Skeleton for 2D WIP

This commit is contained in:
Juan Linietsky 2018-05-03 17:29:15 -03:00
parent e9c1957a3e
commit b3e4bc562c
19 changed files with 370 additions and 37 deletions

View File

@ -1297,6 +1297,10 @@ Transform2D RasterizerStorageGLES2::skeleton_bone_get_transform_2d(RID p_skeleto
return Transform2D();
}
void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
}
void RasterizerStorageGLES2::update_dirty_skeletons() {
}

View File

@ -555,6 +555,7 @@ public:
virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
/* Light API */

View File

@ -160,6 +160,7 @@ void RasterizerCanvasGLES3::canvas_begin() {
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
state.canvas_shader.set_custom_shader(0);
state.canvas_shader.bind();
@ -180,6 +181,7 @@ void RasterizerCanvasGLES3::canvas_begin() {
glBindVertexArray(data.canvas_quad_array);
state.using_texture_rect = true;
state.using_ninepatch = false;
state.using_skeleton = false;
}
void RasterizerCanvasGLES3::canvas_end() {
@ -284,6 +286,9 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepat
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
if (state.using_skeleton) {
state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TO_OBJECT_LOCAL_MATRIX, state.skeleton_transform);
}
if (storage->frame.current_rt) {
state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
} else {
@ -293,7 +298,7 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepat
state.using_ninepatch = p_ninepatch;
}
void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights) {
glBindVertexArray(data.polygon_buffer_pointer_array);
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
@ -333,6 +338,23 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
if (p_bones && p_weights) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
glEnableVertexAttribArray(VS::ARRAY_BONES);
glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(int) * 4 * p_vertex_count;
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(float) * 4 * p_vertex_count;
} else if (state.using_skeleton) {
glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0);
glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0);
}
//bind the indices buffer.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
@ -342,6 +364,12 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
storage->frame.canvas_draw_commands++;
if (p_bones && p_weights) {
//not used so often, so disable when used
glDisableVertexAttribArray(VS::ARRAY_BONES);
glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
}
glBindVertexArray(0);
}
@ -735,7 +763,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->bones.ptr(), polygon->weights.ptr());
#ifdef GLES_OVER_GL
if (polygon->antialiased) {
glEnable(GL_LINE_SMOOTH);
@ -921,7 +950,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
}
_bind_canvas_texture(RID(), RID());
_draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true);
_draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true, NULL, NULL);
//_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
@ -1068,6 +1097,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
RID canvas_last_material;
bool prev_distance_field = false;
bool prev_use_skeleton = false;
while (p_item_list) {
@ -1106,6 +1136,35 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
}
}
RasterizerStorageGLES3::Skeleton *skeleton = NULL;
{
//skeleton handling
if (ci->skeleton.is_valid()) {
skeleton = storage->skeleton_owner.getornull(ci->skeleton);
if (!skeleton->use_2d) {
skeleton = NULL;
} else {
state.skeleton_transform = ci->final_transform.affine_inverse() * (p_transform * skeleton->base_transform_2d);
}
}
bool use_skeleton = skeleton != NULL;
if (prev_use_skeleton != use_skeleton) {
rebind_shader = true;
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
prev_use_skeleton = use_skeleton;
}
if (skeleton) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, skeleton->texture);
state.using_skeleton = true;
} else {
state.using_skeleton = false;
}
}
//begin rect
Item *material_owner = ci->material_owner ? ci->material_owner : ci;

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@ -84,6 +84,8 @@ public:
Color canvas_item_modulate;
Transform2D extra_matrix;
Transform2D final_transform;
bool using_skeleton;
Transform2D skeleton_transform;
} state;
@ -123,7 +125,7 @@ public:
_FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights);
_FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip);

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@ -4496,6 +4496,15 @@ Transform2D RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleto
return ret;
}
void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton->use_2d);
skeleton->base_transform_2d = p_base_transform;
}
void RasterizerStorageGLES3::update_dirty_skeletons() {
glActiveTexture(GL_TEXTURE0);

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@ -868,6 +868,7 @@ public:
GLuint texture;
SelfList<Skeleton> update_list;
Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
Transform2D base_transform_2d;
Skeleton() :
update_list(this) {
@ -891,6 +892,7 @@ public:
virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
/* Light API */

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@ -4,6 +4,11 @@
layout(location=0) in highp vec2 vertex;
layout(location=3) in vec4 color_attrib;
#ifdef USE_SKELETON
layout(location=6) in uvec4 bone_indices; // attrib:6
layout(location=7) in vec4 bone_weights; // attrib:7
#endif
#ifdef USE_TEXTURE_RECT
uniform vec4 dst_rect;
@ -51,6 +56,11 @@ out highp vec2 pixel_size_interp;
#endif
#ifdef USE_SKELETON
uniform mediump sampler2D skeleton_texture; // texunit:-1
uniform mat4 skeleton_to_object_local_matrix;
#endif
#ifdef USE_LIGHTING
layout(std140) uniform LightData { //ubo:1
@ -75,7 +85,6 @@ out vec4 light_uv_interp;
out vec4 local_rot;
#ifdef USE_SHADOWS
out highp vec2 pos;
#endif
@ -101,6 +110,7 @@ MATERIAL_UNIFORMS
#endif
VERTEX_SHADER_GLOBALS
void main() {
@ -146,6 +156,49 @@ void main() {
#endif
#ifdef USE_SKELETON
if (bone_weights!=vec4(0.0)){ //must be a valid bone
//skeleton transform
ivec4 bone_indicesi = ivec4(bone_indices);
ivec2 tex_ofs = ivec2( bone_indicesi.x%256, (bone_indicesi.x/256)*2 );
highp mat2x4 m = mat2x4(
texelFetch(skeleton_texture,tex_ofs,0),
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
) * bone_weights.x;
tex_ofs = ivec2( bone_indicesi.y%256, (bone_indicesi.y/256)*2 );
m+= mat2x4(
texelFetch(skeleton_texture,tex_ofs,0),
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
) * bone_weights.y;
tex_ofs = ivec2( bone_indicesi.z%256, (bone_indicesi.z/256)*2 );
m+= mat2x4(
texelFetch(skeleton_texture,tex_ofs,0),
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
) * bone_weights.z;
tex_ofs = ivec2( bone_indicesi.w%256, (bone_indicesi.w/256)*2 );
m+= mat2x4(
texelFetch(skeleton_texture,tex_ofs,0),
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
) * bone_weights.w;
mat4 bone_matrix = /*skeleton_to_object_local_matrix */ transpose(mat4(m[0],m[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0)));
outvec = bone_matrix * outvec;
}
#endif
#define extra_matrix extra_matrix2
{
@ -207,6 +260,7 @@ uniform mediump sampler2D color_texture; // texunit:0
uniform highp vec2 color_texpixel_size;
uniform mediump sampler2D normal_texture; // texunit:1
in highp vec2 uv_interp;
in mediump vec4 color_interp;

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@ -314,6 +314,9 @@ void Polygon2DEditor::_menu_option(int p_option) {
undo_redo->commit_action();
} break;
case UVEDIT_GRID_SETTINGS: {
grid_settings->popup_centered_minsize();
} break;
default: {
AbstractPolygon2DEditor::_menu_option(p_option);
} break;
@ -809,6 +812,8 @@ void Polygon2DEditor::_uv_draw() {
if (base_tex.is_null())
return;
String warning;
Transform2D mtx;
mtx.elements[2] = -uv_draw_ofs;
mtx.scale_basis(Vector2(uv_draw_zoom, uv_draw_zoom));
@ -911,6 +916,50 @@ void Polygon2DEditor::_uv_draw() {
if (uv_mode == UV_MODE_PAINT_WEIGHT || uv_mode == UV_MODE_CLEAR_WEIGHT) {
NodePath bone_path;
for (int i = 0; i < bone_scroll_vb->get_child_count(); i++) {
CheckBox *c = Object::cast_to<CheckBox>(bone_scroll_vb->get_child(i));
if (c && c->is_pressed()) {
bone_path = node->get_bone_path(i);
break;
}
}
//draw skeleton
NodePath skeleton_path = node->get_skeleton();
if (node->has_node(skeleton_path)) {
Skeleton2D *skeleton = Object::cast_to<Skeleton2D>(node->get_node(skeleton_path));
if (skeleton) {
for (int i = 0; i < skeleton->get_bone_count(); i++) {
Bone2D *bone = skeleton->get_bone(i);
if (bone->get_rest() == Transform2D(0, 0, 0, 0, 0, 0))
continue; //not set
bool current = bone_path == skeleton->get_path_to(bone);
for (int j = 0; j < bone->get_child_count(); j++) {
Node2D *n = Object::cast_to<Node2D>(bone->get_child(j));
if (!n)
continue;
bool edit_bone = n->has_meta("_edit_bone_") && n->get_meta("_edit_bone_");
if (edit_bone) {
Transform2D bone_xform = node->get_global_transform().affine_inverse() * (skeleton->get_global_transform() * bone->get_skeleton_rest());
Transform2D endpoint_xform = bone_xform * n->get_transform();
Color color = current ? Color(1, 1, 1) : Color(0.5, 0.5, 0.5);
uv_edit_draw->draw_line(mtx.xform(bone_xform.get_origin()), mtx.xform(endpoint_xform.get_origin()), Color(0, 0, 0), current ? 5 : 4);
uv_edit_draw->draw_line(mtx.xform(bone_xform.get_origin()), mtx.xform(endpoint_xform.get_origin()), color, current ? 3 : 2);
}
}
}
}
}
//draw paint circle
uv_edit_draw->draw_circle(bone_paint_pos, bone_paint_radius->get_value() * EDSCALE, Color(1, 1, 1, 0.1));
}
@ -1075,6 +1124,8 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
uv_menu->get_popup()->add_item(TTR("UV->Polygon"), UVEDIT_UV_TO_POLYGON);
uv_menu->get_popup()->add_separator();
uv_menu->get_popup()->add_item(TTR("Clear UV"), UVEDIT_UV_CLEAR);
uv_menu->get_popup()->add_separator();
uv_menu->get_popup()->add_item(TTR("Grid Settings"), UVEDIT_GRID_SETTINGS);
uv_menu->get_popup()->connect("id_pressed", this, "_menu_option");
uv_mode_hb->add_child(memnew(VSeparator));
@ -1097,8 +1148,11 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
b_snap_grid->set_tooltip(TTR("Show Grid"));
b_snap_grid->connect("toggled", this, "_set_show_grid");
uv_mode_hb->add_child(memnew(VSeparator));
uv_mode_hb->add_child(memnew(Label(TTR("Grid Offset:"))));
grid_settings = memnew(AcceptDialog);
grid_settings->set_title(TTR("Configure Grid:"));
add_child(grid_settings);
VBoxContainer *grid_settings_vb = memnew(VBoxContainer);
grid_settings->add_child(grid_settings_vb);
SpinBox *sb_off_x = memnew(SpinBox);
sb_off_x->set_min(-256);
@ -1107,7 +1161,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
sb_off_x->set_value(snap_offset.x);
sb_off_x->set_suffix("px");
sb_off_x->connect("value_changed", this, "_set_snap_off_x");
uv_mode_hb->add_child(sb_off_x);
grid_settings_vb->add_margin_child(TTR("Grid Offset X:"), sb_off_x);
SpinBox *sb_off_y = memnew(SpinBox);
sb_off_y->set_min(-256);
@ -1116,10 +1170,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
sb_off_y->set_value(snap_offset.y);
sb_off_y->set_suffix("px");
sb_off_y->connect("value_changed", this, "_set_snap_off_y");
uv_mode_hb->add_child(sb_off_y);
uv_mode_hb->add_child(memnew(VSeparator));
uv_mode_hb->add_child(memnew(Label(TTR("Grid Step:"))));
grid_settings_vb->add_margin_child(TTR("Grid Offset Y:"), sb_off_y);
SpinBox *sb_step_x = memnew(SpinBox);
sb_step_x->set_min(-256);
@ -1128,7 +1179,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
sb_step_x->set_value(snap_step.x);
sb_step_x->set_suffix("px");
sb_step_x->connect("value_changed", this, "_set_snap_step_x");
uv_mode_hb->add_child(sb_step_x);
grid_settings_vb->add_margin_child(TTR("Grid Step X:"), sb_step_x);
SpinBox *sb_step_y = memnew(SpinBox);
sb_step_y->set_min(-256);
@ -1137,7 +1188,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
sb_step_y->set_value(snap_step.y);
sb_step_y->set_suffix("px");
sb_step_y->connect("value_changed", this, "_set_snap_step_y");
uv_mode_hb->add_child(sb_step_y);
grid_settings_vb->add_margin_child(TTR("Grid Step Y:"), sb_step_y);
uv_mode_hb->add_child(memnew(VSeparator));
uv_icon_zoom = memnew(TextureRect);
@ -1150,7 +1201,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
uv_zoom->set_v_size_flags(SIZE_SHRINK_CENTER);
uv_mode_hb->add_child(uv_zoom);
uv_zoom->set_custom_minimum_size(Size2(200, 0));
uv_zoom->set_custom_minimum_size(Size2(80 * EDSCALE, 0));
uv_zoom_value = memnew(SpinBox);
uv_zoom->share(uv_zoom_value);
uv_zoom_value->set_custom_minimum_size(Size2(50, 0));
@ -1166,7 +1217,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
bone_scroll_main_vb = memnew(VBoxContainer);
bone_scroll_main_vb->hide();
sync_bones = memnew(Button(TTR("Sync Bones")));
sync_bones = memnew(Button(TTR("Sync Bones to Polygon")));
bone_scroll_main_vb->add_child(sync_bones);
uv_main_hb->add_child(bone_scroll_main_vb);
bone_scroll = memnew(ScrollContainer);

View File

@ -45,7 +45,8 @@ class Polygon2DEditor : public AbstractPolygon2DEditor {
MODE_EDIT_UV = MODE_CONT,
UVEDIT_POLYGON_TO_UV,
UVEDIT_UV_TO_POLYGON,
UVEDIT_UV_CLEAR
UVEDIT_UV_CLEAR,
UVEDIT_GRID_SETTINGS
};
@ -91,6 +92,7 @@ class Polygon2DEditor : public AbstractPolygon2DEditor {
int bone_painting_bone;
PoolVector<float> prev_weights;
Vector2 bone_paint_pos;
AcceptDialog *grid_settings;
void _sync_bones();
void _update_bone_list();

View File

@ -270,7 +270,8 @@ void Line2D::_draw() {
lb.indices,
lb.vertices,
lb.colors,
lb.uvs,
lb.uvs, Vector<int>(), Vector<float>(),
texture_rid);
// DEBUG

View File

@ -30,7 +30,7 @@
#include "polygon_2d.h"
#include "core/math/geometry.h"
#include "skeleton_2d.h"
Dictionary Polygon2D::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
@ -91,8 +91,20 @@ void Polygon2D::_notification(int p_what) {
if (polygon.size() < 3)
return;
Skeleton2D *skeleton_node = NULL;
if (has_node(skeleton)) {
skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
}
if (skeleton_node)
VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton());
else
VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
Vector<Vector2> points;
Vector<Vector2> uvs;
Vector<int> bones;
Vector<float> weights;
points.resize(polygon.size());
@ -180,6 +192,70 @@ void Polygon2D::_notification(int p_what) {
}
}
if (!invert && bone_weights.size()) {
//a skeleton is set! fill indices and weights
int vc = points.size();
bones.resize(vc * 4);
weights.resize(vc * 4);
int *bonesw = bones.ptrw();
float *weightsw = weights.ptrw();
for (int i = 0; i < vc * 4; i++) {
bonesw[i] = 0;
weightsw[i] = 0;
}
for (int i = 0; i < bone_weights.size(); i++) {
if (bone_weights[i].weights.size() != points.size()) {
continue; //different number of vertices, sorry not using.
}
if (!skeleton_node->has_node(bone_weights[i].path)) {
continue; //node does not exist
}
Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path));
if (!bone) {
continue;
}
int bone_index = bone->get_index_in_skeleton();
PoolVector<float>::Read r = bone_weights[i].weights.read();
for (int j = 0; j < vc; j++) {
if (r[j] == 0.0)
continue; //weight is unpainted, skip
//find an index with a weight
for (int k = 0; k < 4; k++) {
if (weightsw[j * 4 + k] < r[j]) {
//this is less than this weight, insert weight!
for (int l = 3; l > k; l--) {
weightsw[j * 4 + l] = weightsw[j * 4 + l - 1];
bonesw[j * 4 + l] = bonesw[j * 4 + l - 1];
}
weightsw[j * 4 + k] = r[j];
bonesw[j * 4 + k] = bone_index;
break;
}
}
}
}
//normalize the weights
for (int i = 0; i < vc; i++) {
float tw = 0;
for (int j = 0; j < 4; j++) {
tw += weightsw[i * 4 + j];
}
if (tw == 0)
continue; //unpainted, do nothing
//normalize
for (int j = 0; j < 4; j++) {
weightsw[i * 4 + j] /= tw;
// print_line("point " + itos(i) + " idx " + itos(j) + " index: " + itos(bonesw[i * 4 + j]) + " weight: " + rtos(weightsw[i * 4 + j]));
}
}
}
Vector<Color> colors;
int color_len = vertex_colors.size();
colors.resize(len);
@ -197,7 +273,8 @@ void Polygon2D::_notification(int p_what) {
// VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID());
if (invert || splits.size() == 0) {
VS::get_singleton()->canvas_item_add_polygon(get_canvas_item(), points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID(), RID(), antialiased);
Vector<int> indices = Geometry::triangulate_polygon(points);
VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
} else {
//use splits
Vector<int> loop;
@ -268,7 +345,7 @@ void Polygon2D::_notification(int p_what) {
//print_line("loops: " + itos(loops.size()) + " indices: " + itos(indices.size()));
VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID());
VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
}
} break;
@ -488,9 +565,12 @@ void Polygon2D::_set_bones(const Array &p_bones) {
}
void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
if (skeleton == p_skeleton)
return;
skeleton = p_skeleton;
update();
}
NodePath Polygon2D::get_skeleton() const {
return skeleton;
}

View File

@ -28,6 +28,11 @@ void Bone2D::_notification(int p_what) {
skeleton->_make_transform_dirty();
}
}
if (p_what == NOTIFICATION_MOVED_IN_PARENT) {
if (skeleton) {
skeleton->_make_bone_setup_dirty();
}
}
if (p_what == NOTIFICATION_EXIT_TREE) {
if (skeleton) {
@ -48,12 +53,18 @@ void Bone2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_rest", "rest"), &Bone2D::set_rest);
ClassDB::bind_method(D_METHOD("get_rest"), &Bone2D::get_rest);
ClassDB::bind_method(D_METHOD("apply_rest"), &Bone2D::apply_rest);
ClassDB::bind_method(D_METHOD("get_skeleton_rest"), &Bone2D::get_skeleton_rest);
ClassDB::bind_method(D_METHOD("get_index_in_skeleton"), &Bone2D::get_index_in_skeleton);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D,"rest"),"set_rest","get_rest");
}
void Bone2D::set_rest(const Transform2D &p_rest) {
rest = p_rest;
if (skeleton)
skeleton->_make_bone_setup_dirty();
update_configuration_warning();
}
Transform2D Bone2D::get_rest() const {
@ -73,22 +84,45 @@ void Bone2D::apply_rest() {
set_transform(rest);
}
int Bone2D::get_index_in_skeleton() const {
ERR_FAIL_COND_V(!skeleton,-1);
skeleton->_update_bone_setup();
return skeleton_index;
}
String Bone2D::get_configuration_warning() const {
String warning = Node2D::get_configuration_warning();
if (!skeleton) {
if (warning!=String()) {
warning+="\n";
}
if (parent_bone) {
return TTR("This Bone2D chain should end at a Skeleton2D node.");
warning+=TTR("This Bone2D chain should end at a Skeleton2D node.");
} else {
return TTR("A Bone2D only works with a Skeleton2D or another Bone2D as parent node.");
warning+=TTR("A Bone2D only works with a Skeleton2D or another Bone2D as parent node.");
}
}
return Node2D::get_configuration_warning();
if (rest==Transform2D(0,0,0,0,0,0)) {
if (warning!=String()) {
warning+="\n";
}
warning+=TTR("This bone lacks a proper REST pose. Go to the Skeleton2D node and set one.");
}
return warning;
}
Bone2D::Bone2D() {
skeleton = NULL;
parent_bone = NULL;
skeleton_index=-1;
set_notify_local_transform(true);
//this is a clever hack so the bone knows no rest has been set yet, allowing to show an error.
for(int i=0;i<3;i++) {
rest[i]=Vector2(0,0);
}
}
//////////////////////////////////////
@ -114,7 +148,14 @@ void Skeleton2D::_update_bone_setup() {
bones.sort(); //sorty so they are always in the same order/index
for (int i = 0; i < bones.size(); i++) {
bones[i].rest_inverse = bones[i].bone->get_skeleton_rest(); //bind pose
bones[i].rest_inverse = bones[i].bone->get_skeleton_rest().affine_inverse(); //bind pose
bones[i].bone->skeleton_index=i;
Bone2D *parent_bone = Object::cast_to<Bone2D>(bones[i].bone->get_parent());
if (parent_bone) {
bones[i].parent_index=parent_bone->skeleton_index;
} else {
bones[i].parent_index=-1;
}
}
transform_dirty = true;
@ -142,13 +183,20 @@ void Skeleton2D::_update_transform() {
transform_dirty = false;
Transform2D global_xform = get_global_transform();
Transform2D global_xform_inverse = global_xform.affine_inverse();
for (int i = 0; i < bones.size(); i++) {
ERR_CONTINUE(bones[i].parent_index>=i);
if (bones[i].parent_index>=0) {
bones[i].accum_transform = bones[bones[i].parent_index].accum_transform * bones[i].bone->get_transform();
} else {
bones[i].accum_transform = bones[i].bone->get_transform();
}
}
for (int i = 0; i < bones.size(); i++) {
Transform2D final_xform = bones[i].rest_inverse * bones[i].bone->get_relative_transform_to_parent(this);
VS::get_singleton()->skeleton_bone_set_transform_2d(skeleton, i, global_xform * (final_xform * global_xform_inverse));
Transform2D final_xform = bones[i].accum_transform * bones[i].rest_inverse;
VS::get_singleton()->skeleton_bone_set_transform_2d(skeleton, i, final_xform);
}
}
@ -179,10 +227,12 @@ void Skeleton2D::_notification(int p_what) {
_update_bone_setup();
if (transform_dirty)
_update_transform();
request_ready();
}
if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
_make_transform_dirty();
VS::get_singleton()->skeleton_set_base_transform_2d(skeleton,get_global_transform());
}
}
@ -203,6 +253,7 @@ void Skeleton2D::_bind_methods() {
Skeleton2D::Skeleton2D() {
bone_setup_dirty = true;
transform_dirty = true;
skeleton = VS::get_singleton()->skeleton_create();
}

View File

@ -12,6 +12,9 @@ class Bone2D : public Node2D {
Skeleton2D *skeleton;
Transform2D rest;
friend class Skeleton2D;
int skeleton_index;
protected:
void _notification(int p_what);
static void _bind_methods();
@ -24,6 +27,8 @@ public:
String get_configuration_warning() const;
int get_index_in_skeleton() const;
Bone2D();
};
@ -37,6 +42,8 @@ class Skeleton2D : public Node2D {
return p_bone.bone->is_greater_than(bone);
}
Bone2D *bone;
int parent_index;
Transform2D accum_transform;
Transform2D rest_inverse;
};

View File

@ -325,6 +325,7 @@ public:
virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
/* Light API */
@ -735,6 +736,8 @@ public:
Vector<Point2> points;
Vector<Point2> uvs;
Vector<Color> colors;
Vector<int> bones;
Vector<float> weights;
RID texture;
RID normal_map;
int count;
@ -812,6 +815,8 @@ public:
mutable bool rect_dirty;
mutable Rect2 rect;
RID material;
RID skeleton;
Item *next;
struct CopyBackBuffer {

View File

@ -694,7 +694,7 @@ void VisualServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Point2
canvas_item->commands.push_back(polygon);
}
void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, int p_count, RID p_normal_map) {
void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights, RID p_texture, int p_count, RID p_normal_map) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
@ -702,6 +702,8 @@ void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector
int ps = p_points.size();
ERR_FAIL_COND(!p_colors.empty() && p_colors.size() != ps && p_colors.size() != 1);
ERR_FAIL_COND(!p_uvs.empty() && p_uvs.size() != ps);
ERR_FAIL_COND(!p_bones.empty() && p_bones.size() != ps * 4);
ERR_FAIL_COND(!p_weights.empty() && p_weights.size() != ps * 4);
Vector<int> indices = p_indices;
@ -726,6 +728,8 @@ void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector
polygon->points = p_points;
polygon->uvs = p_uvs;
polygon->colors = p_colors;
polygon->bones = p_bones;
polygon->weights = p_weights;
polygon->indices = indices;
polygon->count = count;
polygon->antialiased = false;

View File

@ -51,8 +51,6 @@ public:
Vector<Item *> child_items;
RID skeleton;
Item() {
children_order_dirty = true;
E = NULL;
@ -183,7 +181,7 @@ public:
void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, VS::NinePatchAxisMode p_x_axis_mode = VS::NINE_PATCH_STRETCH, VS::NinePatchAxisMode p_y_axis_mode = VS::NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID());
void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID());
void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false);
void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID());
void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID());
void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_texture = RID(), RID p_normal_map = RID());
void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID());
void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal, int p_h_frames, int p_v_frames);

View File

@ -285,6 +285,7 @@ public:
BIND2RC(Transform, skeleton_bone_get_transform, RID, int)
BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
BIND2(skeleton_set_base_transform_2d, RID, const Transform2D &)
/* Light API */
@ -580,7 +581,7 @@ public:
BIND11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
BIND7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
BIND7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
BIND8(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int, RID)
BIND10(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID)
BIND4(canvas_item_add_mesh, RID, const RID &, RID, RID)
BIND4(canvas_item_add_multimesh, RID, RID, RID, RID)
BIND6(canvas_item_add_particles, RID, RID, RID, RID, int, int)

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@ -221,6 +221,7 @@ public:
FUNC2RC(Transform, skeleton_bone_get_transform, RID, int)
FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
/* Light API */
@ -498,7 +499,7 @@ public:
FUNC11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
FUNC7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
FUNC7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
FUNC8(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int, RID)
FUNC10(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID)
FUNC4(canvas_item_add_mesh, RID, const RID &, RID, RID)
FUNC4(canvas_item_add_multimesh, RID, RID, RID, RID)
FUNC6(canvas_item_add_particles, RID, RID, RID, RID, int, int)

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@ -351,6 +351,7 @@ public:
virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
/* Light API */
@ -845,7 +846,7 @@ public:
virtual void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, NinePatchAxisMode p_x_axis_mode = NINE_PATCH_STRETCH, NinePatchAxisMode p_y_axis_mode = NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID()) = 0;
virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID()) = 0;
virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false) = 0;
virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID()) = 0;
virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID()) = 0;
virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_texture = RID(), RID p_normal_map = RID()) = 0;
virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID()) = 0;
virtual void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, int p_h_frames, int p_v_frames) = 0;