godot/scene/3d/sprite_3d.cpp

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/**************************************************************************/
/* sprite_3d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif
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 = nullptr;
parent_sprite = nullptr;
}
}
}
void SpriteBase3D::draw_texture_rect(Ref<Texture> p_texture, Rect2 p_dst_rect, Rect2 p_src_rect) {
ERR_FAIL_COND(p_texture.is_null());
Rect2 final_rect;
Rect2 final_src_rect;
if (!p_texture->get_rect_region(p_dst_rect, p_src_rect, final_rect, final_src_rect)) {
return;
}
if (final_rect.size.x == 0 || final_rect.size.y == 0) {
return;
}
// 2D: 3D plane (axes match exactly when `axis == Vector3::AXIS_Z`):
// -X+ -X+
// - +
// Y +--------+ +--------+ +--------+ Y +--------+
// + | +--+ | | | (2) | | - | 0--1 |
// | |ab| | (1) | +--+ | (3) | 3--2 | | |ab| |
// | |cd| | --> | |ab| | --> | |cd| | <==> | |cd| |
// | +--+ | | |cd| | | |ab| | | 3--2 |
// | | | +--+ | | 0--1 | | |
// +--------+ +--------+ +--------+ +--------+
// (1) Y-wise shift `final_rect` within `p_dst_rect` so after inverting Y
// axis distances between top/bottom borders will be preserved (so for
// example AtlasTextures with vertical margins will look the same in 2D/3D).
final_rect.position.y = (p_dst_rect.position.y + p_dst_rect.size.y) - ((final_rect.position.y + final_rect.size.y) - p_dst_rect.position.y);
Color color = _get_color_accum();
color.a *= get_opacity();
float pixel_size = get_pixel_size();
// (2) Order vertices (0123) bottom-top in 2D / top-bottom in 3D.
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 = p_texture->get_size();
// Properly setup UVs for impostor textures (AtlasTexture).
Ref<AtlasTexture> atlas_tex = p_texture;
if (atlas_tex != nullptr) {
src_tsize[0] = atlas_tex->get_atlas()->get_width();
src_tsize[1] = atlas_tex->get_atlas()->get_height();
}
// (3) Assign UVs (abcd) according to the vertices order (bottom-top in 2D / top-bottom in 3D).
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);
}
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;
// Everything except position, color, and UV is compressed
PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();
Vector2 normal_oct = VisualServer::get_singleton()->norm_to_oct(normal);
int8_t v_normal[2] = {
(int8_t)CLAMP(normal_oct.x * 127, -128, 127),
(int8_t)CLAMP(normal_oct.y * 127, -128, 127),
};
Vector2 tangent_oct = VisualServer::get_singleton()->tangent_to_oct(tangent.normal, tangent.d, false);
int8_t v_tangent[2] = {
(int8_t)CLAMP(tangent_oct.x * 127, -128, 127),
(int8_t)CLAMP(tangent_oct.y * 127, -128, 127),
};
for (int i = 0; i < 4; i++) {
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
vtx[y_axis] = vertices[i][1];
if (i == 0) {
aabb.position = vtx;
aabb.size = Vector3();
} else {
aabb.expand_to(vtx);
}
float v_uv[2] = { uvs[i].x, uvs[i].y };
memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_TEX_UV] + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 8);
float v_vertex[3] = { vtx.x, vtx.y, vtx.z };
memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_VERTEX] + mesh_surface_offsets[VS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_NORMAL] + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 2);
memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_TANGENT] + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 2);
memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_COLOR] + mesh_surface_offsets[VS::ARRAY_COLOR]], color.components, 4 * 4);
}
write_buffer.release();
RID mesh = get_mesh();
VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);
VS::get_singleton()->mesh_set_custom_aabb(mesh, aabb);
set_aabb(aabb);
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, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE));
VS::get_singleton()->material_set_shader(get_material(), VS::get_singleton()->material_get_shader(mat));
VS::get_singleton()->material_set_param(get_material(), "texture_albedo", p_texture->get_rid());
if (get_alpha_cut_mode() == ALPHA_CUT_DISABLED) {
VS::get_singleton()->material_set_render_priority(get_material(), get_render_priority());
}
VS::get_singleton()->instance_set_surface_material(get_instance(), 0, get_material());
}
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_render_priority(int p_priority) {
ERR_FAIL_COND(p_priority < VS::MATERIAL_RENDER_PRIORITY_MIN || p_priority > VS::MATERIAL_RENDER_PRIORITY_MAX);
render_priority = p_priority;
_queue_update();
}
int SpriteBase3D::get_render_priority() const {
return render_priority;
}
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;
}
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triangle_mesh.unref();
update_gizmo();
pending_update = true;
call_deferred(SceneStringNames::get_singleton()->_im_update);
}
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AABB SpriteBase3D::get_aabb() const {
return aabb;
}
PoolVector<Face3> SpriteBase3D::get_faces(uint32_t p_usage_flags) const {
return PoolVector<Face3>();
}
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Ref<TriangleMesh> SpriteBase3D::generate_triangle_mesh() const {
if (triangle_mesh.is_valid()) {
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return triangle_mesh;
}
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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) {
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return Ref<TriangleMesh>();
}
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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();
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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;
}
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void SpriteBase3D::set_billboard_mode(SpatialMaterial::BillboardMode p_mode) {
ERR_FAIL_INDEX(p_mode, 3);
billboard_mode = p_mode;
_queue_update();
}
SpatialMaterial::BillboardMode SpriteBase3D::get_billboard_mode() const {
return billboard_mode;
}
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_render_priority", "priority"), &SpriteBase3D::set_render_priority);
ClassDB::bind_method(D_METHOD("get_render_priority"), &SpriteBase3D::get_render_priority);
ClassDB::bind_method(D_METHOD("set_pixel_size", "pixel_size"), &SpriteBase3D::set_pixel_size);
ClassDB::bind_method(D_METHOD("get_pixel_size"), &SpriteBase3D::get_pixel_size);
ClassDB::bind_method(D_METHOD("set_axis", "axis"), &SpriteBase3D::set_axis);
ClassDB::bind_method(D_METHOD("get_axis"), &SpriteBase3D::get_axis);
ClassDB::bind_method(D_METHOD("set_draw_flag", "flag", "enabled"), &SpriteBase3D::set_draw_flag);
ClassDB::bind_method(D_METHOD("get_draw_flag", "flag"), &SpriteBase3D::get_draw_flag);
ClassDB::bind_method(D_METHOD("set_alpha_cut_mode", "mode"), &SpriteBase3D::set_alpha_cut_mode);
ClassDB::bind_method(D_METHOD("get_alpha_cut_mode"), &SpriteBase3D::get_alpha_cut_mode);
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ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &SpriteBase3D::set_billboard_mode);
ClassDB::bind_method(D_METHOD("get_billboard_mode"), &SpriteBase3D::get_billboard_mode);
ClassDB::bind_method(D_METHOD("get_item_rect"), &SpriteBase3D::get_item_rect);
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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", "");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard"), "set_billboard_mode", "get_billboard_mode");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "transparent"), "set_draw_flag", "get_draw_flag", FLAG_TRANSPARENT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "shaded"), "set_draw_flag", "get_draw_flag", FLAG_SHADED);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "double_sided"), "set_draw_flag", "get_draw_flag", FLAG_DOUBLE_SIDED);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "no_depth_test"), "set_draw_flag", "get_draw_flag", FLAG_DISABLE_DEPTH_TEST);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_draw_flag", "get_draw_flag", FLAG_FIXED_SIZE);
ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_cut", PROPERTY_HINT_ENUM, "Disabled,Discard,Opaque Pre-Pass"), "set_alpha_cut_mode", "get_alpha_cut_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(VS::MATERIAL_RENDER_PRIORITY_MIN) + "," + itos(VS::MATERIAL_RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
BIND_ENUM_CONSTANT(FLAG_TRANSPARENT);
BIND_ENUM_CONSTANT(FLAG_SHADED);
BIND_ENUM_CONSTANT(FLAG_DOUBLE_SIDED);
BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST);
BIND_ENUM_CONSTANT(FLAG_FIXED_SIZE);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(ALPHA_CUT_DISABLED);
BIND_ENUM_CONSTANT(ALPHA_CUT_DISCARD);
BIND_ENUM_CONSTANT(ALPHA_CUT_OPAQUE_PREPASS);
}
SpriteBase3D::SpriteBase3D() {
color_dirty = true;
centered = true;
hflip = false;
vflip = false;
parent_sprite = nullptr;
pI = nullptr;
for (int i = 0; i < FLAG_MAX; i++) {
flags[i] = i == FLAG_TRANSPARENT || i == FLAG_DOUBLE_SIDED;
}
alpha_cut = ALPHA_CUT_DISABLED;
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billboard_mode = SpatialMaterial::BILLBOARD_DISABLED;
axis = Vector3::AXIS_Z;
pixel_size = 0.01;
modulate = Color(1, 1, 1, 1);
pending_update = false;
opacity = 1.0;
material = RID_PRIME(VisualServer::get_singleton()->material_create());
// Set defaults for material, names need to match up those in SpatialMaterial
VS::get_singleton()->material_set_param(material, "albedo", Color(1, 1, 1, 1));
VS::get_singleton()->material_set_param(material, "specular", 0.5);
VS::get_singleton()->material_set_param(material, "metallic", 0.0);
VS::get_singleton()->material_set_param(material, "roughness", 1.0);
VS::get_singleton()->material_set_param(material, "uv1_offset", Vector3(0, 0, 0));
VS::get_singleton()->material_set_param(material, "uv1_scale", Vector3(1, 1, 1));
VS::get_singleton()->material_set_param(material, "uv2_offset", Vector3(0, 0, 0));
VS::get_singleton()->material_set_param(material, "uv2_scale", Vector3(1, 1, 1));
VS::get_singleton()->material_set_param(material, "alpha_scissor_threshold", 0.98);
mesh = RID_PRIME(VisualServer::get_singleton()->mesh_create());
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PoolVector3Array mesh_vertices;
PoolVector3Array mesh_normals;
PoolRealArray mesh_tangents;
PoolColorArray mesh_colors;
PoolVector2Array mesh_uvs;
mesh_vertices.resize(4);
mesh_normals.resize(4);
mesh_tangents.resize(16);
mesh_colors.resize(4);
mesh_uvs.resize(4);
// create basic mesh and store format information
for (int i = 0; i < 4; i++) {
mesh_normals.write()[i] = Vector3(0.0, 0.0, 1.0);
mesh_tangents.write()[i * 4 + 0] = 0.0;
mesh_tangents.write()[i * 4 + 1] = 0.0;
mesh_tangents.write()[i * 4 + 2] = 1.0;
mesh_tangents.write()[i * 4 + 3] = 1.0;
mesh_colors.write()[i] = Color(1.0, 1.0, 1.0, 1.0);
mesh_uvs.write()[i] = Vector2(0.0, 0.0);
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mesh_vertices.write()[i] = Vector3(0.0, 0.0, 0.0);
}
Array mesh_array;
mesh_array.resize(VS::ARRAY_MAX);
mesh_array[VS::ARRAY_VERTEX] = mesh_vertices;
mesh_array[VS::ARRAY_NORMAL] = mesh_normals;
mesh_array[VS::ARRAY_TANGENT] = mesh_tangents;
mesh_array[VS::ARRAY_COLOR] = mesh_colors;
mesh_array[VS::ARRAY_TEX_UV] = mesh_uvs;
uint32_t compress_format = (VS::ARRAY_COMPRESS_DEFAULT & ~VS::ARRAY_COMPRESS_TEX_UV) & ~VS::ARRAY_COMPRESS_COLOR;
compress_format |= VS::ARRAY_FLAG_USE_DYNAMIC_UPDATE;
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLE_FAN, mesh_array, Array(), compress_format);
const int surface_vertex_len = VS::get_singleton()->mesh_surface_get_array_len(mesh, 0);
const int surface_index_len = VS::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
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mesh_surface_format = VS::get_singleton()->mesh_surface_get_format(mesh, 0);
mesh_buffer = VS::get_singleton()->mesh_surface_get_array(mesh, 0);
VS::get_singleton()->mesh_surface_make_offsets_from_format(mesh_surface_format, surface_vertex_len, surface_index_len, mesh_surface_offsets, mesh_stride);
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set_base(mesh);
}
SpriteBase3D::~SpriteBase3D() {
VisualServer::get_singleton()->free(mesh);
VisualServer::get_singleton()->free(material);
}
///////////////////////////////////////////
void Sprite3D::_draw() {
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if (get_base() != get_mesh()) {
set_base(get_mesh());
}
if (!texture.is_valid()) {
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set_base(RID());
return;
}
Vector2 tsize = texture->get_size();
if (tsize.x == 0 || tsize.y == 0) {
return;
}
Rect2 base_rect;
if (region) {
base_rect = region_rect;
} else {
base_rect = Rect2(0, 0, texture->get_width(), texture->get_height());
}
Size2 frame_size = base_rect.size / Size2(hframes, vframes);
Point2 frame_offset = Point2(frame % hframes, frame / hframes);
frame_offset *= frame_size;
Point2 dst_offset = get_offset();
if (is_centered()) {
dst_offset -= frame_size / 2;
}
Rect2 src_rect(base_rect.position + frame_offset, frame_size);
Rect2 dst_rect(dst_offset, frame_size);
draw_texture_rect(texture, dst_rect, src_rect);
}
void Sprite3D::set_texture(const Ref<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);
frame = p_frame;
_queue_update();
_change_notify("frame");
_change_notify("frame_coords");
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emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
int Sprite3D::get_frame() const {
return frame;
}
void Sprite3D::set_frame_coords(const Vector2 &p_coord) {
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ERR_FAIL_INDEX(int(p_coord.x), hframes);
ERR_FAIL_INDEX(int(p_coord.y), vframes);
set_frame(int(p_coord.y) * hframes + int(p_coord.x));
}
Vector2 Sprite3D::get_frame_coords() const {
return Vector2(frame % hframes, frame / hframes);
}
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();
*/
Size2 s;
if (region) {
s = region_rect.size;
} else {
s = texture->get_size();
s = s / Point2(hframes, vframes);
}
Point2 ofs = get_offset();
if (is_centered()) {
ofs -= s / 2;
}
if (s == Size2(0, 0)) {
s = Size2(1, 1);
}
return Rect2(ofs, s);
}
void Sprite3D::_validate_property(PropertyInfo &property) const {
if (property.name == "frame") {
property.hint = PROPERTY_HINT_RANGE;
property.hint_string = "0," + itos(vframes * hframes - 1) + ",1";
property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
if (property.name == "frame_coords") {
property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
}
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_frame_coords", "coords"), &Sprite3D::set_frame_coords);
ClassDB::bind_method(D_METHOD("get_frame_coords"), &Sprite3D::get_frame_coords);
ClassDB::bind_method(D_METHOD("set_vframes", "vframes"), &Sprite3D::set_vframes);
ClassDB::bind_method(D_METHOD("get_vframes"), &Sprite3D::get_vframes);
ClassDB::bind_method(D_METHOD("set_hframes", "hframes"), &Sprite3D::set_hframes);
ClassDB::bind_method(D_METHOD("get_hframes"), &Sprite3D::get_hframes);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ADD_GROUP("Animation", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "hframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_hframes", "get_hframes");
ADD_PROPERTY(PropertyInfo(Variant::INT, "vframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_vframes", "get_vframes");
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frame_coords", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_frame_coords", "get_frame_coords");
ADD_GROUP("Region", "region_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_enabled"), "set_region", "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() {
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if (get_base() != get_mesh()) {
set_base(get_mesh());
}
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()) {
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set_base(RID());
return; //no texuture no life
}
Size2 tsize = texture->get_size();
if (tsize.x == 0 || tsize.y == 0) {
return;
}
Rect2 src_rect;
src_rect.size = tsize;
Point2 ofs = get_offset();
if (is_centered()) {
ofs -= tsize / 2;
}
Rect2 dst_rect(ofs, tsize);
draw_texture_rect(texture, dst_rect, src_rect);
}
void AnimatedSprite3D::_validate_property(PropertyInfo &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") {
if (playing) {
property.usage = PROPERTY_USAGE_EDITOR;
return;
}
property.hint = PROPERTY_HINT_RANGE;
if (frames->has_animation(animation) && frames->get_frame_count(animation) > 1) {
property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
}
property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
}
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 remaining = get_process_delta_time();
while (remaining) {
float speed = frames->get_animation_speed(animation);
if (speed == 0) {
return; // Do nothing.
}
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;
}
emit_signal(SceneStringNames::get_singleton()->animation_finished);
} else {
frame++;
}
_queue_update();
_change_notify("frame");
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
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();
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_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);
}
Size2 s = t->get_size();
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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);
property_list_changed_notify();
}
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 playing;
}
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();
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_queue_update();
}
StringName AnimatedSprite3D::get_animation() const {
return animation;
}
String AnimatedSprite3D::get_configuration_warning() const {
String warning = SpriteBase3D::get_configuration_warning();
if (frames.is_null()) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite3D to display frames.");
}
return warning;
}
void AnimatedSprite3D::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
#ifdef TOOLS_ENABLED
const String quote_style = EDITOR_GET("text_editor/completion/use_single_quotes") ? "'" : "\"";
#else
const String quote_style = "\"";
#endif
if (p_idx == 0 && p_function == "play" && frames.is_valid()) {
List<StringName> al;
frames->get_animation_list(&al);
for (List<StringName>::Element *E = al.front(); E; E = E->next()) {
r_options->push_back(quote_style + String(E->get()) + quote_style);
}
}
Node::get_argument_options(p_function, p_idx, r_options);
}
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_SIGNAL(MethodInfo("animation_finished"));
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"), "set_frame", "get_frame");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing");
}
AnimatedSprite3D::AnimatedSprite3D() {
frame = 0;
playing = false;
animation = "default";
timeout = 0;
}