2018-05-16 17:19:33 +00:00
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/*************************************************************************/
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/* skeleton_2d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2020-01-01 10:16:22 +00:00
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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2018-05-16 17:19:33 +00:00
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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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2018-02-21 20:23:27 +00:00
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#include "skeleton_2d.h"
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void Bone2D::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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Node *parent = get_parent();
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parent_bone = Object::cast_to<Bone2D>(parent);
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skeleton = NULL;
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while (parent) {
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skeleton = Object::cast_to<Skeleton2D>(parent);
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if (skeleton)
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break;
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if (!Object::cast_to<Bone2D>(parent))
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break; //skeletons must be chained to Bone2Ds.
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2018-05-02 14:00:35 +00:00
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parent = parent->get_parent();
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2018-02-21 20:23:27 +00:00
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}
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if (skeleton) {
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Skeleton2D::Bone bone;
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bone.bone = this;
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skeleton->bones.push_back(bone);
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skeleton->_make_bone_setup_dirty();
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}
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}
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if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
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if (skeleton) {
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skeleton->_make_transform_dirty();
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}
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}
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2018-05-03 20:29:15 +00:00
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if (p_what == NOTIFICATION_MOVED_IN_PARENT) {
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if (skeleton) {
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skeleton->_make_bone_setup_dirty();
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}
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}
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2018-02-21 20:23:27 +00:00
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if (p_what == NOTIFICATION_EXIT_TREE) {
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if (skeleton) {
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for (int i = 0; i < skeleton->bones.size(); i++) {
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if (skeleton->bones[i].bone == this) {
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skeleton->bones.remove(i);
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break;
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}
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}
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skeleton->_make_bone_setup_dirty();
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skeleton = NULL;
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}
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parent_bone = NULL;
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}
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}
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void Bone2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_rest", "rest"), &Bone2D::set_rest);
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ClassDB::bind_method(D_METHOD("get_rest"), &Bone2D::get_rest);
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ClassDB::bind_method(D_METHOD("apply_rest"), &Bone2D::apply_rest);
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2018-05-03 20:29:15 +00:00
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ClassDB::bind_method(D_METHOD("get_skeleton_rest"), &Bone2D::get_skeleton_rest);
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ClassDB::bind_method(D_METHOD("get_index_in_skeleton"), &Bone2D::get_index_in_skeleton);
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2018-05-04 19:46:32 +00:00
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ClassDB::bind_method(D_METHOD("set_default_length", "default_length"), &Bone2D::set_default_length);
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ClassDB::bind_method(D_METHOD("get_default_length"), &Bone2D::get_default_length);
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2018-05-31 06:58:37 +00:00
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "rest"), "set_rest", "get_rest");
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Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_length", PROPERTY_HINT_RANGE, "1,1024,1"), "set_default_length", "get_default_length");
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2018-02-21 20:23:27 +00:00
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}
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void Bone2D::set_rest(const Transform2D &p_rest) {
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rest = p_rest;
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if (skeleton)
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skeleton->_make_bone_setup_dirty();
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2018-05-03 20:29:15 +00:00
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update_configuration_warning();
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2018-02-21 20:23:27 +00:00
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}
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Transform2D Bone2D::get_rest() const {
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return rest;
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}
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Transform2D Bone2D::get_skeleton_rest() const {
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if (parent_bone) {
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return parent_bone->get_skeleton_rest() * rest;
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} else {
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return rest;
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}
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}
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void Bone2D::apply_rest() {
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set_transform(rest);
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}
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2018-05-04 19:46:32 +00:00
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void Bone2D::set_default_length(float p_length) {
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2018-05-31 06:58:37 +00:00
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default_length = p_length;
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2018-05-04 19:46:32 +00:00
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}
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float Bone2D::get_default_length() const {
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return default_length;
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}
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2018-05-03 20:29:15 +00:00
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int Bone2D::get_index_in_skeleton() const {
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2018-05-31 06:58:37 +00:00
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ERR_FAIL_COND_V(!skeleton, -1);
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2018-05-03 20:29:15 +00:00
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skeleton->_update_bone_setup();
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return skeleton_index;
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}
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2018-02-21 20:23:27 +00:00
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String Bone2D::get_configuration_warning() const {
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2018-05-03 20:29:15 +00:00
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String warning = Node2D::get_configuration_warning();
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2018-02-21 20:23:27 +00:00
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if (!skeleton) {
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2018-05-31 06:58:37 +00:00
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if (warning != String()) {
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2019-07-08 22:17:04 +00:00
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warning += "\n\n";
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2018-05-03 20:29:15 +00:00
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}
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2018-02-21 20:23:27 +00:00
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if (parent_bone) {
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2018-05-31 06:58:37 +00:00
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warning += TTR("This Bone2D chain should end at a Skeleton2D node.");
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2018-02-21 20:23:27 +00:00
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} else {
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2018-05-31 06:58:37 +00:00
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warning += TTR("A Bone2D only works with a Skeleton2D or another Bone2D as parent node.");
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2018-05-03 20:29:15 +00:00
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}
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}
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2018-05-31 06:58:37 +00:00
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if (rest == Transform2D(0, 0, 0, 0, 0, 0)) {
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if (warning != String()) {
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2019-07-08 22:17:04 +00:00
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warning += "\n\n";
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2018-02-21 20:23:27 +00:00
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}
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2018-05-31 06:58:37 +00:00
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warning += TTR("This bone lacks a proper REST pose. Go to the Skeleton2D node and set one.");
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2018-02-21 20:23:27 +00:00
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}
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2018-05-03 20:29:15 +00:00
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return warning;
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2018-02-21 20:23:27 +00:00
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}
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Bone2D::Bone2D() {
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skeleton = NULL;
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parent_bone = NULL;
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2018-05-31 06:58:37 +00:00
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skeleton_index = -1;
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default_length = 16;
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2018-02-21 20:23:27 +00:00
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set_notify_local_transform(true);
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2018-05-03 20:29:15 +00:00
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//this is a clever hack so the bone knows no rest has been set yet, allowing to show an error.
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2018-05-31 06:58:37 +00:00
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for (int i = 0; i < 3; i++) {
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rest[i] = Vector2(0, 0);
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2018-05-03 20:29:15 +00:00
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}
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2018-02-21 20:23:27 +00:00
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}
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//////////////////////////////////////
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void Skeleton2D::_make_bone_setup_dirty() {
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if (bone_setup_dirty)
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return;
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bone_setup_dirty = true;
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if (is_inside_tree()) {
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call_deferred("_update_bone_setup");
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}
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}
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void Skeleton2D::_update_bone_setup() {
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if (!bone_setup_dirty)
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return;
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bone_setup_dirty = false;
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VS::get_singleton()->skeleton_allocate(skeleton, bones.size(), true);
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bones.sort(); //sorty so they are always in the same order/index
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for (int i = 0; i < bones.size(); i++) {
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2018-07-25 01:11:03 +00:00
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bones.write[i].rest_inverse = bones[i].bone->get_skeleton_rest().affine_inverse(); //bind pose
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bones.write[i].bone->skeleton_index = i;
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2018-05-03 20:29:15 +00:00
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Bone2D *parent_bone = Object::cast_to<Bone2D>(bones[i].bone->get_parent());
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if (parent_bone) {
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2018-07-25 01:11:03 +00:00
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bones.write[i].parent_index = parent_bone->skeleton_index;
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2018-05-03 20:29:15 +00:00
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} else {
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2018-07-25 01:11:03 +00:00
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bones.write[i].parent_index = -1;
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2018-05-03 20:29:15 +00:00
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}
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2018-02-21 20:23:27 +00:00
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}
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transform_dirty = true;
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_update_transform();
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2019-02-16 23:08:17 +00:00
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emit_signal("bone_setup_changed");
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2018-02-21 20:23:27 +00:00
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}
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void Skeleton2D::_make_transform_dirty() {
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if (transform_dirty)
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return;
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transform_dirty = true;
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if (is_inside_tree()) {
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call_deferred("_update_transform");
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}
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}
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void Skeleton2D::_update_transform() {
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if (bone_setup_dirty) {
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_update_bone_setup();
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return; //above will update transform anyway
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}
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if (!transform_dirty)
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return;
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transform_dirty = false;
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2018-05-03 20:29:15 +00:00
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for (int i = 0; i < bones.size(); i++) {
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2018-05-31 06:58:37 +00:00
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ERR_CONTINUE(bones[i].parent_index >= i);
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if (bones[i].parent_index >= 0) {
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2018-07-25 01:11:03 +00:00
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bones.write[i].accum_transform = bones[bones[i].parent_index].accum_transform * bones[i].bone->get_transform();
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2018-05-03 20:29:15 +00:00
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} else {
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2018-07-25 01:11:03 +00:00
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bones.write[i].accum_transform = bones[i].bone->get_transform();
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2018-05-03 20:29:15 +00:00
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}
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}
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2018-02-21 20:23:27 +00:00
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for (int i = 0; i < bones.size(); i++) {
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2018-05-03 20:29:15 +00:00
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Transform2D final_xform = bones[i].accum_transform * bones[i].rest_inverse;
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VS::get_singleton()->skeleton_bone_set_transform_2d(skeleton, i, final_xform);
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2018-02-21 20:23:27 +00:00
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}
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}
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int Skeleton2D::get_bone_count() const {
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ERR_FAIL_COND_V(!is_inside_tree(), 0);
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if (bone_setup_dirty) {
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const_cast<Skeleton2D *>(this)->_update_bone_setup();
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}
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return bones.size();
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}
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Bone2D *Skeleton2D::get_bone(int p_idx) {
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ERR_FAIL_COND_V(!is_inside_tree(), NULL);
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ERR_FAIL_INDEX_V(p_idx, bones.size(), NULL);
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return bones[p_idx].bone;
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}
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void Skeleton2D::_notification(int p_what) {
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if (p_what == NOTIFICATION_READY) {
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if (bone_setup_dirty)
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_update_bone_setup();
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if (transform_dirty)
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_update_transform();
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2018-05-03 20:29:15 +00:00
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request_ready();
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2018-02-21 20:23:27 +00:00
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}
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if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
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2018-05-31 06:58:37 +00:00
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VS::get_singleton()->skeleton_set_base_transform_2d(skeleton, get_global_transform());
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2018-02-21 20:23:27 +00:00
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}
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}
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RID Skeleton2D::get_skeleton() const {
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return skeleton;
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}
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void Skeleton2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_update_bone_setup"), &Skeleton2D::_update_bone_setup);
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ClassDB::bind_method(D_METHOD("_update_transform"), &Skeleton2D::_update_transform);
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ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton2D::get_bone_count);
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2018-08-20 13:58:53 +00:00
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ClassDB::bind_method(D_METHOD("get_bone", "idx"), &Skeleton2D::get_bone);
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2018-02-21 20:23:27 +00:00
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ClassDB::bind_method(D_METHOD("get_skeleton"), &Skeleton2D::get_skeleton);
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2019-02-16 23:08:17 +00:00
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ADD_SIGNAL(MethodInfo("bone_setup_changed"));
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2018-02-21 20:23:27 +00:00
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}
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Skeleton2D::Skeleton2D() {
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bone_setup_dirty = true;
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transform_dirty = true;
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2018-05-03 20:29:15 +00:00
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2018-02-21 20:23:27 +00:00
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skeleton = VS::get_singleton()->skeleton_create();
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2018-11-18 18:28:13 +00:00
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set_notify_transform(true);
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2018-02-21 20:23:27 +00:00
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}
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Skeleton2D::~Skeleton2D() {
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VS::get_singleton()->free(skeleton);
|
|
|
|
}
|