/*************************************************************************/ /* 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::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(); 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); } Rect3 SpriteBase3D::get_aabb() const { return aabb; } PoolVector SpriteBase3D::get_faces(uint32_t p_usage_flags) const { return PoolVector(); } 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"), "set_centered","is_centered"); ADD_PROPERTY( PropertyInfo( Variant::VECTOR2, "offset"), "set_offset","get_offset"); ADD_PROPERTY( PropertyInfo( Variant::BOOL, "flip_h"), "set_flip_h","is_flipped_h"); ADD_PROPERTY( PropertyInfo( Variant::BOOL, "flip_v"), "set_flip_v","is_flipped_v"); ADD_PROPERTY( PropertyInfo( Variant::COLOR, "modulate"), "set_modulate","get_modulate"); ADD_PROPERTY( PropertyInfo( Variant::REAL, "opacity",PROPERTY_HINT_RANGE,"0,1,0.01"), "set_opacity","get_opacity"); ADD_PROPERTY( PropertyInfo( Variant::REAL, "pixel_size",PROPERTY_HINT_RANGE,"0.0001,128,0.0001"), "set_pixel_size","get_pixel_size"); ADD_PROPERTY( PropertyInfo( Variant::INT, "axis",PROPERTY_HINT_ENUM,"X-Axis,Y-Axis,Z-Axis"), "set_axis","get_axis"); ADD_GROUP("Flags",""); ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "transparent"), "set_draw_flag","get_draw_flag",FLAG_TRANSPARENT); ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "shaded"), "set_draw_flag","get_draw_flag",FLAG_SHADED); ADD_PROPERTY( PropertyInfo( Variant::INT, "alpha_cut",PROPERTY_HINT_ENUM,"Disabled,Discard,Opaque Pre-Pass"), "set_alpha_cut_mode","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; for(int i=0;iimmediate_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; } } } Rect3 aabb; for(int i=0;i<4;i++) { VS::get_singleton()->immediate_normal(immediate,normal); VS::get_singleton()->immediate_color(immediate,color); VS::get_singleton()->immediate_uv(immediate,uvs[i]); Vector3 vtx; vtx[x_axis]=vertices[i][0]; vtx[y_axis]=vertices[i][1]; VS::get_singleton()->immediate_vertex(immediate,vtx); if (i==0) { aabb.pos=vtx; aabb.size=Vector3(); } else { aabb.expand_to(vtx); } } set_aabb(aabb); VS::get_singleton()->immediate_end(immediate); } void Sprite3D::set_texture(const Ref& 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 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(); 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"), "set_texture","get_texture"); ADD_PROPERTY( PropertyInfo( Variant::INT, "vframes",PROPERTY_HINT_RANGE,"1,16384,1"), "set_vframes","get_vframes"); ADD_PROPERTY( PropertyInfo( Variant::INT, "hframes",PROPERTY_HINT_RANGE,"1,16384,1"), "set_hframes","get_hframes"); ADD_PROPERTY( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), "set_frame","get_frame"); ADD_PROPERTY( PropertyInfo( Variant::BOOL, "region"), "set_region","is_region"); ADD_PROPERTY( PropertyInfo( Variant::RECT2, "region_rect"), "set_region_rect","get_region_rect"); ADD_SIGNAL(MethodInfo("frame_changed")); } Sprite3D::Sprite3D() { region=false; frame=0; vframes=1; hframes=1; } //////////////////////////////////////// #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 = 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"), "set_sprite_frames","get_sprite_frames"); ADD_PROPERTY( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), "set_frame","get_frame"); ADD_SIGNAL(MethodInfo("frame_changed")); } void AnimatedSprite3D::set_sprite_frames(const Ref& 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 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 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 = frames->get_frame(animation,frame); if (!texture.is_valid()) return; //no texuture no life Vector2 tsize = texture->get_size(); if (tsize.x==0 || tsize.y==0) return; Size2i s=tsize; Rect2i src_rect; src_rect.size=s; Point2i ofs=get_offset(); if (is_centered()) ofs-=s/2; Rect2i dst_rect(ofs,s); Rect2 final_rect; Rect2 final_src_rect; if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect)) return; if (final_rect.size.x==0 || final_rect.size.y==0) return; Color color=_get_color_accum(); color.a*=get_opacity(); float pixel_size=get_pixel_size(); Vector2 vertices[4]={ (final_rect.pos+Vector2(0,final_rect.size.y)) * pixel_size, (final_rect.pos+final_rect.size) * pixel_size, (final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size, final_rect.pos * pixel_size, }; Vector2 uvs[4]={ final_src_rect.pos / tsize, (final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize, (final_src_rect.pos+final_src_rect.size) / tsize, (final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize, }; if (is_flipped_h()) { SWAP(uvs[0],uvs[1]); SWAP(uvs[2],uvs[3]); } if (is_flipped_v()) { SWAP(uvs[0],uvs[3]); SWAP(uvs[1],uvs[2]); } Vector3 normal; int axis = get_axis(); normal[axis]=1.0; RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),get_alpha_cut_mode()==ALPHA_CUT_DISCARD,get_alpha_cut_mode()==ALPHA_CUT_OPAQUE_PREPASS); VS::get_singleton()->immediate_set_material(immediate,mat); VS::get_singleton()->immediate_begin(immediate,VS::PRIMITIVE_TRIANGLE_FAN,texture->get_rid()); int x_axis = ((axis + 1) % 3); int y_axis = ((axis + 2) % 3); if (axis!=Vector3::AXIS_Z) { SWAP(x_axis,y_axis); for(int i=0;i<4;i++) { //uvs[i] = Vector2(1.0,1.0)-uvs[i]; //SWAP(vertices[i].x,vertices[i].y); if (axis==Vector3::AXIS_Y) { vertices[i].y = - vertices[i].y; } else if (axis==Vector3::AXIS_X) { vertices[i].x = - vertices[i].x; } } } Rect3 aabb; for(int i=0;i<4;i++) { VS::get_singleton()->immediate_normal(immediate,normal); VS::get_singleton()->immediate_color(immediate,color); VS::get_singleton()->immediate_uv(immediate,uvs[i]); Vector3 vtx; vtx[x_axis]=vertices[i][0]; vtx[y_axis]=vertices[i][1]; VS::get_singleton()->immediate_vertex(immediate,vtx); if (i==0) { aabb.pos=vtx; aabb.size=Vector3(); } else { aabb.expand_to(vtx); } } set_aabb(aabb); VS::get_singleton()->immediate_end(immediate); } void AnimatedSprite3D::_validate_property(PropertyInfo& property) const { if (!frames.is_valid()) return; if (property.name=="animation") { property.hint=PROPERTY_HINT_ENUM; List names; frames->get_animation_list(&names); names.sort_custom(); bool current_found=false; for (List::Element *E=names.front();E;E=E->next()) { if (E->prev()) { property.hint_string+=","; } property.hint_string+=String(E->get()); if (animation==E->get()) { current_found=true; } } if (!current_found) { if (property.hint_string==String()) { property.hint_string=String(animation); } else { property.hint_string=String(animation)+","+property.hint_string; } } } if (property.name=="frame") { property.hint=PROPERTY_HINT_RANGE; if (frames->has_animation(animation)) { property.hint_string="0,"+itos(frames->get_frame_count(animation)-1)+",1"; } else { property.hint_string="0,0,0"; } } } void AnimatedSprite3D::_notification(int p_what) { switch(p_what) { case NOTIFICATION_INTERNAL_PROCESS: { if (frames.is_null()) return; if (!frames->has_animation(animation)) return; if (frame<0) return; float speed = frames->get_animation_speed(animation); if (speed==0) return; //do nothing float remaining = get_process_delta_time(); while(remaining) { if (timeout<=0) { timeout=1.0/speed; int fc = frames->get_frame_count(animation); if (frame>=fc-1) { if (frames->get_animation_loop(animation)) { frame=0; } else { frame=fc-1; } } else { frame++; } _queue_update(); _change_notify("frame"); } float to_process = MIN(timeout,remaining); remaining-=to_process; timeout-=to_process; } } break; #if 0 case NOTIFICATION_DRAW: { if (frames.is_null()) { print_line("no draw no faemos"); return; } if (frame<0) { print_line("no draw frame <0"); return; } if (!frames->has_animation(animation)) { print_line("no draw no anim: "+String(animation)); return; } Ref texture = 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 &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 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 t; if (animation) t = frames->get_frame(animation,frame); if (t.is_null()) return Rect2(0,0,1,1); Size2i s = t->get_size(); Point2 ofs=offset; if (centered) ofs-=s/2; if (s==Size2(0,0)) s=Size2(1,1); return Rect2(ofs,s); } void AnimatedSprite3D::_res_changed() { set_frame(frame); _change_notify("frame"); _change_notify("animation"); _queue_update(); } void AnimatedSprite3D::_set_playing(bool p_playing) { if (playing==p_playing) return; playing=p_playing; _reset_timeout(); set_process_internal(playing); } bool AnimatedSprite3D::_is_playing() const { return playing; } void AnimatedSprite3D::play(const StringName& p_animation) { if (p_animation) set_animation(p_animation); _set_playing(true); } void AnimatedSprite3D::stop(){ _set_playing(false); } bool AnimatedSprite3D::is_playing() const { return is_processing(); } void AnimatedSprite3D::_reset_timeout() { if (!playing) return; if (frames.is_valid() && frames->has_animation(animation)) { float speed = frames->get_animation_speed(animation); if (speed>0) { timeout=1.0/speed; } else { timeout=0; } } else { timeout=0; } } void AnimatedSprite3D::set_animation(const StringName& p_animation){ if (animation==p_animation) return; animation=p_animation; _reset_timeout(); set_frame(0); _change_notify(); _queue_update(); } StringName AnimatedSprite3D::get_animation() const{ return animation; } String AnimatedSprite3D::get_configuration_warning() const { if (frames.is_null()) { return TTR("A SpriteFrames resource must be created or set in the 'Frames' property in order for AnimatedSprite3D to display frames."); } return String(); } void AnimatedSprite3D::_bind_methods() { ClassDB::bind_method(_MD("set_sprite_frames","sprite_frames:SpriteFrames"),&AnimatedSprite3D::set_sprite_frames); ClassDB::bind_method(_MD("get_sprite_frames:SpriteFrames"),&AnimatedSprite3D::get_sprite_frames); ClassDB::bind_method(_MD("set_animation","animation"),&AnimatedSprite3D::set_animation); ClassDB::bind_method(_MD("get_animation"),&AnimatedSprite3D::get_animation); ClassDB::bind_method(_MD("_set_playing","playing"),&AnimatedSprite3D::_set_playing); ClassDB::bind_method(_MD("_is_playing"),&AnimatedSprite3D::_is_playing); ClassDB::bind_method(_MD("play","anim"),&AnimatedSprite3D::play,DEFVAL(StringName())); ClassDB::bind_method(_MD("stop"),&AnimatedSprite3D::stop); ClassDB::bind_method(_MD("is_playing"),&AnimatedSprite3D::is_playing); ClassDB::bind_method(_MD("set_frame","frame"),&AnimatedSprite3D::set_frame); ClassDB::bind_method(_MD("get_frame"),&AnimatedSprite3D::get_frame); ClassDB::bind_method(_MD("_res_changed"),&AnimatedSprite3D::_res_changed); ADD_SIGNAL(MethodInfo("frame_changed")); ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "frames",PROPERTY_HINT_RESOURCE_TYPE,"SpriteFrames"), "set_sprite_frames","get_sprite_frames"); ADD_PROPERTY( PropertyInfo( Variant::STRING, "animation"), "set_animation","get_animation"); ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), "set_frame","get_frame"); ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "playing"), "_set_playing","_is_playing"); } AnimatedSprite3D::AnimatedSprite3D() { frame=0; playing=false; animation="default"; timeout=0; }