Made better code formatting

This commit is contained in:
2023-09-15 12:09:17 +03:00
parent 2ac6c4afe1
commit e8a1b7e828
9 changed files with 721 additions and 506 deletions

189
src/modules/.clang-format Normal file
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@@ -0,0 +1,189 @@
# Commented out parameters are those with the same value as base LLVM style.
# We can uncomment them if we want to change their value, or enforce the
# chosen value in case the base style changes (last sync: Clang 13.0).
---
### General config, applies to all languages ###
BasedOnStyle: LLVM
AccessModifierOffset: -4
AlignAfterOpenBracket: DontAlign
# AlignArrayOfStructures: None
# AlignConsecutiveMacros: None
# AlignConsecutiveAssignments: None
# AlignConsecutiveBitFields: None
# AlignConsecutiveDeclarations: None
# AlignEscapedNewlines: Right
AlignOperands: DontAlign
AlignTrailingComments: false
# AllowAllArgumentsOnNextLine: true
# AllowAllConstructorInitializersOnNextLine: true
AllowAllParametersOfDeclarationOnNextLine: false
# AllowShortEnumsOnASingleLine: true
# AllowShortBlocksOnASingleLine: Never
# AllowShortCaseLabelsOnASingleLine: false
# AllowShortFunctionsOnASingleLine: All
# AllowShortLambdasOnASingleLine: All
# AllowShortIfStatementsOnASingleLine: Never
# AllowShortLoopsOnASingleLine: false
# AlwaysBreakAfterDefinitionReturnType: None
# AlwaysBreakAfterReturnType: None
# AlwaysBreakBeforeMultilineStrings: false
# AlwaysBreakTemplateDeclarations: MultiLine
# AttributeMacros:
# - __capability
# BinPackArguments: true
# BinPackParameters: true
BraceWrapping:
# AfterCaseLabel: false
AfterClass: false
AfterControlStatement: Never
AfterEnum: false
AfterFunction: true
AfterNamespace: false
# AfterObjCDeclaration: false
# AfterStruct: false
# AfterUnion: false
# AfterExternBlock: false
# BeforeCatch: false
# BeforeElse: false
# BeforeLambdaBody: false
# BeforeWhile: false
# IndentBraces: false
# SplitEmptyFunction: true
# SplitEmptyRecord: true
# SplitEmptyNamespace: true
# BreakBeforeBinaryOperators: None
# BreakBeforeConceptDeclarations: true
BreakBeforeBraces: Custom
# BreakBeforeInheritanceComma: false
# BreakInheritanceList: BeforeColon
# BreakBeforeTernaryOperators: true
# BreakConstructorInitializersBeforeComma: false
BreakConstructorInitializers: AfterColon
# BreakStringLiterals: true
ColumnLimit: 0
# CommentPragmas: '^ IWYU pragma:'
# CompactNamespaces: false
ConstructorInitializerAllOnOneLineOrOnePerLine: true
ConstructorInitializerIndentWidth: 8
ContinuationIndentWidth: 8
Cpp11BracedListStyle: false
# DeriveLineEnding: true
# DerivePointerAlignment: false
# DisableFormat: false
# EmptyLineAfterAccessModifier: Never
# EmptyLineBeforeAccessModifier: LogicalBlock
# ExperimentalAutoDetectBinPacking: false
# FixNamespaceComments: true
# ForEachMacros:
# - foreach
# - Q_FOREACH
# - BOOST_FOREACH
# IfMacros:
# - KJ_IF_MAYBE
# IncludeBlocks: Preserve
IncludeCategories:
- Regex: '".*"'
Priority: 1
- Regex: '^<.*\.h>'
Priority: 2
- Regex: '^<.*'
Priority: 3
# IncludeIsMainRegex: '(Test)?$'
# IncludeIsMainSourceRegex: ''
# IndentAccessModifiers: false
IndentCaseLabels: true
# IndentCaseBlocks: false
# IndentGotoLabels: true
# IndentPPDirectives: None
# IndentExternBlock: AfterExternBlock
# IndentRequires: false
IndentWidth: 8
# IndentWrappedFunctionNames: false
# InsertTrailingCommas: None
# JavaScriptQuotes: Leave
# JavaScriptWrapImports: true
KeepEmptyLinesAtTheStartOfBlocks: false
# LambdaBodyIndentation: Signature
# MacroBlockBegin: ''
# MacroBlockEnd: ''
# MaxEmptyLinesToKeep: 1
# NamespaceIndentation: None
# PenaltyBreakAssignment: 2
# PenaltyBreakBeforeFirstCallParameter: 19
# PenaltyBreakComment: 300
# PenaltyBreakFirstLessLess: 120
# PenaltyBreakString: 1000
# PenaltyBreakTemplateDeclaration: 10
# PenaltyExcessCharacter: 1000000
# PenaltyReturnTypeOnItsOwnLine: 60
# PenaltyIndentedWhitespace: 0
# PointerAlignment: Right
# PPIndentWidth: -1
# ReferenceAlignment: Pointer
# ReflowComments: true
# ShortNamespaceLines: 1
# SortIncludes: CaseSensitive
# SortJavaStaticImport: Before
# SortUsingDeclarations: true
# SpaceAfterCStyleCast: false
# SpaceAfterLogicalNot: false
# SpaceAfterTemplateKeyword: true
# SpaceBeforeAssignmentOperators: true
# SpaceBeforeCaseColon: false
# SpaceBeforeCpp11BracedList: false
# SpaceBeforeCtorInitializerColon: true
# SpaceBeforeInheritanceColon: true
# SpaceBeforeParens: ControlStatements
# SpaceAroundPointerQualifiers: Default
# SpaceBeforeRangeBasedForLoopColon: true
# SpaceInEmptyParentheses: false
# SpacesBeforeTrailingComments: 1
# SpaceInEmptyBlock: false
# SpaceInEmptyParentheses: false
# SpacesBeforeTrailingComments: 1
# SpacesInAngles: Never
# SpacesInContainerLiterals: true
# SpacesInConditionalStatement: false
# SpacesInContainerLiterals: true
# SpacesInCStyleCastParentheses: false
## Godot TODO: We'll want to use a min of 1, but we need to see how to fix
## our comment capitalization at the same time.
SpacesInLineCommentPrefix:
Minimum: 0
Maximum: -1
# SpacesInParentheses: false
# SpacesInSquareBrackets: false
# SpaceBeforeSquareBrackets: false
# BitFieldColonSpacing: Both
# StatementAttributeLikeMacros:
# - Q_EMIT
# StatementMacros:
# - Q_UNUSED
# - QT_REQUIRE_VERSION
TabWidth: 8
# UseCRLF: false
UseTab: Always
# WhitespaceSensitiveMacros:
# - STRINGIZE
# - PP_STRINGIZE
# - BOOST_PP_STRINGIZE
# - NS_SWIFT_NAME
# - CF_SWIFT_NAME
---
### C++ specific config ###
Language: Cpp
Standard: c++14
---
### ObjC specific config ###
Language: ObjC
# ObjCBinPackProtocolList: Auto
ObjCBlockIndentWidth: 4
# ObjCBreakBeforeNestedBlockParam: true
# ObjCSpaceAfterProperty: false
# ObjCSpaceBeforeProtocolList: true
---
### Java specific config ###
Language: Java
# BreakAfterJavaFieldAnnotations: false
JavaImportGroups: ['org.godotengine', 'android', 'androidx', 'com.android', 'com.google', 'java', 'javax']
...

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@@ -5,28 +5,28 @@
/* private functions */
namespace ECS {
static void _animation_process_animation(struct AnimationPlayerData *player, AnimationData *p_anim,
float p_time, float p_delta, float p_interp,
bool p_is_current = true, bool p_seeked = false,
bool p_started = false);
float p_time, float p_delta, float p_interp,
bool p_is_current = true, bool p_seeked = false,
bool p_started = false);
static void _ensure_node_caches(struct AnimationPlayerData *player,
AnimationData *p_anim, Node *p_root_override = NULL);
AnimationData *p_anim, Node *p_root_override = NULL);
static void _animation_process_data(struct AnimationPlayerData *player,
PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started);
PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started);
static void _animation_process2(struct AnimationPlayerData *player,
float p_delta, bool p_started);
float p_delta, bool p_started);
static void _animation_update_transforms(struct AnimationPlayerData *player);
static void _animation_process(struct AnimationPlayerData *player,
float p_delta);
float p_delta);
// static void _node_removed(struct AnimationPlayerData *player,
// Node *p_node);
static void _stop_playing_caches(struct AnimationPlayerData *player);
static void _animation_changed(struct AnimationPlayerData *player);
static void _ref_anim(struct AnimationPlayerData *player,
const Ref<Animation> &p_anim);
const Ref<Animation> &p_anim);
static void _unref_anim(struct AnimationPlayerData *player,
const Ref<Animation> &p_anim);
const Ref<Animation> &p_anim);
static void _set_process(struct AnimationPlayerData *player,
bool p_process, bool p_force = false);
bool p_process, bool p_force = false);
/* protected functions (need redesign) */
#if 0
bool _set(const StringName &p_name, const Variant &p_value);
@@ -36,11 +36,11 @@ void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
#endif
}
} //namespace ECS
void ECS::play(struct ECS::AnimationPlayerData *player,
const StringName &p_name,
float p_custom_blend, float p_custom_scale,
bool p_from_end)
const StringName &p_name,
float p_custom_blend, float p_custom_scale,
bool p_from_end)
{
StringName name = p_name;
@@ -131,7 +131,7 @@ void ECS::play(struct ECS::AnimationPlayerData *player,
}
}
static void ECS::_ensure_node_caches(struct ECS::AnimationPlayerData *player,
AnimationData *p_anim, Node *p_root_override)
AnimationData *p_anim, Node *p_root_override)
{
// Already cached?
if (p_anim->node_cache.size() == p_anim->animation->get_track_count()) {
@@ -256,9 +256,9 @@ static void ECS::_ensure_node_caches(struct ECS::AnimationPlayerData *player,
}
}
static void ECS::_animation_process_animation(struct ECS::AnimationPlayerData *player, ECS::AnimationData *p_anim,
float p_time, float p_delta, float p_interp,
bool p_is_current, bool p_seeked,
bool p_started)
float p_time, float p_delta, float p_interp,
bool p_is_current, bool p_seeked,
bool p_started)
{
_ensure_node_caches(player, p_anim);
ERR_FAIL_COND(p_anim->node_cache.size() != p_anim->animation->get_track_count());
@@ -728,76 +728,92 @@ static void ECS::_animation_process_animation(struct ECS::AnimationPlayerData *p
}
}
static void ECS::_animation_process_data(struct ECS::AnimationPlayerData *player,
PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started)
PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started)
{
float delta = p_delta * player->speed_scale * cd.speed_scale;
float next_pos = cd.pos + delta;
float len = cd.from->animation->get_length();
bool loop = cd.from->animation->has_loop();
if (!loop) {
if (next_pos < 0)
next_pos = 0;
else if (next_pos > len)
next_pos = len;
}
bool backwards = signbit(delta); // Negative zero means playing backwards too
delta = next_pos - cd.pos; // Fix delta (after determination of backwards because negative zero is lost here)
if (&cd == &player->playback.current) {
if (!backwards && cd.pos <= len && next_pos == len) {
//playback finished
player->end_reached = true;
player->end_notify = cd.pos < len; // Notify only if not already at the end
}
if (backwards && cd.pos >= 0 && next_pos == 0) {
//playback finished
player->end_reached = true;
player->end_notify = cd.pos > 0; // Notify only if not already at the beginning
}
} else {
float looped_next_pos = Math::fposmod(next_pos, len);
if (looped_next_pos == 0 && next_pos != 0)
// Loop multiples of the length to it, rather than 0
// so state at time=length is previewable in the editor
next_pos = len;
else
next_pos = looped_next_pos;
}
cd.pos = next_pos;
_animation_process_animation(player, cd.from,
cd.pos, delta, p_blend, &cd == &player->playback.current,
p_seeked, p_started);
float delta = p_delta * player->speed_scale * cd.speed_scale;
float next_pos = cd.pos + delta;
if (cd.from->animation.is_null()) {
ERR_PRINT("bad animation");
return;
}
float len = cd.from->animation->get_length();
bool loop = cd.from->animation->has_loop();
if (!loop) {
if (next_pos < 0)
next_pos = 0;
else if (next_pos > len)
next_pos = len;
}
bool backwards = signbit(delta); // Negative zero means playing backwards too
delta = next_pos - cd.pos; // Fix delta (after determination of backwards because negative zero is lost here)
if (&cd == &player->playback.current) {
if (!backwards && cd.pos <= len && next_pos == len) {
//playback finished
player->end_reached = true;
player->end_notify = cd.pos < len; // Notify only if not already at the end
}
if (backwards && cd.pos >= 0 && next_pos == 0) {
//playback finished
player->end_reached = true;
player->end_notify = cd.pos > 0; // Notify only if not already at the beginning
}
} else {
float looped_next_pos = Math::fposmod(next_pos, len);
if (looped_next_pos == 0 && next_pos != 0)
// Loop multiples of the length to it, rather than 0
// so state at time=length is previewable in the editor
next_pos = len;
else
next_pos = looped_next_pos;
}
cd.pos = next_pos;
_animation_process_animation(player, cd.from,
cd.pos, delta, p_blend, &cd == &player->playback.current,
p_seeked, p_started);
}
static void ECS::_animation_process2(struct ECS::AnimationPlayerData *player,
float p_delta, bool p_started)
float p_delta, bool p_started)
{
ECS::Playback &c = player->playback;
player->accum_pass++;
ECS::Playback &c = player->playback;
player->accum_pass++;
_animation_process_data(player, c.current,
p_delta, 1.0f,
c.seeked && p_delta != 0, p_started);
if (p_delta != 0)
c.seeked = false;
List<Blend>::Element *prev = nullptr;
for (List<Blend>::Element *E = c.blend.back(); E; E = prev) {
Blend &b = E->get();
float blend = b.blend_left / b.blend_time;
_animation_process_data(player, b.data, p_delta, blend, false, false);
b.blend_left -= Math::absf(player->speed_scale * p_delta);
prev = E->prev();
if (b.blend_left < 0)
c.blend.erase(E);
}
if (c.current.from->animation.is_null()) {
ERR_PRINT("bad animation2");
return;
}
_animation_process_data(player, c.current,
p_delta, 1.0f,
c.seeked && p_delta != 0, p_started);
if (p_delta != 0)
c.seeked = false;
List<Blend>::Element *prev = nullptr;
for (List<Blend>::Element *E = c.blend.back(); E; E = prev) {
Blend &b = E->get();
float blend = b.blend_left / b.blend_time;
if (b.data.from->animation.is_null()) {
ERR_PRINT("bad animation3");
b.blend_left -= Math::absf(player->speed_scale * p_delta);
prev = E->prev();
if (b.blend_left < 0)
c.blend.erase(E);
continue;
}
_animation_process_data(player, b.data, p_delta, blend, false, false);
b.blend_left -= Math::absf(player->speed_scale * p_delta);
prev = E->prev();
if (b.blend_left < 0)
c.blend.erase(E);
}
}
static void ECS::_animation_update_transforms(struct ECS::AnimationPlayerData *player)
{
int i;
{
Transform t;
for (i = 0; i < player->cache_update_size; i++) {
TrackNodeCache *nc = player->cache_update[i];
t.origin = nc->loc_accum;
t.basis.set_quat_scale(nc->rot_accum, nc->scale_accum);
int i;
{
Transform t;
for (i = 0; i < player->cache_update_size; i++) {
TrackNodeCache *nc = player->cache_update[i];
t.origin = nc->loc_accum;
t.basis.set_quat_scale(nc->rot_accum, nc->scale_accum);
#if 0
/* update transform on skeleton or node */
if (nc->skeleton && nc->bone_idx >= 0)
@@ -805,74 +821,75 @@ static void ECS::_animation_update_transforms(struct ECS::AnimationPlayerData *p
else if (nc->spatial)
nc->spatial->set_transform(t);
#endif
}
}
player->cache_update_size = 0;
for (i = 0; i < player->cache_update_prop_size; i++) {
TrackNodeCache::PropertyAnim *pa = player->cache_update_prop[i];
switch (pa->special) {
case SP_NONE: {
bool valid;
pa->object->set_indexed(pa->subpath, pa->value_accum, &valid);
if (!valid) {
/* error setting key
ERR_PRINT("Failed setting key at time " + rtos(playback.current.pos) + " in Animation '" + get_current_animation() + "' at Node '" + get_path() + "', Track '" + String(pa->owner->path) + "'. Check if property exists or the type of key is right for the property");
*/
}
} break;
case SP_NODE2D_POS:
// static_cast<Node2D *>(pa->object)->set_position(pa->value_accum);
break;
case SP_NODE2D_ROT:
// static_cast<Node2D *>(pa->object)->set_rotation(Math::deg2rad((double)pa->value_accum));
break;
case SP_NODE2D_SCALE:
// static_cast<Node2D *>(pa->object)->set_scale(pa->value_accum);
break;
}
}
player->cache_update_prop_size = 0;
for (i = 0; i < player->cache_update_bezier_size; i++) {
TrackNodeCache::BezierAnim *ba = player->cache_update_bezier[i];
ba->object->set_indexed(ba->bezier_property, ba->bezier_accum);
}
player->cache_update_bezier_size = 0;
}
}
player->cache_update_size = 0;
for (i = 0; i < player->cache_update_prop_size; i++) {
TrackNodeCache::PropertyAnim *pa = player->cache_update_prop[i];
switch (pa->special) {
case SP_NONE: {
bool valid;
pa->object->set_indexed(pa->subpath, pa->value_accum, &valid);
if (!valid) {
/* error setting key
ERR_PRINT("Failed setting key at time " + rtos(playback.current.pos) + " in Animation '" + get_current_animation() + "' at Node '" + get_path() + "', Track '" + String(pa->owner->path) + "'. Check if property exists or the type of key is right for the property");
*/
}
} break;
case SP_NODE2D_POS:
// static_cast<Node2D *>(pa->object)->set_position(pa->value_accum);
break;
case SP_NODE2D_ROT:
// static_cast<Node2D *>(pa->object)->set_rotation(Math::deg2rad((double)pa->value_accum));
break;
case SP_NODE2D_SCALE:
// static_cast<Node2D *>(pa->object)->set_scale(pa->value_accum);
break;
}
}
player->cache_update_prop_size = 0;
for (i = 0; i < player->cache_update_bezier_size; i++) {
TrackNodeCache::BezierAnim *ba = player->cache_update_bezier[i];
ba->object->set_indexed(ba->bezier_property, ba->bezier_accum);
}
player->cache_update_bezier_size = 0;
}
static void ECS::_set_process(struct ECS::AnimationPlayerData *player, bool p_process, bool p_force)
{
/* Nothing */
/* Nothing */
}
static void ECS::_animation_process(struct ECS::AnimationPlayerData *player, float p_time)
{
if (player->playback.current.from) {
player->end_reached = false;
player->end_notify = false;
_animation_process2(player, p_time, player->playback.started);
if (player->playback.started)
player->playback.started = false;
_animation_update_transforms(player);
if (player->end_reached) {
if (player->queued.size()) {
String old = player->playback.assigned;
play(player, player->queued.front()->get());
String new_name = player->playback.assigned;
player->queued.pop_front();
if (player->end_notify) {
/* emit animation_changed */
}
} else {
player->playing = false;
_set_process(player, false);
if (player->end_notify) {
/* emit animation_finished */
}
}
player->end_reached = false;
}
} else
_set_process(player, false);
if (player->playback.current.from) {
player->end_reached = false;
player->end_notify = false;
_animation_process2(player, p_time, player->playback.started);
if (player->playback.started)
player->playback.started = false;
_animation_update_transforms(player);
if (player->end_reached) {
if (player->queued.size()) {
String old = player->playback.assigned;
play(player, player->queued.front()->get());
String new_name = player->playback.assigned;
player->queued.pop_front();
if (player->end_notify) {
/* emit animation_changed */
}
} else {
player->playing = false;
_set_process(player, false);
if (player->end_notify) {
/* emit animation_finished */
}
}
player->end_reached = false;
}
} else
_set_process(player, false);
}
void ECS::_stop_playing_caches(struct ECS::AnimationPlayerData *player) {
void ECS::_stop_playing_caches(struct ECS::AnimationPlayerData *player)
{
#if 0
for (Set<TrackNodeCache *>::Element *E = player->playing_caches.front(); E; E = E->next()) {
if (E->get()->node && E->get()->audio_playing) {
@@ -891,7 +908,7 @@ void ECS::_stop_playing_caches(struct ECS::AnimationPlayerData *player) {
}
void ECS::queue(struct ECS::AnimationPlayerData *player,
const StringName &p_name)
const StringName &p_name)
{
if (!player->playing) {
play(player, p_name);
@@ -900,7 +917,7 @@ void ECS::queue(struct ECS::AnimationPlayerData *player,
}
}
StringName ECS::animation_get_next(struct ECS::AnimationPlayerData *player,
const StringName &p_animation)
const StringName &p_animation)
{
if (!player->animation_set.has(p_animation)) {
return StringName();
@@ -913,9 +930,11 @@ String ECS::get_current_animation(struct ECS::AnimationPlayerData *player)
return player->playing ? player->playback.assigned : "";
}
Error ECS::add_animation(struct ECS::AnimationPlayerData *player,
const StringName &p_name, const Ref<Animation> &p_animation)
const StringName &p_name, const Ref<Animation> &p_animation)
{
ERR_FAIL_COND_V(p_animation.is_null(), ERR_INVALID_PARAMETER);
print_line("animation name: " + p_name);
print_line("animation length: " + itos(p_animation->get_length()));
if (player->animation_set.has(p_name)) {
_unref_anim(player, player->animation_set[p_name].animation);
@@ -932,7 +951,7 @@ Error ECS::add_animation(struct ECS::AnimationPlayerData *player,
return OK;
}
void ECS::remove_animation(struct ECS::AnimationPlayerData *player,
const StringName &p_name)
const StringName &p_name)
{
ERR_FAIL_COND(!player->animation_set.has(p_name));
@@ -945,12 +964,12 @@ void ECS::remove_animation(struct ECS::AnimationPlayerData *player,
clear_caches(player);
}
static void ECS::_ref_anim(struct ECS::AnimationPlayerData *player,
const Ref<Animation> &p_anim)
const Ref<Animation> &p_anim)
{
}
static void ECS::_unref_anim(struct ECS::AnimationPlayerData *player,
const Ref<Animation> &p_anim)
const Ref<Animation> &p_anim)
{
}
@@ -967,5 +986,5 @@ void ECS::clear_caches(struct ECS::AnimationPlayerData *player)
void ECS::advance(struct ECS::AnimationPlayerData *player, float p_time)
{
ECS::_animation_process(player, p_time);
ECS::_animation_process(player, p_time);
}

View File

@@ -4,118 +4,122 @@ namespace ECS {
struct AnimationPlayer;
struct AnimationTreee;
enum AnimationProcessMode {
ANIMATION_PROCESS_PHYSICS,
ANIMATION_PROCESS_IDLE,
ANIMATION_PROCESS_MANUAL,
ANIMATION_PROCESS_PHYSICS,
ANIMATION_PROCESS_IDLE,
ANIMATION_PROCESS_MANUAL,
};
enum AnimationMethodCallMode {
ANIMATION_METHOD_CALL_DEFERRED,
ANIMATION_METHOD_CALL_IMMEDIATE,
ANIMATION_METHOD_CALL_DEFERRED,
ANIMATION_METHOD_CALL_IMMEDIATE,
};
enum SpecialProperty {
SP_NONE,
SP_NODE2D_POS,
SP_NODE2D_ROT,
SP_NODE2D_SCALE,
SP_NONE,
SP_NODE2D_POS,
SP_NODE2D_ROT,
SP_NODE2D_SCALE,
};
struct TrackNodeCache {
NodePath path;
uint32_t id;
RES resource;
NodePath path;
uint32_t id;
RES resource;
#if 0
Node *node;
Spatial *spatial;
Node2D *node_2d;
Skeleton *skeleton;
#endif
int bone_idx;
// accumulated transforms
Vector3 loc_accum;
Quat rot_accum;
Vector3 scale_accum;
uint64_t accum_pass;
bool audio_playing;
float audio_start;
float audio_len;
bool animation_playing;
struct PropertyAnim {
TrackNodeCache *owner;
SpecialProperty special;
Vector<StringName> subpath;
Object *object;
Variant value_accum;
uint64_t accum_pass;
Variant capture;
PropertyAnim() :
owner(nullptr),
special(SP_NONE),
object(nullptr),
accum_pass(0)
{
}
};
Map<StringName, PropertyAnim> property_anim;
struct BezierAnim {
Vector<StringName> bezier_property;
TrackNodeCache *owner;
float bezier_accum;
Object *object;
uint64_t accum_pass;
int bone_idx;
// accumulated transforms
Vector3 loc_accum;
Quat rot_accum;
Vector3 scale_accum;
uint64_t accum_pass;
bool audio_playing;
float audio_start;
float audio_len;
bool animation_playing;
struct PropertyAnim {
TrackNodeCache *owner;
SpecialProperty special;
Vector<StringName> subpath;
Object *object;
Variant value_accum;
uint64_t accum_pass;
Variant capture;
PropertyAnim() :
owner(nullptr),
special(SP_NONE),
object(nullptr),
accum_pass(0)
{
}
};
Map<StringName, PropertyAnim> property_anim;
struct BezierAnim {
Vector<StringName> bezier_property;
TrackNodeCache *owner;
float bezier_accum;
Object *object;
uint64_t accum_pass;
BezierAnim() :
owner(nullptr),
bezier_accum(0.0),
object(nullptr),
accum_pass(0) {}
};
Map<StringName, BezierAnim> bezier_anim;
TrackNodeCache() :
id(0),
BezierAnim() :
owner(nullptr),
bezier_accum(0.0),
object(nullptr),
accum_pass(0) {}
};
Map<StringName, BezierAnim> bezier_anim;
TrackNodeCache() :
id(0),
#if 0
node(nullptr),
spatial(nullptr),
node_2d(nullptr),
skeleton(nullptr),
#endif
bone_idx(-1),
accum_pass(0),
audio_playing(false),
audio_start(0.0),
audio_len(0.0),
animation_playing(false) {}
bone_idx(-1),
accum_pass(0),
audio_playing(false),
audio_start(0.0),
audio_len(0.0),
animation_playing(false)
{
}
};
struct AnimationData {
String name;
StringName next;
Vector<TrackNodeCache *> node_cache;
Ref<Animation> animation;
String name;
StringName next;
Vector<TrackNodeCache *> node_cache;
Ref<Animation> animation;
};
struct PlaybackData {
AnimationData *from;
float pos;
float speed_scale;
AnimationData *from;
float pos;
float speed_scale;
PlaybackData() {
pos = 0;
speed_scale = 1.0;
from = nullptr;
}
PlaybackData()
{
pos = 0;
speed_scale = 1.0;
from = nullptr;
}
};
struct Blend {
PlaybackData data;
float blend_time;
float blend_left;
Blend() {
blend_left = 0.0f;
blend_time = 0.0f;
}
PlaybackData data;
float blend_time;
float blend_left;
Blend()
{
blend_left = 0.0f;
blend_time = 0.0f;
}
};
struct Playback {
List<Blend> blend;
PlaybackData current;
StringName assigned;
bool seeked;
bool started;
List<Blend> blend;
PlaybackData current;
StringName assigned;
bool seeked;
bool started;
};
struct BlendKey {
StringName from;
@@ -128,117 +132,117 @@ struct TrackNodeCacheKey {
inline bool operator<(const TrackNodeCacheKey &p_right) const
{
if (id < p_right.id) {
if (id < p_right.id) {
return true;
} else if (id > p_right.id) {
} else if (id > p_right.id) {
return false;
} else {
} else {
return bone_idx < p_right.bone_idx;
}
}
}
};
enum {
NODE_CACHE_UPDATE_MAX = 1024,
BLEND_FROM_MAX = 3
NODE_CACHE_UPDATE_MAX = 1024,
BLEND_FROM_MAX = 3
};
struct AnimationPlayerData {
Map<TrackNodeCacheKey, TrackNodeCache> node_cache_map;
TrackNodeCache *cache_update[NODE_CACHE_UPDATE_MAX];
int cache_update_size;
TrackNodeCache::PropertyAnim *cache_update_prop[NODE_CACHE_UPDATE_MAX];
int cache_update_prop_size;
TrackNodeCache::BezierAnim *cache_update_bezier[NODE_CACHE_UPDATE_MAX];
int cache_update_bezier_size;
Set<TrackNodeCache *> playing_caches;
uint64_t accum_pass;
float speed_scale;
float default_blend_time;
Map<StringName, AnimationData> animation_set;
Map<TrackNodeCacheKey, TrackNodeCache> node_cache_map;
TrackNodeCache *cache_update[NODE_CACHE_UPDATE_MAX];
int cache_update_size;
TrackNodeCache::PropertyAnim *cache_update_prop[NODE_CACHE_UPDATE_MAX];
int cache_update_prop_size;
TrackNodeCache::BezierAnim *cache_update_bezier[NODE_CACHE_UPDATE_MAX];
int cache_update_bezier_size;
Set<TrackNodeCache *> playing_caches;
uint64_t accum_pass;
float speed_scale;
float default_blend_time;
Map<StringName, AnimationData> animation_set;
Map<BlendKey, float> blend_times;
Playback playback;
List<StringName> queued;
bool end_reached;
bool end_notify;
String autoplay;
bool reset_on_save;
AnimationProcessMode animation_process_mode;
AnimationMethodCallMode method_call_mode;
bool processing;
bool active;
NodePath root;
bool playing;
Map<BlendKey, float> blend_times;
Playback playback;
List<StringName> queued;
bool end_reached;
bool end_notify;
String autoplay;
bool reset_on_save;
AnimationProcessMode animation_process_mode;
AnimationMethodCallMode method_call_mode;
bool processing;
bool active;
NodePath root;
bool playing;
};
/* public functions */
StringName find_animation(struct AnimationPlayerData *player,
const Ref<Animation> &p_animation);
const Ref<Animation> &p_animation);
Error add_animation(struct AnimationPlayerData *player,
const StringName &p_name, const Ref<Animation> &p_animation);
const StringName &p_name, const Ref<Animation> &p_animation);
void remove_animation(struct AnimationPlayerData *player,
const StringName &p_name);
const StringName &p_name);
void rename_animation(struct AnimationPlayerData *player,
const StringName &p_name, const StringName &p_new_name);
const StringName &p_name, const StringName &p_new_name);
bool has_animation(struct AnimationPlayerData *player,
const StringName &p_name);
const StringName &p_name);
Ref<Animation> get_animation(struct AnimationPlayerData *player,
const StringName &p_name);
const StringName &p_name);
void get_animation_list(struct AnimationPlayerData *player,
List<StringName> *p_animations);
List<StringName> *p_animations);
void set_blend_time(struct AnimationPlayerData *player,
const StringName &p_animation1, const StringName &p_animation2, float p_time);
const StringName &p_animation1, const StringName &p_animation2, float p_time);
float get_blend_time(struct AnimationPlayerData *player,
const StringName &p_animation1, const StringName &p_animation2);
const StringName &p_animation1, const StringName &p_animation2);
void animation_set_next(struct AnimationPlayerData *player,
const StringName &p_animation, const StringName &p_next);
const StringName &p_animation, const StringName &p_next);
StringName animation_get_next(struct AnimationPlayerData *player,
const StringName &p_animation);
const StringName &p_animation);
void set_default_blend_time(struct AnimationPlayerData *player,
float p_default);
float p_default);
float get_default_blend_time(struct AnimationPlayerData *player);
void play(struct AnimationPlayerData *player,
const StringName &p_name = StringName(),
float p_custom_blend = -1, float p_custom_scale = 1.0,
bool p_from_end = false);
const StringName &p_name = StringName(),
float p_custom_blend = -1, float p_custom_scale = 1.0,
bool p_from_end = false);
void play_backwards(struct AnimationPlayerData *player,
const StringName &p_name = StringName(), float p_custom_blend = -1);
const StringName &p_name = StringName(), float p_custom_blend = -1);
void queue(struct AnimationPlayerData *player,
const StringName &p_name);
const StringName &p_name);
PoolVector<String> get_queue(struct AnimationPlayerData *player);
void clear_queue(struct AnimationPlayerData *player);
void stop(struct AnimationPlayerData *player,
bool p_reset = true);
bool p_reset = true);
bool is_playing(struct AnimationPlayerData *player);
String get_current_animation(struct AnimationPlayerData *player);
void set_current_animation(struct AnimationPlayerData *player,
const String &p_anim);
const String &p_anim);
String get_assigned_animation(struct AnimationPlayerData *player);
void set_assigned_animation(struct AnimationPlayerData *player,
const String &p_anim);
const String &p_anim);
void set_active(struct AnimationPlayerData *player,
bool p_active);
bool p_active);
bool is_active(struct AnimationPlayerData *player);
bool is_valid(struct AnimationPlayerData *player);
void set_speed_scale(struct AnimationPlayerData *player,
float p_speed);
float p_speed);
float get_speed_scale(struct AnimationPlayerData *player);
float get_playing_speed(struct AnimationPlayerData *player);
void set_autoplay(struct AnimationPlayerData *player,
const String &p_name);
const String &p_name);
String get_autoplay(struct AnimationPlayerData *player);
void set_reset_on_save_enabled(struct AnimationPlayerData *player,
bool p_enabled);
bool p_enabled);
bool is_reset_on_save_enabled(struct AnimationPlayerData *player);
void set_animation_process_mode(struct AnimationPlayerData *player,
AnimationProcessMode p_mode);
AnimationProcessMode p_mode);
AnimationProcessMode get_animation_process_mode(struct AnimationPlayerData *player);
void set_method_call_mode(struct AnimationPlayerData *player,
AnimationMethodCallMode p_mode);
AnimationMethodCallMode p_mode);
AnimationMethodCallMode get_method_call_mode(struct AnimationPlayerData *player);
void seek(struct AnimationPlayerData *player,
float p_time, bool p_update = false);
float p_time, bool p_update = false);
void seek_delta(struct AnimationPlayerData *player,
float p_time, float p_delta);
float p_time, float p_delta);
float get_current_animation_position(struct AnimationPlayerData *player);
float get_current_animation_length(struct AnimationPlayerData *player);
void advance(struct AnimationPlayerData *player, float p_time);
@@ -246,6 +250,6 @@ void set_root(struct AnimationPlayerData *player, const NodePath &p_root);
NodePath get_root(struct AnimationPlayerData *player);
void clear_caches(struct AnimationPlayerData *player);
void get_argument_options(struct AnimationPlayerData *player,
const StringName &p_function, int p_idx, List<String> *r_options);
}
const StringName &p_function, int p_idx, List<String> *r_options);
} //namespace ECS
#endif

View File

@@ -1,34 +1,34 @@
#include <cassert>
#include <flecs.h>
#include <core/rid.h>
#include <scene/3d/collision_shape.h>
#include "character.h"
#include "animation_system.h"
#include "skeleton-prep.h"
#include <core/engine.h>
#include <core/rid.h>
#include <core/variant_parser.h>
#include <flecs.h>
#include <scene/3d/collision_shape.h>
#include <scene/3d/mesh_instance.h>
#include <scene/resources/shape.h>
#include <scene/resources/packed_scene.h>
#include <servers/physics_server.h>
#include <servers/visual_server.h>
#include <scene/resources/animation.h>
#include <scene/resources/skin.h>
#include <scene/animation/animation_player.h>
#include <scene/main/viewport.h>
#include "character.h"
#include "skeleton-prep.h"
#include "animation_system.h"
#include <scene/resources/animation.h>
#include <scene/resources/packed_scene.h>
#include <scene/resources/shape.h>
#include <scene/resources/skin.h>
#include <servers/physics_server.h>
#include <servers/visual_server.h>
#include <cassert>
namespace ECS {
Skeleton::Skeleton()
{
bone_count = 0;
skeleton = RID();
dirty = true;
process_order_dirty = true;
}
Skeleton::~Skeleton()
{
}
Skeleton::Skeleton()
{
bone_count = 0;
skeleton = RID();
dirty = true;
process_order_dirty = true;
}
Skeleton::~Skeleton()
{
}
} //namespace ECS
ECS::RigidBody::RigidBody(RID rid, enum type type)
{
@@ -90,12 +90,24 @@ int Character::create_character(int id)
root.emplace<Transform>();
root.emplace<ECS::RigidBody>(body, ECS::RigidBody::TYPE_KINEMATIC);
root.emplace<ECS::Skeleton>();
root.emplace<ECS::AnimationPlayerData>();
List<StringName> anim_list;
scene_data[id].animations.get_key_list(&anim_list);
List<StringName>::Element *e = anim_list.front();
ECS::AnimationPlayerData *player = root.get_mut<ECS::AnimationPlayerData>();
while (e) {
ECS::add_animation(player, e->get(),
scene_data[id].animations[e->get()]);
flecs::log::trace("added animation %s", String(e->get()).ascii().get_data());
e = e->next();
}
root.modified<ECS::AnimationPlayerData>();
root.emplace<ECS::AnimationTree>();
root.add<ECS::Dirty>();
ECS::MetaData *md = root.get_mut<ECS::MetaData>();
md->type_index = id;
root.modified<ECS::MetaData>();
root.modified<ECS::MetaData>();
print_line("body created for root");
for (i = 0; i < scene_data[id].shapes.size(); i++) {
ecs.entity()
@@ -108,14 +120,14 @@ int Character::create_character(int id)
ecs.entity(scene_data[id].bones[i].name.ascii().get_data())
.child_of(root)
.emplace<ECS::BoneComponent>(index, parent_index, rest)
.set<ECS::BonePose>({index, Transform()});
.set<ECS::BonePose>({ index, Transform() });
}
for (i = 0; i < scene_data[id].meshes.size(); i++) {
// flecs::log::trace("creating slot -");
flecs::entity entity = ecs.entity(scene_data[id].meshes[i].slot_name.ascii().get_data())
.child_of(root)
.emplace<ECS::CharacterSlot>(scene_data[id].meshes[i].mesh,
scene_data[id].meshes[i].skin);
.child_of(root)
.emplace<ECS::CharacterSlot>(scene_data[id].meshes[i].mesh,
scene_data[id].meshes[i].skin);
}
// print_line("character created");
int xid = entities.size();
@@ -221,7 +233,7 @@ void Character::set_scene(int id, const Ref<PackedScene> &scene)
while (e) {
StringName anim_name = e->get();
Ref<Animation> animation = anim->get_animation(anim_name);
scene_data[id].animations.push_back(animation);
scene_data[id].animations[anim_name] = animation;
e = e->next();
}
}
@@ -234,7 +246,7 @@ void Character::set_scene(int id, const Ref<PackedScene> &scene)
scene_data[id].bones.write[i].index = i;
scene_data[id].bones.write[i].parent = skel->get_bone_parent(i);
scene_data[id].bones.write[i].rest = skel->get_bone_rest(i);
// print_line("added bone: " + scene_data[id].bones.write[i].name + " " + itos(i));
// print_line("added bone: " + scene_data[id].bones.write[i].name + " " + itos(i));
}
}
for (i = 0; i < tmp->get_child_count(); i++)
@@ -267,8 +279,7 @@ void Character::_bind_methods()
void Character::init_bone()
{
ecs.component<ECS::BoneComponent>()
.on_add([](flecs::entity e, ECS::BoneComponent &s)
{
.on_add([](flecs::entity e, ECS::BoneComponent &s) {
// flecs::log::trace("added bonecomponent %s", e.name().c_str());
flecs::entity parent = e.parent();
parent.add<ECS::Dirty>();
@@ -279,8 +290,7 @@ void Character::init_bone()
parent.remove<ECS::Skinned>();
}
})
.on_set([](flecs::entity e, ECS::BoneComponent &s)
{
.on_set([](flecs::entity e, ECS::BoneComponent &s) {
flecs::entity parent = e.parent();
ECS::Skeleton *skel = parent.get_mut<ECS::Skeleton>();
if (s.index >= skel->bone_count) {
@@ -301,12 +311,10 @@ void Character::init_bone()
parent.add<ECS::Dirty>();
});
ecs.component<ECS::BonePose>()
.on_add([](flecs::entity e, ECS::BonePose &s)
{
// flecs::log::trace("added bonepose %s", e.name().c_str());
.on_add([](flecs::entity e, ECS::BonePose &s) {
// flecs::log::trace("added bonepose %s", e.name().c_str());
})
.on_set([](flecs::entity e, ECS::BonePose &s)
{
.on_set([](flecs::entity e, ECS::BonePose &s) {
#if 0
const Transform &xform = s.pose;
String out;
@@ -317,11 +325,12 @@ void Character::init_bone()
e.add<ECS::Dirty>();
});
ecs.system<ECS::BonePose, ECS::Dirty>()
.with<ECS::Skeleton>().parent()
.with<ECS::Bound>().parent()
.with<ECS::Skeleton>()
.parent()
.with<ECS::Bound>()
.parent()
.kind(flecs::OnUpdate)
.each([this](flecs::entity e, ECS::BonePose &s, const ECS::Dirty &d)
{
.each([this](flecs::entity e, ECS::BonePose &s, const ECS::Dirty &d) {
flecs::entity parent = e.parent();
/* Don't update unbound skeleton */
if (!parent.has<ECS::Bound>()) {
@@ -342,11 +351,15 @@ void Character::init_bone()
}
void Character::animation_system_init()
{
ecs.component<ECS::AnimationPlayerData>();
ecs.component<ECS::AnimationPlayerData>()
.on_set([](flecs::entity e, ECS::AnimationPlayerData &s) {
flecs::log::trace("created animation player");
});
ecs.system<ECS::AnimationPlayerData>("UpdateAnimation")
.kind(flecs::OnUpdate)
.each([](flecs::entity e, ECS::AnimationPlayerData &player)
{
.each([](flecs::entity e, ECS::AnimationPlayerData &player) {
if (!player.playing)
ECS::play(&player, "stand1-loop");
ECS::advance(&player, SceneTree::get_singleton()->get_physics_process_time());
});
}
@@ -355,23 +368,20 @@ void Character::initialize()
Error err;
flecs::log::set_level(0);
SceneTree *st = SceneTree::get_singleton();
ecs.import<skeleton_prep>();
ecs.import <skeleton_prep>();
init_skeleton();
ecs.component<ECS::MetaData>()
.on_add([](flecs::entity e, ECS::MetaData &s)
{
.on_add([](flecs::entity e, ECS::MetaData &s) {
flecs::log::trace("added metadata %s", e.name().c_str());
});
init_bone();
init_slot();
ecs.component<ECS::AnimationTree>()
.on_add([](flecs::entity e, ECS::AnimationTree &s)
{
.on_add([](flecs::entity e, ECS::AnimationTree &s) {
flecs::log::trace("animationtree slot %s", e.name().c_str());
});
ecs.component<ECS::RigidBody>()
.on_add([](flecs::entity e, ECS::RigidBody &s)
{
.on_add([](flecs::entity e, ECS::RigidBody &s) {
flecs::log::trace("added rigidbody %s", e.name().c_str());
});
const String path = "res://characters/";
@@ -385,8 +395,7 @@ void Character::initialize()
ecs.system<ECS::Skeleton>("UpdateBone")
.with<ECS::Bound>()
.kind(flecs::OnUpdate)
.each([](flecs::entity e, ECS::Skeleton &sk)
{
.each([](flecs::entity e, ECS::Skeleton &sk) {
flecs::entity root = e.lookup("Root");
if (!root.is_valid() || !root.is_alive())
return;
@@ -394,7 +403,7 @@ void Character::initialize()
return;
float delta = SceneTree::get_singleton()->get_physics_process_time();
struct ECS::BonePose *bp = root.get_mut<ECS::BonePose>();
// bp->pose.basis = bp->pose.basis.rotated(Vector3(0, 1, 0), 0.016f);
// bp->pose.basis = bp->pose.basis.rotated(Vector3(0, 1, 0), 0.016f);
bp->pose.origin += Vector3(0.2f * delta, 0.0f, 0.0f);
root.modified<ECS::BonePose>();
});

View File

@@ -10,68 +10,69 @@ class Animation;
class Skin;
class SkinReference;
namespace ECS {
struct Skeleton {
bool dirty;
RID skeleton;
Ref<Skin> skin;
int bone_count;
Vector<int> process_order;
bool process_order_dirty;
struct bone_data {
String name;
bool enabled;
int parent;
bool disable_rest;
bool custom_pose_enable;
Transform
custom_pose,
rest,
pose,
pose_global,
pose_global_no_override;
int sort_index;
};
Vector<uint32_t> skin_bone_indices;
uint32_t *skin_bone_indices_ptrs;
Vector<struct bone_data> bones;
Skeleton();
~Skeleton();
};
struct Bound {};
struct Skinned {};
struct Dirty {};
struct SkeletonOrderPrepared {};
struct SkeletonTransformReady {};
struct MetaData {
int type_index;
};
struct BoneComponent {
flecs::entity_t skeleton;
int index, parent_index;
Transform rest, pose;
BoneComponent(int index, int parent_index, const Transform &rest);
};
struct BonePose {
int index;
Transform pose;
};
struct AnimationTree {
void *root;
AnimationTree(): root(nullptr)
{
}
~AnimationTree()
{
}
};
struct CharacterSlot {
struct Skeleton {
bool dirty;
RID skeleton;
Ref<Skin> skin;
int bone_count;
Vector<int> process_order;
bool process_order_dirty;
struct bone_data {
String name;
RID instance;
RID skeleton;
Ref<ArrayMesh> mesh;
Ref<Skin> skin, skin_internal;
bool bound;
CharacterSlot(Ref<ArrayMesh> mesh, Ref<Skin> skin);
bool enabled;
int parent;
bool disable_rest;
bool custom_pose_enable;
Transform
custom_pose,
rest,
pose,
pose_global,
pose_global_no_override;
int sort_index;
};
Vector<uint32_t> skin_bone_indices;
uint32_t *skin_bone_indices_ptrs;
Vector<struct bone_data> bones;
Skeleton();
~Skeleton();
};
struct Bound {};
struct Skinned {};
struct Dirty {};
struct SkeletonOrderPrepared {};
struct SkeletonTransformReady {};
struct MetaData {
int type_index;
};
struct BoneComponent {
flecs::entity_t skeleton;
int index, parent_index;
Transform rest, pose;
BoneComponent(int index, int parent_index, const Transform &rest);
};
struct BonePose {
int index;
Transform pose;
};
struct AnimationTree {
void *root;
AnimationTree() :
root(nullptr)
{
}
~AnimationTree()
{
}
};
struct CharacterSlot {
String name;
RID instance;
RID skeleton;
Ref<ArrayMesh> mesh;
Ref<Skin> skin, skin_internal;
bool bound;
CharacterSlot(Ref<ArrayMesh> mesh, Ref<Skin> skin);
#if 0
CharacterSlot(const CharacterSlot &obj);
CharacterSlot(CharacterSlot &&obj);
@@ -79,32 +80,32 @@ namespace ECS {
CharacterSlot &operator=(CharacterSlot &&obj);
~CharacterSlot();
#endif
};
struct RigidBody {
enum type {
TYPE_NONE = 0,
TYPE_STATIC = 1,
TYPE_KINEMATIC,
TYPE_RIGID
};
struct RigidBody {
enum type {
TYPE_NONE = 0,
TYPE_STATIC = 1,
TYPE_KINEMATIC,
TYPE_RIGID
};
bool initialized;
RID body;
Vector3 velocity;
enum type type;
RigidBody(RID rid, enum type type);
~RigidBody();
};
struct CShape {
Transform offset;
Ref<Shape> shape;
CShape(RID body, const Transform &offset, Ref<Shape> shape);
~CShape();
};
}
bool initialized;
RID body;
Vector3 velocity;
enum type type;
RigidBody(RID rid, enum type type);
~RigidBody();
};
struct CShape {
Transform offset;
Ref<Shape> shape;
CShape(RID body, const Transform &offset, Ref<Shape> shape);
~CShape();
};
} //namespace ECS
class Character: public Object {
class Character : public Object {
GDCLASS(Character, Object)
public:
public:
int create_character(int type_id);
void destroy_character(int id);
static Character *singleton;
@@ -113,7 +114,8 @@ public:
void set_scene(int id, const Ref<PackedScene> &scene);
Ref<PackedScene> get_scene(int id) const;
Character();
protected:
protected:
flecs::world ecs;
struct shape_data {
Ref<Shape> shape;
@@ -134,7 +136,7 @@ protected:
Ref<PackedScene> scene;
Vector<struct shape_data> shapes;
Vector<struct mesh_data> meshes;
Vector<Ref<Animation> > animations;
HashMap<StringName, Ref<Animation>> animations;
Vector<struct bone_data> bones;
Set<SkinReference *> skin_bindings;
} scene_data[2];
@@ -148,4 +150,4 @@ protected:
bool initialized;
void progress();
};
#endif
#endif

View File

@@ -1,35 +1,32 @@
#include <cassert>
#include <flecs.h>
#include <servers/visual_server.h>
#include <scene/main/scene_tree.h>
#include "character.h"
#include <core/reference.h>
#include <core/variant_parser.h>
#include <flecs.h>
#include <scene/main/scene_tree.h>
#include <scene/main/viewport.h>
#include <scene/resources/skin.h>
#include <core/variant_parser.h>
#include "character.h"
#include <servers/visual_server.h>
#include <cassert>
void Character::init_skeleton()
{
VisualServer *vs = VS::get_singleton();
ecs.component<ECS::Skeleton>()
.on_add([](flecs::entity e, ECS::Skeleton &s)
{
// flecs::log::trace("added skeleton %s", e.name().c_str());
.on_add([](flecs::entity e, ECS::Skeleton &s) {
// flecs::log::trace("added skeleton %s", e.name().c_str());
if (e.has<ECS::SkeletonOrderPrepared>())
e.remove<ECS::SkeletonOrderPrepared>();
})
.on_set([](flecs::entity e, ECS::Skeleton &s)
{
// flecs::log::trace("on set: set skeleton %s", e.name().c_str());
.on_set([](flecs::entity e, ECS::Skeleton &s) {
// flecs::log::trace("on set: set skeleton %s", e.name().c_str());
// s.process_order_dirty = true;
e.add<ECS::Dirty>();
});
ecs.system<ECS::Skeleton>("CreateSkeleton")
.without<ECS::Bound>()
.kind(flecs::PreUpdate)
.each([vs](flecs::entity e, ECS::Skeleton &skel)
{
.each([vs](flecs::entity e, ECS::Skeleton &skel) {
if (!skel.skeleton.is_valid()) {
skel.skeleton = vs->skeleton_create();
flecs::log::trace("created skeleton");
@@ -39,8 +36,7 @@ void Character::init_skeleton()
.with<ECS::Dirty>()
.without<ECS::SkeletonOrderPrepared>()
.kind(flecs::PreUpdate)
.each([](flecs::entity e, ECS::Skeleton &sk)
{
.each([](flecs::entity e, ECS::Skeleton &sk) {
if (sk.process_order_dirty) {
flecs::log::trace("skeletons: %d dirty: sorting bones", sk.bone_count);
int i;
@@ -79,7 +75,7 @@ void Character::init_skeleton()
if (pass_count >= len * len)
flecs::log::err("Skeleton parenthood graph is cyclic");
sk.process_order_dirty = false;
flecs::log::trace("skeletons: %d dirty: sorting bones done", sk.bone_count);
flecs::log::trace("skeletons: %d dirty: sorting bones done", sk.bone_count);
}
e.add<ECS::SkeletonOrderPrepared>();
});
@@ -88,14 +84,13 @@ void Character::init_skeleton()
.with<ECS::SkeletonOrderPrepared>()
.without<ECS::SkeletonTransformReady>()
.kind(flecs::OnUpdate)
.each([](flecs::entity e, ECS::Skeleton &sk)
{
.each([](flecs::entity e, ECS::Skeleton &sk) {
int i;
VisualServer *vs = VS::get_singleton();
// flecs::log::trace("skeletons: %d dirty: update try", sk.bone_count);
if (sk.process_order_dirty)
return;
// flecs::log::trace("skeletons: %d dirty: update", sk.bone_count);
// flecs::log::trace("skeletons: %d dirty: update", sk.bone_count);
struct ECS::Skeleton::bone_data *bonesptr = sk.bones.ptrw();
int len = sk.bones.size();
const int *order = sk.process_order.ptr();
@@ -146,14 +141,14 @@ void Character::init_skeleton()
}
}
}
// flecs::log::trace("transform should be ready");
// flecs::log::trace("transform should be ready");
e.add<ECS::SkeletonTransformReady>();
assert(sk.skin_bone_indices_ptrs);
assert(sk.skin_bone_indices_ptrs);
uint32_t bind_count = sk.skin->get_bind_count();
if (bind_count == 0)
return;
if (!e.has<ECS::Bound>())
return;
if (bind_count == 0)
return;
if (!e.has<ECS::Bound>())
return;
for (i = 0; i < (int)bind_count; i++) {
uint32_t bone_index = sk.skin_bone_indices_ptrs[i];
Transform xform = bonesptr[bone_index].pose_global * sk.skin->get_bind_pose(i);

View File

@@ -1,103 +1,100 @@
#include <cassert>
#include <flecs.h>
#include <servers/visual_server.h>
#include <scene/main/scene_tree.h>
#include "character.h"
#include <core/reference.h>
#include <flecs.h>
#include <scene/main/scene_tree.h>
#include <scene/main/viewport.h>
#include <scene/resources/skin.h>
#include "character.h"
#include <servers/visual_server.h>
#include <cassert>
void Character::init_slot()
{
SceneTree *st = SceneTree::get_singleton();
VisualServer *vs = VS::get_singleton();
ecs.component<ECS::CharacterSlot>()
.on_add([](flecs::entity e, ECS::CharacterSlot &s)
{
.on_add([](flecs::entity e, ECS::CharacterSlot &s) {
flecs::log::trace("added slot %s", e.name().c_str());
})
.on_remove([vs](flecs::entity e, ECS::CharacterSlot &s)
{
.on_remove([vs](flecs::entity e, ECS::CharacterSlot &s) {
if (s.instance.is_valid()) {
vs->instance_set_scenario(s.instance, RID());
vs->instance_attach_skeleton(s.instance, RID());
vs->instance_set_base(s.instance, RID());
vs->free(s.instance);
s.instance = RID();
// print_line("mesh instance slot removed " + s.name);
// print_line("mesh instance slot removed " + s.name);
}
// flecs::log::trace("removed slot %s", e.name().c_str());
// flecs::log::trace("removed slot %s", e.name().c_str());
})
.on_set([st](flecs::entity e, ECS::CharacterSlot &s)
{
// flecs::log::trace("set slot %s", e.name().c_str());
.on_set([st](flecs::entity e, ECS::CharacterSlot &s) {
// flecs::log::trace("set slot %s", e.name().c_str());
if (s.mesh.is_null() || !s.mesh.is_valid())
flecs::log::err("invalid mesh %s", e.name().c_str());
});
ecs.system<ECS::CharacterSlot>("UpdateSlot")
.without<ECS::Bound>()
.with<ECS::Skeleton>().parent()
.with<ECS::Skeleton>()
.parent()
.kind(flecs::PreUpdate)
.each([vs, st](flecs::entity e, ECS::CharacterSlot &slot)
{
assert(e.parent().has<ECS::Skeleton>());
.each([vs, st](flecs::entity e, ECS::CharacterSlot &slot) {
assert(e.parent().has<ECS::Skeleton>());
if (!slot.instance.is_valid()) {
slot.name = e.name().c_str();
RID scenario = st->get_root()->get_world()->get_scenario();
slot.instance = vs->instance_create();
vs->instance_set_scenario(slot.instance, scenario);
vs->instance_set_base(slot.instance, slot.mesh->get_rid());
// flecs::log::trace("created instance for %s", e.name().c_str());
// flecs::log::trace("created instance for %s", e.name().c_str());
}
});
ecs.system<ECS::CharacterSlot>("AttachToSkeleton")
.without<ECS::Bound>()
.with<ECS::Skeleton>().parent()
.with<ECS::Skeleton>()
.parent()
.with<ECS::Skinned>()
.kind(flecs::PreUpdate)
.each([vs, st](flecs::entity e, ECS::CharacterSlot &slot)
{
.each([vs, st](flecs::entity e, ECS::CharacterSlot &slot) {
flecs::entity parent = e.parent();
assert(parent.has<ECS::Skeleton>());
assert(!e.has<ECS::Bound>());
assert(slot.instance.is_valid());
const ECS::Skeleton *skel = parent.get<ECS::Skeleton>();
assert(skel->skeleton.is_valid());
// flecs::log::trace("binding slot for %s", e.name().c_str());
// flecs::log::trace("binding slot for %s", e.name().c_str());
if (skel->skeleton.is_valid())
slot.skeleton = skel->skeleton;
if (slot.skin.is_null() && !skel->skin.is_null())
slot.skin_internal = skel->skin;
if (skel->skeleton.is_valid() && !skel->skin.is_null()) {
uint32_t bind_count = skel->skin->get_bind_count();
uint32_t bind_count = skel->skin->get_bind_count();
vs->skeleton_allocate(skel->skeleton, bind_count);
vs->instance_attach_skeleton(slot.instance, skel->skeleton);
slot.bound = true;
e.add<ECS::Bound>();
parent.add<ECS::Bound>();
// flecs::log::trace("bound slot for %s", e.name().c_str());
parent.add<ECS::Bound>();
// flecs::log::trace("bound slot for %s", e.name().c_str());
}
});
ecs.system<ECS::CharacterSlot>("BindSlotsToSkeleton")
.with<ECS::Skeleton>().parent()
.with<ECS::Skeleton>()
.parent()
.without<ECS::Bound>()
.without<ECS::Skinned>()
.kind(flecs::PreUpdate)
.each([vs](flecs::entity e, ECS::CharacterSlot &slot)
{
.each([vs](flecs::entity e, ECS::CharacterSlot &slot) {
flecs::entity parent = e.parent();
int i;
assert(!e.has<ECS::Bound>());
assert(!e.has<ECS::Skinned>());
assert(!e.has<ECS::Bound>());
assert(!e.has<ECS::Skinned>());
ECS::Skeleton *skel = parent.get_mut<ECS::Skeleton>();
if (skel->skin.is_null() && slot.skin_internal.is_null()) {
const struct ECS::Skeleton::bone_data *bonesptr = skel->bones.ptr();
const int *order = skel->process_order.ptr();
// flecs::log::trace("binding slot for %s", e.name().c_str());
// flecs::log::trace("binding slot for %s", e.name().c_str());
slot.skin_internal.instance();
slot.skin_internal->set_bind_count(skel->bones.size());
int len = skel->bones.size();
// flecs::log::trace("creating skin for %s", e.name().c_str());
// flecs::log::trace("creating skin for %s", e.name().c_str());
for (i = 0; i < len; i++) {
const struct ECS::Skeleton::bone_data &b = bonesptr[order[i]];
if (b.parent >= 0)
@@ -110,7 +107,7 @@ void Character::init_slot()
slot.skin_internal->set_bind_pose(i, slot.skin_internal->get_bind_pose(i).affine_inverse());
}
skel->skin = slot.skin_internal;
// flecs::log::trace("created skin for %s: %d", e.name().c_str(), len);
// flecs::log::trace("created skin for %s: %d", e.name().c_str(), len);
assert(skel->skeleton.is_valid());
skel->skin = slot.skin_internal;
uint32_t bind_count = skel->skin->get_bind_count();
@@ -145,10 +142,10 @@ void Character::init_slot()
skel->skin_bone_indices_ptrs[i] = 0;
}
}
e.add<ECS::Skinned>();
e.add<ECS::Skinned>();
} else if (!skel->skin.is_null() && slot.skin_internal.is_null()) {
slot.skin_internal = skel->skin;
e.add<ECS::Skinned>();
}
slot.skin_internal = skel->skin;
e.add<ECS::Skinned>();
}
});
}

View File

@@ -1,6 +1,6 @@
#include <core/engine.h>
#include "character.h"
#include "register_types.h"
#include "character.h"
#include <core/engine.h>
void register_character_types()
{

View File

@@ -3,9 +3,9 @@
#include <flecs.h>
struct skeleton_prep {
skeleton_prep(flecs::world &world)
{
world.module<skeleton_prep>();
}
skeleton_prep(flecs::world &world)
{
world.module<skeleton_prep>();
}
};
#endif