2025-09-23 18:35:16 +02:00

365 lines
9.1 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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"
#ifdef SPINE_GODOT_EXTENSION
#include "SpineCommon.h"
#include <godot_cpp/classes/node2d.hpp>
#include <godot_cpp/templates/vector.hpp>
#include <godot_cpp/classes/rendering_server.hpp>
#include <godot_cpp/classes/canvas_item_material.hpp>
#else
#include "scene/2d/node_2d.h"
#endif
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();
#ifdef SPINE_GODOT_EXTENSION
PackedVector2Array vertices;
PackedVector2Array uvs;
PackedColorArray colors;
PackedInt32Array indices;
#else
Vector<Vector2> vertices;
Vector<Vector2> uvs;
Vector<Color> colors;
Vector<int> indices;
#endif
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()) {
#ifdef SPINE_GODOT_EXTENSION
RS::get_singleton()->free_rid(mesh);
#else
RS::get_singleton()->free(mesh);
#endif
}
}
#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
#ifdef SPINE_GODOT_EXTENSION
void update_mesh(const PackedVector2Array &vertices, const PackedVector2Array &uvs, const PackedColorArray &colors,
const PackedInt32Array &indices, SpineRendererObject *renderer_object);
#else
void update_mesh(const Vector<Point2> &vertices, const Vector<Point2> &uvs, const Vector<Color> &colors, const Vector<int> &indices,
SpineRendererObject *renderer_object);
#endif
};
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;
float time_scale;
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::Array<spine::Array<SpineSlotNode *>> slot_nodes;
Vector<SpineMesh2D *> mesh_instances;
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) override;
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);
void set_time_scale(float time_scale);
float get_time_scale();
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;
}
#ifndef SPINE_GODOT_EXTENSION
// FIXME
#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
#endif
#endif
static void clear_statics();
};