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path: root/scene/animation/root_motion_view.cpp
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/*************************************************************************/
/*  root_motion_view.cpp                                                 */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* 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 "root_motion_view.h"
#include "scene/animation/animation_tree.h"
#include "scene/resources/material.h"
void RootMotionView::set_animation_path(const NodePath &p_path) {
	path = p_path;
	first = true;
}

NodePath RootMotionView::get_animation_path() const {
	return path;
}

void RootMotionView::set_color(const Color &p_color) {
	color = p_color;
	first = true;
}

Color RootMotionView::get_color() const {
	return color;
}

void RootMotionView::set_cell_size(float p_size) {
	cell_size = p_size;
	first = true;
}

float RootMotionView::get_cell_size() const {
	return cell_size;
}

void RootMotionView::set_radius(float p_radius) {
	radius = p_radius;
	first = true;
}

float RootMotionView::get_radius() const {
	return radius;
}

void RootMotionView::set_zero_y(bool p_zero_y) {
	zero_y = p_zero_y;
}

bool RootMotionView::get_zero_y() const {
	return zero_y;
}

void RootMotionView::_notification(int p_what) {

	if (p_what == NOTIFICATION_ENTER_TREE) {

		VS::get_singleton()->immediate_set_material(immediate, SpatialMaterial::get_material_rid_for_2d(false, true, false, false, false));
		first = true;
	}

	if (p_what == NOTIFICATION_INTERNAL_PROCESS || p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) {
		Transform transform;

		if (has_node(path)) {

			Node *node = get_node(path);

			AnimationTree *tree = Object::cast_to<AnimationTree>(node);
			if (tree && tree->is_active() && tree->get_root_motion_track() != NodePath()) {
				if (is_processing_internal() && tree->get_process_mode() == AnimationTree::ANIMATION_PROCESS_PHYSICS) {
					set_process_internal(false);
					set_physics_process_internal(true);
				}

				if (is_physics_processing_internal() && tree->get_process_mode() == AnimationTree::ANIMATION_PROCESS_IDLE) {
					set_process_internal(true);
					set_physics_process_internal(false);
				}

				transform = tree->get_root_motion_transform();
			}
		}

		if (!first && transform == Transform()) {
			return;
		}

		first = false;

		transform.orthonormalize(); //dont want scale, too imprecise
		transform.affine_invert();

		accumulated = transform * accumulated;
		accumulated.origin.x = Math::fposmod(accumulated.origin.x, cell_size);
		if (zero_y) {
			accumulated.origin.y = 0;
		}
		accumulated.origin.z = Math::fposmod(accumulated.origin.z, cell_size);

		VS::get_singleton()->immediate_clear(immediate);

		int cells_in_radius = int((radius / cell_size) + 1.0);

		VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_LINES);
		for (int i = -cells_in_radius; i < cells_in_radius; i++) {
			for (int j = -cells_in_radius; j < cells_in_radius; j++) {

				Vector3 from(i * cell_size, 0, j * cell_size);
				Vector3 from_i((i + 1) * cell_size, 0, j * cell_size);
				Vector3 from_j(i * cell_size, 0, (j + 1) * cell_size);
				from = accumulated.xform(from);
				from_i = accumulated.xform(from_i);
				from_j = accumulated.xform(from_j);

				Color c = color, c_i = color, c_j = color;
				c.a *= MAX(0, 1.0 - from.length() / radius);
				c_i.a *= MAX(0, 1.0 - from_i.length() / radius);
				c_j.a *= MAX(0, 1.0 - from_j.length() / radius);

				VS::get_singleton()->immediate_color(immediate, c);
				VS::get_singleton()->immediate_vertex(immediate, from);

				VS::get_singleton()->immediate_color(immediate, c_i);
				VS::get_singleton()->immediate_vertex(immediate, from_i);

				VS::get_singleton()->immediate_color(immediate, c);
				VS::get_singleton()->immediate_vertex(immediate, from);

				VS::get_singleton()->immediate_color(immediate, c_j);
				VS::get_singleton()->immediate_vertex(immediate, from_j);
			}
		}

		VS::get_singleton()->immediate_end(immediate);
	}
}

AABB RootMotionView::get_aabb() const {

	return AABB(Vector3(-radius, 0, -radius), Vector3(radius * 2, 0.001, radius * 2));
}
PoolVector<Face3> RootMotionView::get_faces(uint32_t p_usage_flags) const {
	return PoolVector<Face3>();
}

void RootMotionView::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_animation_path", "path"), &RootMotionView::set_animation_path);
	ClassDB::bind_method(D_METHOD("get_animation_path"), &RootMotionView::get_animation_path);

	ClassDB::bind_method(D_METHOD("set_color", "color"), &RootMotionView::set_color);
	ClassDB::bind_method(D_METHOD("get_color"), &RootMotionView::get_color);

	ClassDB::bind_method(D_METHOD("set_cell_size", "size"), &RootMotionView::set_cell_size);
	ClassDB::bind_method(D_METHOD("get_cell_size"), &RootMotionView::get_cell_size);

	ClassDB::bind_method(D_METHOD("set_radius", "size"), &RootMotionView::set_radius);
	ClassDB::bind_method(D_METHOD("get_radius"), &RootMotionView::get_radius);

	ClassDB::bind_method(D_METHOD("set_zero_y", "enable"), &RootMotionView::set_zero_y);
	ClassDB::bind_method(D_METHOD("get_zero_y"), &RootMotionView::get_zero_y);

	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "animation_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "AnimationTree"), "set_animation_path", "get_animation_path");
	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "cell_size", PROPERTY_HINT_RANGE, "0.1,16,0.01,or_greater"), "set_cell_size", "get_cell_size");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.1,16,0.01,or_greater"), "set_radius", "get_radius");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "zero_y"), "set_zero_y", "get_zero_y");
}

RootMotionView::RootMotionView() {
	zero_y = true;
	radius = 10;
	cell_size = 1;
	set_process_internal(true);
	immediate = VisualServer::get_singleton()->immediate_create();
	set_base(immediate);
	color = Color(0.5, 0.5, 1.0);
}

RootMotionView::~RootMotionView() {
	set_base(RID());
	VisualServer::get_singleton()->free(immediate);
}