {
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VisualServer::get_singleton()->free(immediate);
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}
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///////////////////////////////////////////
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void Sprite3D::_draw() {
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RID immediate = get_immediate();
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VS::get_singleton()->immediate_clear(immediate);
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if (!texture.is_valid())
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return; //no texuture no life
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Vector2 tsize = texture->get_size();
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if (tsize.x==0 || tsize.y==0)
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return;
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Size2i s;
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Rect2i src_rect;
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if (region) {
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s=region_rect.size;
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src_rect=region_rect;
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} else {
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s = texture->get_size();
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s=s/Size2i(hframes,vframes);
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src_rect.size=s;
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src_rect.pos.x+=(frame%hframes)*s.x;
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src_rect.pos.y+=(frame/hframes)*s.y;
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}
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Point2i ofs=get_offset();
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if (is_centered())
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ofs-=s/2;
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Rect2i dst_rect(ofs,s);
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Rect2 final_rect;
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Rect2 final_src_rect;
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if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect))
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return;
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if (final_rect.size.x==0 || final_rect.size.y==0)
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return;
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Color color=_get_color_accum();
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color.a*=get_opacity();
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float pixel_size=get_pixel_size();
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Vector2 vertices[4]={
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(final_rect.pos+Vector2(0,final_rect.size.y)) * pixel_size,
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(final_rect.pos+final_rect.size) * pixel_size,
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(final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size,
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final_rect.pos * pixel_size,
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};
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Vector2 uvs[4]={
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final_src_rect.pos / tsize,
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(final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize,
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(final_src_rect.pos+final_src_rect.size) / tsize,
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(final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / 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 axis = get_axis();
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normal[axis]=1.0;
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RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),get_alpha_cut_mode()==ALPHA_CUT_DISCARD,get_alpha_cut_mode()==ALPHA_CUT_OPAQUE_PREPASS);
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VS::get_singleton()->immediate_set_material(immediate,mat);
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VS::get_singleton()->immediate_begin(immediate,VS::PRIMITIVE_TRIANGLE_FAN,texture->get_rid());
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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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//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 (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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Rect3 aabb;
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for(int i=0;i<4;i++) {
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VS::get_singleton()->immediate_normal(immediate,normal);
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VS::get_singleton()->immediate_color(immediate,color);
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VS::get_singleton()->immediate_uv(immediate,uvs[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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VS::get_singleton()->immediate_vertex(immediate,vtx);
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if (i==0) {
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aabb.pos=vtx;
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aabb.size=Vector3();
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} else {
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aabb.expand_to(vtx);
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}
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}
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set_aabb(aabb);
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VS::get_singleton()->immediate_end(immediate);
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}
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void Sprite3D::set_texture(const Ref<Texture>& p_texture) {
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if (p_texture==texture)
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return;
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if (texture.is_valid()) {
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texture->disconnect(CoreStringNames::get_singleton()->changed,this,SceneStringNames::get_singleton()->_queue_update);
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}
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texture=p_texture;
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if (texture.is_valid()) {
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texture->set_flags(texture->get_flags()); //remove repeat from texture, it looks bad in sprites
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texture->connect(CoreStringNames::get_singleton()->changed,this,SceneStringNames::get_singleton()->_queue_update);
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}
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_queue_update();
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}
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Ref<Texture> Sprite3D::get_texture() const {
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return texture;
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}
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void Sprite3D::set_region(bool p_region) {
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if (p_region==region)
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return;
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region=p_region;
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_queue_update();
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}
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bool Sprite3D::is_region() const{
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return region;
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}
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void Sprite3D::set_region_rect(const Rect2& p_region_rect) {
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bool changed=region_rect!=p_region_rect;
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region_rect=p_region_rect;
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if (region && changed) {
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_queue_update();
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}
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}
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Rect2 Sprite3D::get_region_rect() const {
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return region_rect;
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}
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void Sprite3D::set_frame(int p_frame) {
|
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|
|
ERR_FAIL_INDEX(p_frame,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("frame");
|
|
}
|
|
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("frame");
|
|
}
|
|
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);
|
|
}
|
|
|
|
Point2i 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(_MD("set_texture","texture:Texture"),&Sprite3D::set_texture);
|
|
ClassDB::bind_method(_MD("get_texture:Texture"),&Sprite3D::get_texture);
|
|
|
|
ClassDB::bind_method(_MD("set_region","enabled"),&Sprite3D::set_region);
|
|
ClassDB::bind_method(_MD("is_region"),&Sprite3D::is_region);
|
|
|
|
ClassDB::bind_method(_MD("set_region_rect","rect"),&Sprite3D::set_region_rect);
|
|
ClassDB::bind_method(_MD("get_region_rect"),&Sprite3D::get_region_rect);
|
|
|
|
ClassDB::bind_method(_MD("set_frame","frame"),&Sprite3D::set_frame);
|
|
ClassDB::bind_method(_MD("get_frame"),&Sprite3D::get_frame);
|
|
|
|
ClassDB::bind_method(_MD("set_vframes","vframes"),&Sprite3D::set_vframes);
|
|
ClassDB::bind_method(_MD("get_vframes"),&Sprite3D::get_vframes);
|
|
|
|
ClassDB::bind_method(_MD("set_hframes","hframes"),&Sprite3D::set_hframes);
|
|
ClassDB::bind_method(_MD("get_hframes"),&Sprite3D::get_hframes);
|
|
|
|
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE,"Texture"), _SCS("set_texture"),_SCS("get_texture"));
|
|
ADD_PROPERTY( PropertyInfo( Variant::INT, "vframes",PROPERTY_HINT_RANGE,"1,16384,1"), _SCS("set_vframes"),_SCS("get_vframes"));
|
|
ADD_PROPERTY( PropertyInfo( Variant::INT, "hframes",PROPERTY_HINT_RANGE,"1,16384,1"), _SCS("set_hframes"),_SCS("get_hframes"));
|
|
ADD_PROPERTY( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), _SCS("set_frame"),_SCS("get_frame"));
|
|
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "region"), _SCS("set_region"),_SCS("is_region"));
|
|
ADD_PROPERTY( PropertyInfo( Variant::RECT2, "region_rect"), _SCS("set_region_rect"),_SCS("get_region_rect"));
|
|
|
|
ADD_SIGNAL(MethodInfo("frame_changed"));
|
|
|
|
}
|
|
|
|
Sprite3D::Sprite3D() {
|
|
|
|
|
|
region=false;
|
|
frame=0;
|
|
vframes=1;
|
|
hframes=1;
|
|
|
|
}
|
|
|
|
////////////////////////////////////////
|
|
|
|
#if 0
|
|
|
|
void AnimatedSprite3D::_draw() {
|
|
|
|
RID immediate = get_immediate();
|
|
VS::get_singleton()->immediate_clear(immediate);
|
|
|
|
if (!frames.is_valid() || !frames->get_frame_count(animation) || frame<0 || frame>=frames->get_frame_count(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;
|
|
Rect2i src_rect;
|
|
|
|
src_rect.size=s;
|
|
|
|
Point2i ofs=get_offset();
|
|
if (is_centered())
|
|
ofs-=s/2;
|
|
|
|
Rect2i 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.pos+Vector2(0,final_rect.size.y)) * pixel_size,
|
|
(final_rect.pos+final_rect.size) * pixel_size,
|
|
(final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size,
|
|
final_rect.pos * pixel_size,
|
|
|
|
|
|
};
|
|
Vector2 uvs[4]={
|
|
final_src_rect.pos / tsize,
|
|
(final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize,
|
|
(final_src_rect.pos+final_src_rect.size) / tsize,
|
|
(final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / 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;
|
|
|
|
RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),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_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.pos=vtx;
|
|
aabb.size=Vector3();
|
|
} else {
|
|
aabb.expand_to(vtx);
|
|
}
|
|
}
|
|
set_aabb(aabb);
|
|
VS::get_singleton()->immediate_end(immediate);
|
|
|
|
}
|
|
|
|
void AnimatedSprite3D::_bind_methods(){
|
|
|
|
ClassDB::bind_method(_MD("set_sprite_frames","sprite_frames:SpriteFrames"),&AnimatedSprite3D::set_sprite_frames);
|
|
ClassDB::bind_method(_MD("get_sprite_frames:Texture"),&AnimatedSprite3D::get_sprite_frames);
|
|
ClassDB::bind_method(_MD("set_frame","frame"),&AnimatedSprite3D::set_frame);
|
|
ClassDB::bind_method(_MD("get_frame"),&AnimatedSprite3D::get_frame);
|
|
|
|
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE,"SpriteFrames"), _SCS("set_sprite_frames"),_SCS("get_sprite_frames"));
|
|
ADD_PROPERTY( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), _SCS("set_frame"),_SCS("get_frame"));
|
|
|
|
ADD_SIGNAL(MethodInfo("frame_changed"));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AnimatedSprite3D::set_sprite_frames(const Ref<SpriteFrames>& p_sprite_frames) {
|
|
|
|
|
|
if (frames==p_sprite_frames)
|
|
return;
|
|
|
|
if (frames.is_valid())
|
|
frames->disconnect("changed",this,"_queue_update");
|
|
frames=p_sprite_frames;
|
|
if (frames.is_valid())
|
|
frames->connect("changed",this,"_queue_update");
|
|
|
|
if (!frames.is_valid() || frame >=frames->get_frame_count(animation)) {
|
|
frame=0;
|
|
|
|
}
|
|
_queue_update();
|
|
|
|
}
|
|
|
|
Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const{
|
|
|
|
return frames;
|
|
}
|
|
|
|
void AnimatedSprite3D::set_frame(int p_frame){
|
|
|
|
if (frames.is_null())
|
|
return;
|
|
|
|
ERR_FAIL_INDEX(p_frame,frames->get_frame_count(animation));
|
|
|
|
if (frame==p_frame)
|
|
return;
|
|
|
|
frame=p_frame;
|
|
_queue_update();
|
|
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->get_frame_count(animation) || frame<0 || frame>=frames->get_frame_count(animation)) {
|
|
return Rect2(0,0,1,1);
|
|
}
|
|
|
|
Ref<Texture> t = frames->get_frame(animation,frame);
|
|
if (t.is_null())
|
|
return Rect2(0,0,1,1);
|
|
Size2i s = t->get_size();
|
|
|
|
Point2i ofs=get_offset();
|
|
if (is_centered())
|
|
ofs-=s/2;
|
|
|
|
if (s==Size2(0,0))
|
|
s=Size2(1,1);
|
|
|
|
return Rect2(ofs,s);
|
|
}
|
|
|
|
|
|
|
|
AnimatedSprite3D::AnimatedSprite3D() {
|
|
|
|
animation="current";
|
|
frame=0;
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
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;
|
|
Rect2i src_rect;
|
|
|
|
src_rect.size=s;
|
|
|
|
Point2i ofs=get_offset();
|
|
if (is_centered())
|
|
ofs-=s/2;
|
|
|
|
Rect2i 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.pos+Vector2(0,final_rect.size.y)) * pixel_size,
|
|
(final_rect.pos+final_rect.size) * pixel_size,
|
|
(final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size,
|
|
final_rect.pos * pixel_size,
|
|
|
|
|
|
};
|
|
Vector2 uvs[4]={
|
|
final_src_rect.pos / tsize,
|
|
(final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize,
|
|
(final_src_rect.pos+final_src_rect.size) / tsize,
|
|
(final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / 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;
|
|
|
|
RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),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;
|
|
}
|
|
}
|
|
}
|
|
|
|
Rect3 aabb;
|
|
|
|
for(int i=0;i<4;i++) {
|
|
VS::get_singleton()->immediate_normal(immediate,normal);
|
|
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.pos=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;
|
|
#if 0
|
|
case NOTIFICATION_DRAW: {
|
|
|
|
if (frames.is_null()) {
|
|
print_line("no draw no faemos");
|
|
return;
|
|
}
|
|
|
|
if (frame<0) {
|
|
print_line("no draw frame <0");
|
|
return;
|
|
}
|
|
|
|
if (!frames->has_animation(animation)) {
|
|
print_line("no draw no anim: "+String(animation));
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
Ref<Texture> texture = frames->get_frame(animation,frame);
|
|
if (texture.is_null()) {
|
|
print_line("no draw texture is null");
|
|
return;
|
|
}
|
|
|
|
//print_line("DECIDED TO DRAW");
|
|
|
|
RID ci = get_canvas_item();
|
|
|
|
/*
|
|
texture->draw(ci,Point2());
|
|
break;
|
|
*/
|
|
|
|
Size2i s;
|
|
s = texture->get_size();
|
|
Point2 ofs=offset;
|
|
if (centered)
|
|
ofs-=s/2;
|
|
|
|
if (OS::get_singleton()->get_use_pixel_snap()) {
|
|
ofs=ofs.floor();
|
|
}
|
|
Rect2 dst_rect(ofs,s);
|
|
|
|
if (hflip)
|
|
dst_rect.size.x=-dst_rect.size.x;
|
|
if (vflip)
|
|
dst_rect.size.y=-dst_rect.size.y;
|
|
|
|
//texture->draw_rect(ci,dst_rect,false,modulate);
|
|
texture->draw_rect_region(ci,dst_rect,Rect2(Vector2(),texture->get_size()),modulate);
|
|
// VisualServer::get_singleton()->canvas_item_add_texture_rect_region(ci,dst_rect,texture->get_rid(),src_rect,modulate);
|
|
|
|
} break;
|
|
#endif
|
|
}
|
|
|
|
}
|
|
|
|
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=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(_MD("set_sprite_frames","sprite_frames:SpriteFrames"),&AnimatedSprite3D::set_sprite_frames);
|
|
ClassDB::bind_method(_MD("get_sprite_frames:SpriteFrames"),&AnimatedSprite3D::get_sprite_frames);
|
|
|
|
ClassDB::bind_method(_MD("set_animation","animation"),&AnimatedSprite3D::set_animation);
|
|
ClassDB::bind_method(_MD("get_animation"),&AnimatedSprite3D::get_animation);
|
|
|
|
ClassDB::bind_method(_MD("_set_playing","playing"),&AnimatedSprite3D::_set_playing);
|
|
ClassDB::bind_method(_MD("_is_playing"),&AnimatedSprite3D::_is_playing);
|
|
|
|
ClassDB::bind_method(_MD("play","anim"),&AnimatedSprite3D::play,DEFVAL(StringName()));
|
|
ClassDB::bind_method(_MD("stop"),&AnimatedSprite3D::stop);
|
|
ClassDB::bind_method(_MD("is_playing"),&AnimatedSprite3D::is_playing);
|
|
|
|
|
|
ClassDB::bind_method(_MD("set_frame","frame"),&AnimatedSprite3D::set_frame);
|
|
ClassDB::bind_method(_MD("get_frame"),&AnimatedSprite3D::get_frame);
|
|
|
|
ClassDB::bind_method(_MD("_res_changed"),&AnimatedSprite3D::_res_changed);
|
|
|
|
ADD_SIGNAL(MethodInfo("frame_changed"));
|
|
|
|
ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "frames",PROPERTY_HINT_RESOURCE_TYPE,"SpriteFrames"), _SCS("set_sprite_frames"),_SCS("get_sprite_frames"));
|
|
ADD_PROPERTY( PropertyInfo( Variant::STRING, "animation"), _SCS("set_animation"),_SCS("get_animation"));
|
|
ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), _SCS("set_frame"),_SCS("get_frame"));
|
|
ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "playing"), _SCS("_set_playing"),_SCS("_is_playing"));
|
|
|
|
|
|
}
|
|
|
|
AnimatedSprite3D::AnimatedSprite3D() {
|
|
|
|
frame=0;
|
|
playing=false;
|
|
animation="default";
|
|
timeout=0;
|
|
|
|
|
|
}
|
|
|
|
|