godot/scene/3d/sprite_3d.cpp

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/*************************************************************************/
/* sprite_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 "scene/scene_string_names.h"
#include "core_string_names.h"
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();
Node *parent=get_parent();
if (parent) {
parent_sprite=parent->cast_to<SpriteBase3D>();
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=NULL;
parent_sprite=NULL;
}
}
}
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_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) {
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;
pending_update=true;
call_deferred(SceneStringNames::get_singleton()->_im_update);
}
AABB SpriteBase3D::get_aabb() const {
return aabb;
}
PoolVector<Face3> SpriteBase3D::get_faces(uint32_t p_usage_flags) const {
return PoolVector<Face3>();
}
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;
}
void SpriteBase3D::_bind_methods() {
ClassDB::bind_method(_MD("set_centered","centered"),&SpriteBase3D::set_centered);
ClassDB::bind_method(_MD("is_centered"),&SpriteBase3D::is_centered);
ClassDB::bind_method(_MD("set_offset","offset"),&SpriteBase3D::set_offset);
ClassDB::bind_method(_MD("get_offset"),&SpriteBase3D::get_offset);
ClassDB::bind_method(_MD("set_flip_h","flip_h"),&SpriteBase3D::set_flip_h);
ClassDB::bind_method(_MD("is_flipped_h"),&SpriteBase3D::is_flipped_h);
ClassDB::bind_method(_MD("set_flip_v","flip_v"),&SpriteBase3D::set_flip_v);
ClassDB::bind_method(_MD("is_flipped_v"),&SpriteBase3D::is_flipped_v);
ClassDB::bind_method(_MD("set_modulate","modulate"),&SpriteBase3D::set_modulate);
ClassDB::bind_method(_MD("get_modulate"),&SpriteBase3D::get_modulate);
ClassDB::bind_method(_MD("set_opacity","opacity"),&SpriteBase3D::set_opacity);
ClassDB::bind_method(_MD("get_opacity"),&SpriteBase3D::get_opacity);
ClassDB::bind_method(_MD("set_pixel_size","pixel_size"),&SpriteBase3D::set_pixel_size);
ClassDB::bind_method(_MD("get_pixel_size"),&SpriteBase3D::get_pixel_size);
ClassDB::bind_method(_MD("set_axis","axis"),&SpriteBase3D::set_axis);
ClassDB::bind_method(_MD("get_axis"),&SpriteBase3D::get_axis);
ClassDB::bind_method(_MD("set_draw_flag","flag","enabled"),&SpriteBase3D::set_draw_flag);
ClassDB::bind_method(_MD("get_draw_flag","flag"),&SpriteBase3D::get_draw_flag);
ClassDB::bind_method(_MD("set_alpha_cut_mode","mode"),&SpriteBase3D::set_alpha_cut_mode);
ClassDB::bind_method(_MD("get_alpha_cut_mode"),&SpriteBase3D::get_alpha_cut_mode);
ClassDB::bind_method(_MD("get_item_rect"),&SpriteBase3D::get_item_rect);
ClassDB::bind_method(_MD("_queue_update"),&SpriteBase3D::_queue_update);
ClassDB::bind_method(_MD("_im_update"),&SpriteBase3D::_im_update);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "centered"), _SCS("set_centered"),_SCS("is_centered"));
ADD_PROPERTY( PropertyInfo( Variant::VECTOR2, "offset"), _SCS("set_offset"),_SCS("get_offset"));
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "flip_h"), _SCS("set_flip_h"),_SCS("is_flipped_h"));
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "flip_v"), _SCS("set_flip_v"),_SCS("is_flipped_v"));
ADD_PROPERTY( PropertyInfo( Variant::COLOR, "modulate"), _SCS("set_modulate"),_SCS("get_modulate"));
ADD_PROPERTY( PropertyInfo( Variant::REAL, "opacity",PROPERTY_HINT_RANGE,"0,1,0.01"), _SCS("set_opacity"),_SCS("get_opacity"));
ADD_PROPERTY( PropertyInfo( Variant::REAL, "pixel_size",PROPERTY_HINT_RANGE,"0.0001,128,0.0001"), _SCS("set_pixel_size"),_SCS("get_pixel_size"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "axis",PROPERTY_HINT_ENUM,"X-Axis,Y-Axis,Z-Axis"), _SCS("set_axis"),_SCS("get_axis"));
ADD_GROUP("Flags","");
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "transparent"), _SCS("set_draw_flag"),_SCS("get_draw_flag"),FLAG_TRANSPARENT);
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "shaded"), _SCS("set_draw_flag"),_SCS("get_draw_flag"),FLAG_SHADED);
ADD_PROPERTY( PropertyInfo( Variant::INT, "alpha_cut",PROPERTY_HINT_ENUM,"Disabled,Discard,Opaque Pre-Pass"), _SCS("set_alpha_cut_mode"),_SCS("get_alpha_cut_mode"));
BIND_CONSTANT( FLAG_TRANSPARENT );
BIND_CONSTANT( FLAG_SHADED );
BIND_CONSTANT( FLAG_MAX );
BIND_CONSTANT( ALPHA_CUT_DISABLED );
BIND_CONSTANT( ALPHA_CUT_DISCARD );
BIND_CONSTANT( ALPHA_CUT_OPAQUE_PREPASS );
}
SpriteBase3D::SpriteBase3D() {
color_dirty=true;
centered=true;
hflip=false;
vflip=false;
parent_sprite=NULL;
pI=NULL;
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for(int i=0;i<FLAG_MAX;i++)
flags[i]=i==FLAG_TRANSPARENT;
axis=Vector3::AXIS_Z;
pixel_size=0.01;
modulate=Color(1,1,1,1);
pending_update=false;
opacity=1.0;
immediate = VisualServer::get_singleton()->immediate_create();
set_base(immediate);
}
SpriteBase3D::~SpriteBase3D() {
VisualServer::get_singleton()->free(immediate);
}
///////////////////////////////////////////
void Sprite3D::_draw() {
RID immediate = get_immediate();
VS::get_singleton()->immediate_clear(immediate);
if (!texture.is_valid())
return; //no texuture no life
Vector2 tsize = texture->get_size();
if (tsize.x==0 || tsize.y==0)
return;
Size2i s;
Rect2i src_rect;
if (region) {
s=region_rect.size;
src_rect=region_rect;
} else {
s = texture->get_size();
s=s/Size2i(hframes,vframes);
src_rect.size=s;
src_rect.pos.x+=(frame%hframes)*s.x;
src_rect.pos.y+=(frame/hframes)*s.y;
}
Point2i ofs=get_offset();
if (is_centered())
ofs-=s/2;
Rect2i dst_rect(ofs,s);
Rect2 final_rect;
Rect2 final_src_rect;
if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect))
return;
if (final_rect.size.x==0 || final_rect.size.y==0)
return;
Color color=_get_color_accum();
color.a*=get_opacity();
float pixel_size=get_pixel_size();
Vector2 vertices[4]={
(final_rect.pos+Vector2(0,final_rect.size.y)) * pixel_size,
(final_rect.pos+final_rect.size) * pixel_size,
(final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size,
final_rect.pos * pixel_size,
};
Vector2 uvs[4]={
final_src_rect.pos / tsize,
(final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize,
(final_src_rect.pos+final_src_rect.size) / tsize,
(final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize,
};
if (is_flipped_h()) {
SWAP(uvs[0],uvs[1]);
SWAP(uvs[2],uvs[3]);
}
if (is_flipped_v()) {
SWAP(uvs[0],uvs[3]);
SWAP(uvs[1],uvs[2]);
}
Vector3 normal;
int axis = get_axis();
normal[axis]=1.0;
RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),get_alpha_cut_mode()==ALPHA_CUT_DISCARD,get_alpha_cut_mode()==ALPHA_CUT_OPAQUE_PREPASS);
VS::get_singleton()->immediate_set_material(immediate,mat);
VS::get_singleton()->immediate_begin(immediate,VS::PRIMITIVE_TRIANGLE_FAN,texture->get_rid());
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
if (axis!=Vector3::AXIS_Z) {
SWAP(x_axis,y_axis);
for(int i=0;i<4;i++) {
//uvs[i] = Vector2(1.0,1.0)-uvs[i];
//SWAP(vertices[i].x,vertices[i].y);
if (axis==Vector3::AXIS_Y) {
vertices[i].y = - vertices[i].y;
} else if (axis==Vector3::AXIS_X) {
vertices[i].x = - vertices[i].x;
}
}
}
AABB aabb;
for(int i=0;i<4;i++) {
VS::get_singleton()->immediate_normal(immediate,normal);
VS::get_singleton()->immediate_color(immediate,color);
VS::get_singleton()->immediate_uv(immediate,uvs[i]);
Vector3 vtx;
vtx[x_axis]=vertices[i][0];
vtx[y_axis]=vertices[i][1];
VS::get_singleton()->immediate_vertex(immediate,vtx);
if (i==0) {
aabb.pos=vtx;
aabb.size=Vector3();
} else {
aabb.expand_to(vtx);
}
}
set_aabb(aabb);
VS::get_singleton()->immediate_end(immediate);
}
void 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,vframes*hframes);
if (frame != p_frame)
frame=p_frame;
_queue_update();
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emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
int Sprite3D::get_frame() const {
return frame;
}
void Sprite3D::set_vframes(int p_amount) {
ERR_FAIL_COND(p_amount<1);
vframes=p_amount;
_queue_update();
_change_notify("frame");
}
int Sprite3D::get_vframes() const {
return vframes;
}
void Sprite3D::set_hframes(int p_amount) {
ERR_FAIL_COND(p_amount<1);
hframes=p_amount;
_queue_update();
_change_notify("frame");
}
int Sprite3D::get_hframes() const {
return hframes;
}
Rect2 Sprite3D::get_item_rect() const {
if (texture.is_null())
return Rect2(0,0,1,1);
//if (texture.is_null())
// return CanvasItem::get_item_rect();
Size2i s;
if (region) {
s=region_rect.size;
} else {
s = texture->get_size();
s=s/Point2(hframes,vframes);
}
Point2i ofs=get_offset();
if (is_centered())
ofs-=s/2;
if (s==Size2(0,0))
s=Size2(1,1);
return Rect2(ofs,s);
}
void Sprite3D::_validate_property(PropertyInfo& property) const {
if (property.name=="frame") {
property.hint=PROPERTY_HINT_SPRITE_FRAME;
property.hint_string="0,"+itos(vframes*hframes-1)+",1";
}
}
void Sprite3D::_bind_methods() {
ClassDB::bind_method(_MD("set_texture","texture:Texture"),&Sprite3D::set_texture);
ClassDB::bind_method(_MD("get_texture:Texture"),&Sprite3D::get_texture);
ClassDB::bind_method(_MD("set_region","enabled"),&Sprite3D::set_region);
ClassDB::bind_method(_MD("is_region"),&Sprite3D::is_region);
ClassDB::bind_method(_MD("set_region_rect","rect"),&Sprite3D::set_region_rect);
ClassDB::bind_method(_MD("get_region_rect"),&Sprite3D::get_region_rect);
ClassDB::bind_method(_MD("set_frame","frame"),&Sprite3D::set_frame);
ClassDB::bind_method(_MD("get_frame"),&Sprite3D::get_frame);
ClassDB::bind_method(_MD("set_vframes","vframes"),&Sprite3D::set_vframes);
ClassDB::bind_method(_MD("get_vframes"),&Sprite3D::get_vframes);
ClassDB::bind_method(_MD("set_hframes","hframes"),&Sprite3D::set_hframes);
ClassDB::bind_method(_MD("get_hframes"),&Sprite3D::get_hframes);
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE,"Texture"), _SCS("set_texture"),_SCS("get_texture"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "vframes",PROPERTY_HINT_RANGE,"1,16384,1"), _SCS("set_vframes"),_SCS("get_vframes"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "hframes",PROPERTY_HINT_RANGE,"1,16384,1"), _SCS("set_hframes"),_SCS("get_hframes"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), _SCS("set_frame"),_SCS("get_frame"));
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "region"), _SCS("set_region"),_SCS("is_region"));
ADD_PROPERTY( PropertyInfo( Variant::RECT2, "region_rect"), _SCS("set_region_rect"),_SCS("get_region_rect"));
ADD_SIGNAL(MethodInfo("frame_changed"));
}
Sprite3D::Sprite3D() {
region=false;
frame=0;
vframes=1;
hframes=1;
}
////////////////////////////////////////
#if 0
void AnimatedSprite3D::_draw() {
RID immediate = get_immediate();
VS::get_singleton()->immediate_clear(immediate);
if (!frames.is_valid() || !frames->get_frame_count(animation) || frame<0 || frame>=frames->get_frame_count(animation)) {
return;
}
Ref<Texture> texture = frames->get_frame(animation,frame);
if (!texture.is_valid())
return; //no texuture no life
Vector2 tsize = texture->get_size();
if (tsize.x==0 || tsize.y==0)
return;
Size2i s=tsize;
Rect2i src_rect;
src_rect.size=s;
Point2i ofs=get_offset();
if (is_centered())
ofs-=s/2;
Rect2i dst_rect(ofs,s);
Rect2 final_rect;
Rect2 final_src_rect;
if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect))
return;
if (final_rect.size.x==0 || final_rect.size.y==0)
return;
Color color=_get_color_accum();
color.a*=get_opacity();
float pixel_size=get_pixel_size();
Vector2 vertices[4]={
(final_rect.pos+Vector2(0,final_rect.size.y)) * pixel_size,
(final_rect.pos+final_rect.size) * pixel_size,
(final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size,
final_rect.pos * pixel_size,
};
Vector2 uvs[4]={
final_src_rect.pos / tsize,
(final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize,
(final_src_rect.pos+final_src_rect.size) / tsize,
(final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize,
};
if (is_flipped_h()) {
SWAP(uvs[0],uvs[1]);
SWAP(uvs[2],uvs[3]);
}
if (is_flipped_v()) {
SWAP(uvs[0],uvs[3]);
SWAP(uvs[1],uvs[2]);
}
Vector3 normal;
int axis = get_axis();
normal[axis]=1.0;
RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),get_alpha_cut_mode()==ALPHA_CUT_DISCARD,get_alpha_cut_mode()==ALPHA_CUT_OPAQUE_PREPASS);
VS::get_singleton()->immediate_set_material(immediate,mat);
VS::get_singleton()->immediate_begin(immediate,VS::PRIMITIVE_TRIANGLE_FAN,texture->get_rid());
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
if (axis!=Vector3::AXIS_Z) {
SWAP(x_axis,y_axis);
for(int i=0;i<4;i++) {
//uvs[i] = Vector2(1.0,1.0)-uvs[i];
//SWAP(vertices[i].x,vertices[i].y);
if (axis==Vector3::AXIS_Y) {
vertices[i].y = - vertices[i].y;
} else if (axis==Vector3::AXIS_X) {
vertices[i].x = - vertices[i].x;
}
}
}
AABB aabb;
for(int i=0;i<4;i++) {
VS::get_singleton()->immediate_normal(immediate,normal);
VS::get_singleton()->immediate_color(immediate,color);
VS::get_singleton()->immediate_uv(immediate,uvs[i]);
Vector3 vtx;
vtx[x_axis]=vertices[i][0];
vtx[y_axis]=vertices[i][1];
VS::get_singleton()->immediate_vertex(immediate,vtx);
if (i==0) {
aabb.pos=vtx;
aabb.size=Vector3();
} else {
aabb.expand_to(vtx);
}
}
set_aabb(aabb);
VS::get_singleton()->immediate_end(immediate);
}
void AnimatedSprite3D::_bind_methods(){
ClassDB::bind_method(_MD("set_sprite_frames","sprite_frames:SpriteFrames"),&AnimatedSprite3D::set_sprite_frames);
ClassDB::bind_method(_MD("get_sprite_frames:Texture"),&AnimatedSprite3D::get_sprite_frames);
ClassDB::bind_method(_MD("set_frame","frame"),&AnimatedSprite3D::set_frame);
ClassDB::bind_method(_MD("get_frame"),&AnimatedSprite3D::get_frame);
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE,"SpriteFrames"), _SCS("set_sprite_frames"),_SCS("get_sprite_frames"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), _SCS("set_frame"),_SCS("get_frame"));
ADD_SIGNAL(MethodInfo("frame_changed"));
}
void AnimatedSprite3D::set_sprite_frames(const Ref<SpriteFrames>& p_sprite_frames) {
if (frames==p_sprite_frames)
return;
if (frames.is_valid())
frames->disconnect("changed",this,"_queue_update");
frames=p_sprite_frames;
if (frames.is_valid())
frames->connect("changed",this,"_queue_update");
if (!frames.is_valid() || frame >=frames->get_frame_count(animation)) {
frame=0;
}
_queue_update();
}
Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const{
return frames;
}
void AnimatedSprite3D::set_frame(int p_frame){
if (frames.is_null())
return;
ERR_FAIL_INDEX(p_frame,frames->get_frame_count(animation));
if (frame==p_frame)
return;
frame=p_frame;
_queue_update();
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
int AnimatedSprite3D::get_frame() const{
return frame;
}
Rect2 AnimatedSprite3D::get_item_rect() const {
if (!frames.is_valid() || !frames->get_frame_count(animation) || frame<0 || frame>=frames->get_frame_count(animation)) {
return Rect2(0,0,1,1);
}
Ref<Texture> t = frames->get_frame(animation,frame);
if (t.is_null())
return Rect2(0,0,1,1);
Size2i s = t->get_size();
Point2i ofs=get_offset();
if (is_centered())
ofs-=s/2;
if (s==Size2(0,0))
s=Size2(1,1);
return Rect2(ofs,s);
}
AnimatedSprite3D::AnimatedSprite3D() {
animation="current";
frame=0;
}
#endif
void AnimatedSprite3D::_draw() {
RID immediate = get_immediate();
VS::get_singleton()->immediate_clear(immediate);
if (frames.is_null()) {
return;
}
if (frame<0) {
return;
}
if (!frames->has_animation(animation)) {
return;
}
Ref<Texture> texture = frames->get_frame(animation,frame);
if (!texture.is_valid())
return; //no texuture no life
Vector2 tsize = texture->get_size();
if (tsize.x==0 || tsize.y==0)
return;
Size2i s=tsize;
Rect2i src_rect;
src_rect.size=s;
Point2i ofs=get_offset();
if (is_centered())
ofs-=s/2;
Rect2i dst_rect(ofs,s);
Rect2 final_rect;
Rect2 final_src_rect;
if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect))
return;
if (final_rect.size.x==0 || final_rect.size.y==0)
return;
Color color=_get_color_accum();
color.a*=get_opacity();
float pixel_size=get_pixel_size();
Vector2 vertices[4]={
(final_rect.pos+Vector2(0,final_rect.size.y)) * pixel_size,
(final_rect.pos+final_rect.size) * pixel_size,
(final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size,
final_rect.pos * pixel_size,
};
Vector2 uvs[4]={
final_src_rect.pos / tsize,
(final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize,
(final_src_rect.pos+final_src_rect.size) / tsize,
(final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize,
};
if (is_flipped_h()) {
SWAP(uvs[0],uvs[1]);
SWAP(uvs[2],uvs[3]);
}
if (is_flipped_v()) {
SWAP(uvs[0],uvs[3]);
SWAP(uvs[1],uvs[2]);
}
Vector3 normal;
int axis = get_axis();
normal[axis]=1.0;
RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),get_alpha_cut_mode()==ALPHA_CUT_DISCARD,get_alpha_cut_mode()==ALPHA_CUT_OPAQUE_PREPASS);
VS::get_singleton()->immediate_set_material(immediate,mat);
VS::get_singleton()->immediate_begin(immediate,VS::PRIMITIVE_TRIANGLE_FAN,texture->get_rid());
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
if (axis!=Vector3::AXIS_Z) {
SWAP(x_axis,y_axis);
for(int i=0;i<4;i++) {
//uvs[i] = Vector2(1.0,1.0)-uvs[i];
//SWAP(vertices[i].x,vertices[i].y);
if (axis==Vector3::AXIS_Y) {
vertices[i].y = - vertices[i].y;
} else if (axis==Vector3::AXIS_X) {
vertices[i].x = - vertices[i].x;
}
}
}
AABB aabb;
for(int i=0;i<4;i++) {
VS::get_singleton()->immediate_normal(immediate,normal);
VS::get_singleton()->immediate_color(immediate,color);
VS::get_singleton()->immediate_uv(immediate,uvs[i]);
Vector3 vtx;
vtx[x_axis]=vertices[i][0];
vtx[y_axis]=vertices[i][1];
VS::get_singleton()->immediate_vertex(immediate,vtx);
if (i==0) {
aabb.pos=vtx;
aabb.size=Vector3();
} else {
aabb.expand_to(vtx);
}
}
set_aabb(aabb);
VS::get_singleton()->immediate_end(immediate);
}
void AnimatedSprite3D::_validate_property(PropertyInfo& property) const {
if (!frames.is_valid())
return;
if (property.name=="animation") {
property.hint=PROPERTY_HINT_ENUM;
List<StringName> names;
frames->get_animation_list(&names);
names.sort_custom<StringName::AlphCompare>();
bool current_found=false;
for (List<StringName>::Element *E=names.front();E;E=E->next()) {
if (E->prev()) {
property.hint_string+=",";
}
property.hint_string+=String(E->get());
if (animation==E->get()) {
current_found=true;
}
}
if (!current_found) {
if (property.hint_string==String()) {
property.hint_string=String(animation);
} else {
property.hint_string=String(animation)+","+property.hint_string;
}
}
}
if (property.name=="frame") {
property.hint=PROPERTY_HINT_RANGE;
if (frames->has_animation(animation)) {
property.hint_string="0,"+itos(frames->get_frame_count(animation)-1)+",1";
} else {
property.hint_string="0,0,0";
}
}
}
void AnimatedSprite3D::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_PROCESS: {
if (frames.is_null())
return;
if (!frames->has_animation(animation))
return;
if (frame<0)
return;
float speed = frames->get_animation_speed(animation);
if (speed==0)
return; //do nothing
float remaining = get_process_delta_time();
while(remaining) {
if (timeout<=0) {
timeout=1.0/speed;
int fc = frames->get_frame_count(animation);
if (frame>=fc-1) {
if (frames->get_animation_loop(animation)) {
frame=0;
} else {
frame=fc-1;
}
} else {
frame++;
}
_queue_update();
_change_notify("frame");
}
float to_process = MIN(timeout,remaining);
remaining-=to_process;
timeout-=to_process;
}
} break;
#if 0
case NOTIFICATION_DRAW: {
if (frames.is_null()) {
print_line("no draw no faemos");
return;
}
if (frame<0) {
print_line("no draw frame <0");
return;
}
if (!frames->has_animation(animation)) {
print_line("no draw no anim: "+String(animation));
return;
}
Ref<Texture> texture = frames->get_frame(animation,frame);
if (texture.is_null()) {
print_line("no draw texture is null");
return;
}
//print_line("DECIDED TO DRAW");
RID ci = get_canvas_item();
/*
texture->draw(ci,Point2());
break;
*/
Size2i s;
s = texture->get_size();
Point2 ofs=offset;
if (centered)
ofs-=s/2;
if (OS::get_singleton()->get_use_pixel_snap()) {
ofs=ofs.floor();
}
Rect2 dst_rect(ofs,s);
if (hflip)
dst_rect.size.x=-dst_rect.size.x;
if (vflip)
dst_rect.size.y=-dst_rect.size.y;
//texture->draw_rect(ci,dst_rect,false,modulate);
texture->draw_rect_region(ci,dst_rect,Rect2(Vector2(),texture->get_size()),modulate);
// VisualServer::get_singleton()->canvas_item_add_texture_rect_region(ci,dst_rect,texture->get_rid(),src_rect,modulate);
} break;
#endif
}
}
void AnimatedSprite3D::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
if (frames.is_valid())
frames->disconnect("changed",this,"_res_changed");
frames=p_frames;
if (frames.is_valid())
frames->connect("changed",this,"_res_changed");
if (!frames.is_valid()) {
frame=0;
} else {
set_frame(frame);
}
_change_notify();
_reset_timeout();
_queue_update();
update_configuration_warning();
}
Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const {
return frames;
}
void AnimatedSprite3D::set_frame(int p_frame) {
if (!frames.is_valid()) {
return;
}
if (frames->has_animation(animation)) {
int limit = frames->get_frame_count(animation);
if (p_frame>=limit)
p_frame=limit-1;
}
if (p_frame<0)
p_frame=0;
if (frame==p_frame)
return;
frame=p_frame;
_reset_timeout();
_queue_update();;
_change_notify("frame");
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
int AnimatedSprite3D::get_frame() const {
return frame;
}
Rect2 AnimatedSprite3D::get_item_rect() const {
if (!frames.is_valid() || !frames->has_animation(animation) || frame<0 || frame>=frames->get_frame_count(animation)) {
return Rect2(0,0,1,1);
}
Ref<Texture> t;
if (animation)
t = frames->get_frame(animation,frame);
if (t.is_null())
return Rect2(0,0,1,1);
Size2i s = t->get_size();
Point2 ofs=offset;
if (centered)
ofs-=s/2;
if (s==Size2(0,0))
s=Size2(1,1);
return Rect2(ofs,s);
}
void AnimatedSprite3D::_res_changed() {
set_frame(frame);
_change_notify("frame");
_change_notify("animation");
_queue_update();
}
void AnimatedSprite3D::_set_playing(bool p_playing) {
if (playing==p_playing)
return;
playing=p_playing;
_reset_timeout();
set_process(playing);
}
bool AnimatedSprite3D::_is_playing() const {
return playing;
}
void AnimatedSprite3D::play(const StringName& p_animation) {
if (p_animation)
set_animation(p_animation);
_set_playing(true);
}
void AnimatedSprite3D::stop(){
_set_playing(false);
}
bool AnimatedSprite3D::is_playing() const {
return is_processing();
}
void AnimatedSprite3D::_reset_timeout() {
if (!playing)
return;
if (frames.is_valid() && frames->has_animation(animation)) {
float speed = frames->get_animation_speed(animation);
if (speed>0) {
timeout=1.0/speed;
} else {
timeout=0;
}
} else {
timeout=0;
}
}
void AnimatedSprite3D::set_animation(const StringName& p_animation){
if (animation==p_animation)
return;
animation=p_animation;
_reset_timeout();
set_frame(0);
_change_notify();
_queue_update();;
}
StringName AnimatedSprite3D::get_animation() const{
return animation;
}
String AnimatedSprite3D::get_configuration_warning() const {
if (frames.is_null()) {
return TTR("A SpriteFrames resource must be created or set in the 'Frames' property in order for AnimatedSprite3D to display frames.");
}
return String();
}
void AnimatedSprite3D::_bind_methods() {
ClassDB::bind_method(_MD("set_sprite_frames","sprite_frames:SpriteFrames"),&AnimatedSprite3D::set_sprite_frames);
ClassDB::bind_method(_MD("get_sprite_frames:SpriteFrames"),&AnimatedSprite3D::get_sprite_frames);
ClassDB::bind_method(_MD("set_animation","animation"),&AnimatedSprite3D::set_animation);
ClassDB::bind_method(_MD("get_animation"),&AnimatedSprite3D::get_animation);
ClassDB::bind_method(_MD("_set_playing","playing"),&AnimatedSprite3D::_set_playing);
ClassDB::bind_method(_MD("_is_playing"),&AnimatedSprite3D::_is_playing);
ClassDB::bind_method(_MD("play","anim"),&AnimatedSprite3D::play,DEFVAL(StringName()));
ClassDB::bind_method(_MD("stop"),&AnimatedSprite3D::stop);
ClassDB::bind_method(_MD("is_playing"),&AnimatedSprite3D::is_playing);
ClassDB::bind_method(_MD("set_frame","frame"),&AnimatedSprite3D::set_frame);
ClassDB::bind_method(_MD("get_frame"),&AnimatedSprite3D::get_frame);
ClassDB::bind_method(_MD("_res_changed"),&AnimatedSprite3D::_res_changed);
ADD_SIGNAL(MethodInfo("frame_changed"));
ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "frames",PROPERTY_HINT_RESOURCE_TYPE,"SpriteFrames"), _SCS("set_sprite_frames"),_SCS("get_sprite_frames"));
ADD_PROPERTY( PropertyInfo( Variant::STRING, "animation"), _SCS("set_animation"),_SCS("get_animation"));
ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), _SCS("set_frame"),_SCS("get_frame"));
ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "playing"), _SCS("_set_playing"),_SCS("_is_playing"));
}
AnimatedSprite3D::AnimatedSprite3D() {
frame=0;
playing=false;
animation="default";
timeout=0;
}