2023-12-06 17:29:17 +01:00

272 lines
8.2 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#pragma once
#include "SpineSkeleton.h"
#include "SpineAnimationState.h"
#include "scene/2d/node_2d.h"
class SpineSlotNode;
struct SpineRendererObject;
class SpineSprite;
class Attachment;
class SpineMesh2D : public Node2D {
GDCLASS(SpineMesh2D, Node2D);
friend class SpineSprite;
protected:
void _notification(int what);
static void _bind_methods();
Vector<Vector2> vertices;
Vector<Vector2> uvs;
Vector<Color> colors;
Vector<int> indices;
SpineRendererObject *renderer_object;
bool indices_changed;
#if VERSION_MAJOR > 3
RID mesh;
uint32_t surface_offsets[RS::ARRAY_MAX];
int num_vertices;
int num_indices;
PackedByteArray vertex_buffer;
PackedByteArray attribute_buffer;
uint32_t vertex_stride;
uint32_t normal_tangent_stride;
uint32_t attribute_stride;
#else
RID mesh;
uint32_t surface_offsets[VS::ARRAY_MAX];
int num_vertices;
int num_indices;
uint32_t mesh_surface_offsets[VS::ARRAY_MAX];
PoolByteArray mesh_buffer;
uint32_t mesh_stride[VS::ARRAY_MAX];
uint32_t mesh_surface_format;
#endif
public:
#if VERSION_MAJOR > 3
SpineMesh2D() : renderer_object(nullptr), indices_changed(true), num_vertices(0), num_indices(0), vertex_stride(0), normal_tangent_stride(0), attribute_stride(0){};
~SpineMesh2D() {
if (mesh.is_valid()) {
RS::get_singleton()->free(mesh);
}
}
#else
SpineMesh2D() : renderer_object(nullptr), indices_changed(true), num_vertices(0), num_indices(0){};
~SpineMesh2D() {
if (mesh.is_valid()) {
VS::get_singleton()->free(mesh);
}
}
#endif
void update_mesh(const Vector<Point2> &vertices,
const Vector<Point2> &uvs,
const Vector<Color> &colors,
const Vector<int> &indices,
SpineRendererObject *renderer_object);
};
class SpineSprite : public Node2D,
public spine::AnimationStateListenerObject {
GDCLASS(SpineSprite, Node2D)
friend class SpineBone;
protected:
Ref<SpineSkeletonDataResource> skeleton_data_res;
Ref<SpineSkeleton> skeleton;
Ref<SpineAnimationState> animation_state;
SpineConstant::UpdateMode update_mode;
String preview_skin;
String preview_animation;
bool preview_frame;
float preview_time;
bool debug_root;
Color debug_root_color;
bool debug_bones;
Color debug_bones_color;
float debug_bones_thickness;
bool debug_regions;
Color debug_regions_color;
bool debug_meshes;
Color debug_meshes_color;
bool debug_bounding_boxes;
Color debug_bounding_boxes_color;
bool debug_paths;
Color debug_paths_color;
bool debug_clipping;
Color debug_clipping_color;
spine::Vector<spine::Vector<SpineSlotNode *>> slot_nodes;
Vector<SpineMesh2D *> mesh_instances;
static Ref<CanvasItemMaterial> default_materials[4];
Ref<Material> normal_material;
Ref<Material> additive_material;
Ref<Material> multiply_material;
Ref<Material> screen_material;
spine::SkeletonClipping *skeleton_clipper;
bool modified_bones;
static void _bind_methods();
void _notification(int what);
void _get_property_list(List<PropertyInfo> *list) const;
bool _get(const StringName &property, Variant &value) const;
bool _set(const StringName &property, const Variant &value);
void generate_meshes_for_slots(Ref<SpineSkeleton> skeleton_ref);
void remove_meshes();
void sort_slot_nodes();
void update_meshes(Ref<SpineSkeleton> skeleton_ref);
void set_modified_bones() { modified_bones = true; }
void draw();
void draw_bone(spine::Bone *bone, const Color &color);
void callback(spine::AnimationState *state, spine::EventType type, spine::TrackEntry *entry, spine::Event *event);
public:
SpineSprite();
~SpineSprite();
void set_skeleton_data_res(const Ref<SpineSkeletonDataResource> &_spine_skeleton_data_resource);
Ref<SpineSkeletonDataResource> get_skeleton_data_res();
Ref<SpineSkeleton> get_skeleton();
Ref<SpineAnimationState> get_animation_state();
void on_skeleton_data_changed();
void update_skeleton(float delta);
Transform2D get_global_bone_transform(const String &bone_name);
void set_global_bone_transform(const String &bone_name, Transform2D transform);
SpineConstant::UpdateMode get_update_mode();
void set_update_mode(SpineConstant::UpdateMode v);
Ref<SpineSkin> new_skin(const String &name);
Ref<Material> get_normal_material();
void set_normal_material(Ref<Material> material);
Ref<Material> get_additive_material();
void set_additive_material(Ref<Material> material);
Ref<Material> get_multiply_material();
void set_multiply_material(Ref<Material> material);
Ref<Material> get_screen_material();
void set_screen_material(Ref<Material> material);
bool get_debug_root() { return debug_root; }
void set_debug_root(bool root) { debug_root = root; }
Color get_debug_root_color() { return debug_root_color; }
void set_debug_root_color(const Color &color) { debug_root_color = color; }
bool get_debug_bones() { return debug_bones; }
void set_debug_bones(bool bones) { debug_bones = bones; }
Color get_debug_bones_color() { return debug_bones_color; }
void set_debug_bones_color(const Color &color) { debug_bones_color = color; }
float get_debug_bones_thickness() { return debug_bones_thickness; }
void set_debug_bones_thickness(float thickness) { debug_bones_thickness = thickness; }
bool get_debug_regions() { return debug_regions; }
void set_debug_regions(bool regions) { debug_regions = regions; }
Color get_debug_regions_color() { return debug_regions_color; }
void set_debug_regions_color(const Color &color) { debug_regions_color = color; }
bool get_debug_meshes() { return debug_meshes; }
void set_debug_meshes(bool meshes) { debug_meshes = meshes; }
Color get_debug_meshes_color() { return debug_meshes_color; }
void set_debug_meshes_color(const Color &color) { debug_meshes_color = color; }
bool get_debug_paths() { return debug_paths; }
void set_debug_paths(bool paths) { debug_paths = paths; }
Color get_debug_paths_color() { return debug_paths_color; }
void set_debug_paths_color(const Color &color) { debug_paths_color = color; }
bool get_debug_bounding_boxes() { return debug_bounding_boxes; }
void set_debug_bounding_boxes(bool paths) { debug_bounding_boxes = paths; }
Color get_debug_bounding_boxes_color() { return debug_bounding_boxes_color; }
void set_debug_bounding_boxes_color(const Color &color) { debug_bounding_boxes_color = color; }
bool get_debug_clipping() { return debug_clipping; }
void set_debug_clipping(bool clipping) { debug_clipping = clipping; }
Color get_debug_clipping_color() { return debug_clipping_color; }
void set_debug_clipping_color(const Color &color) { debug_clipping_color = color; }
#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
#endif
};