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gmtk-2024/addons/AsepriteWizard/creators/animation_player/animation_creator.gd

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2024-08-17 14:22:33 +00:00
@tool
extends "../base_sprite_resource_creator.gd"
var _DEFAULT_ANIMATION_LIBRARY = "" # GLOBAL
func create_animations(target_node: Node, player: AnimationPlayer, aseprite_files: Dictionary, options: Dictionary):
var result = _import(target_node, player, aseprite_files, options)
if result != result_code.SUCCESS:
printerr(result_code.get_error_message(result))
func _import(target_node: Node, player: AnimationPlayer, aseprite_files: Dictionary, options: Dictionary):
var source_file = aseprite_files.data_file
var sprite_sheet = aseprite_files.sprite_sheet
var data = _aseprite_file_exporter.load_json_content(source_file)
if not data.is_ok:
return data.code
var content = data.content
var context = {}
if target_node is CanvasItem:
target_node.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
else:
target_node.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
_setup_texture(target_node, sprite_sheet, content, context, options.slice != "")
var result = _configure_animations(target_node, player, content, context, options)
if result != result_code.SUCCESS:
return result
return _cleanup_animations(target_node, player, content, options)
func _load_texture(sprite_sheet: String) -> Texture2D:
var texture = ResourceLoader.load(sprite_sheet, 'Image', ResourceLoader.CACHE_MODE_IGNORE)
texture.take_over_path(sprite_sheet)
return texture
func _configure_animations(target_node: Node, player: AnimationPlayer, content: Dictionary, context: Dictionary, options: Dictionary):
var frames = _aseprite.get_content_frames(content)
var slice_rect = null
if options.slice != "":
options["slice_rect"] = _aseprite.get_slice_rect(content, options.slice)
if not player.has_animation_library(_DEFAULT_ANIMATION_LIBRARY):
player.add_animation_library(_DEFAULT_ANIMATION_LIBRARY, AnimationLibrary.new())
if content.meta.has("frameTags") and content.meta.frameTags.size() > 0:
var result = result_code.SUCCESS
for tag in content.meta.frameTags:
var selected_frames = frames.slice(tag.from, tag.to + 1)
result = _add_animation_frames(target_node, player, tag.name, selected_frames, context, options, tag.direction, int(tag.get("repeat", -1)))
if result != result_code.SUCCESS:
break
return result
else:
return _add_animation_frames(target_node, player, "default", frames, context, options)
func _add_animation_frames(target_node: Node, player: AnimationPlayer, anim_name: String, frames: Array, context: Dictionary, options: Dictionary, direction = 'forward', repeat = -1):
var animation_name = anim_name
var library_name = _DEFAULT_ANIMATION_LIBRARY
var is_loopable = _config.is_default_animation_loop_enabled()
var slice_rect = options.get("slice_rect")
var is_importing_slice: bool = slice_rect != null
var anim_tokens := anim_name.split("/")
if anim_tokens.size() > 2:
push_error("Invalid animation name: %s" % animation_name)
return
elif anim_tokens.size() == 2:
library_name = anim_tokens[0]
animation_name = anim_tokens[1]
if not _validate_animation_name(animation_name):
push_error("Invalid animation name: %s" % animation_name)
return
# Create library if doesn't exist
if library_name != _DEFAULT_ANIMATION_LIBRARY and not player.has_animation_library(library_name):
player.add_animation_library(library_name, AnimationLibrary.new())
# Check loop
if animation_name.begins_with(_config.get_animation_loop_exception_prefix()):
animation_name = animation_name.substr(_config.get_animation_loop_exception_prefix().length())
is_loopable = not is_loopable
# Add library
if not player.get_animation_library(library_name).has_animation(animation_name):
player.get_animation_library(library_name).add_animation(animation_name, Animation.new())
var full_name = (
animation_name if library_name == "" else "%s/%s" % [library_name, animation_name]
)
var animation = player.get_animation(full_name)
_cleanup_tracks(target_node, player, animation)
_create_meta_tracks(target_node, player, animation)
var frame_track = _get_property_track_path(player, target_node, _get_frame_property(is_importing_slice))
var frame_track_index = _create_track(target_node, animation, frame_track)
if direction == "reverse" or direction == "pingpong_reverse":
frames.reverse()
var animation_length = 0
var repetition = 1
if repeat != -1:
is_loopable = false
repetition = repeat
for i in range(repetition):
for frame in frames:
var frame_key = _get_frame_key(target_node, frame, context, slice_rect)
animation.track_insert_key(frame_track_index, animation_length, frame_key)
animation_length += frame.duration / 1000
# Godot 4 has an Animation.LOOP_PINGPONG mode, however it does not
# behave like in Aseprite, so I'm keeping the custom implementation
if direction.begins_with("pingpong"):
var working_frames = frames.duplicate()
working_frames.remove_at(working_frames.size() - 1)
if is_loopable or (repetition > 1 and i < repetition - 1):
working_frames.remove_at(0)
working_frames.reverse()
for frame in working_frames:
var frame_key = _get_frame_key(target_node, frame, context, slice_rect)
animation.track_insert_key(frame_track_index, animation_length, frame_key)
animation_length += frame.duration / 1000
# if keep_anim_length is enabled only adjust length if
# - there aren't other tracks besides metas and frame
# - the current animation is shorter than new one
if not options.keep_anim_length or (animation.get_track_count() == (_get_meta_prop_names().size() + 1) or animation.length < animation_length):
animation.length = animation_length
animation.loop_mode = Animation.LOOP_LINEAR if is_loopable else Animation.LOOP_NONE
return result_code.SUCCESS
const _INVALID_TOKENS := ["/", ":", ",", "["]
func _validate_animation_name(name: String) -> bool:
return not _INVALID_TOKENS.any(func(token: String): return token in name)
func _create_track(target_node: Node, animation: Animation, track: String):
var track_index = animation.find_track(track, Animation.TYPE_VALUE)
if track_index != -1:
animation.remove_track(track_index)
track_index = animation.add_track(Animation.TYPE_VALUE)
animation.track_set_path(track_index, track)
animation.track_set_interpolation_loop_wrap(track_index, false)
animation.value_track_set_update_mode(track_index, Animation.UPDATE_DISCRETE)
return track_index
func _get_property_track_path(player: AnimationPlayer, target_node: Node, prop: String) -> String:
var node_path = player.get_node(player.root_node).get_path_to(target_node)
return "%s:%s" % [node_path, prop]
func _cleanup_animations(target_node: Node, player: AnimationPlayer, content: Dictionary, options: Dictionary):
if not (content.meta.has("frameTags") and content.meta.frameTags.size() > 0):
return result_code.SUCCESS
_remove_unused_animations(content, player)
if options.get("cleanup_hide_unused_nodes", false):
_hide_unused_nodes(target_node, player, content)
return result_code.SUCCESS
func _remove_unused_animations(content: Dictionary, player: AnimationPlayer):
pass # FIXME it's not removing unused animations anymore. Sample impl bellow
# var tags = ["RESET"]
# for t in content.meta.frameTags:
# var a = t.name
# if a.begins_with(_config.get_animation_loop_exception_prefix()):
# a = a.substr(_config.get_animation_loop_exception_prefix().length())
# tags.push_back(a)
# var track = _get_frame_track_path(player, sprite)
# for a in player.get_animation_list():
# if tags.has(a):
# continue
#
# var animation = player.get_animation(a)
# if animation.get_track_count() != 1:
# var t = animation.find_track(track)
# if t != -1:
# animation.remove_track(t)
# continue
#
# if animation.find_track(track) != -1:
# player.remove_animation(a)
func _hide_unused_nodes(target_node: Node, player: AnimationPlayer, content: Dictionary):
var root_node := player.get_node(player.root_node)
var all_animations := player.get_animation_list()
var all_sprite_nodes := []
var animation_sprites := {}
for a in all_animations:
var animation := player.get_animation(a)
var sprite_nodes := []
for track_idx in animation.get_track_count():
var raw_path := animation.track_get_path(track_idx)
if raw_path.get_subname(0) == "visible":
continue
var path := _remove_properties_from_path(raw_path)
var sprite_node := root_node.get_node(path)
if !(sprite_node is Sprite2D || sprite_node is Sprite3D):
continue
if sprite_nodes.has(sprite_node):
continue
sprite_nodes.append(sprite_node)
animation_sprites[animation] = sprite_nodes
for sn in sprite_nodes:
if all_sprite_nodes.has(sn):
continue
all_sprite_nodes.append(sn)
for animation in animation_sprites:
var sprite_nodes : Array = animation_sprites[animation]
for node in all_sprite_nodes:
if sprite_nodes.has(node):
continue
var visible_track = _get_property_track_path(player, node, "visible")
if animation.find_track(visible_track, Animation.TYPE_VALUE) != -1:
continue
var visible_track_index = _create_track(node, animation, visible_track)
animation.track_insert_key(visible_track_index, 0, false)
func list_layers(file: String, only_visibles = false) -> Array:
return _aseprite.list_layers(file, only_visibles)
func list_slices(file: String) -> Array:
return _aseprite.list_slices(file)
func _remove_properties_from_path(path: NodePath) -> NodePath:
var string_path := path as String
if !(":" in string_path):
return string_path as NodePath
var property_path := path.get_concatenated_subnames() as String
string_path = string_path.substr(0, string_path.length() - property_path.length() - 1)
return string_path as NodePath
func _create_meta_tracks(target_node: Node, player: AnimationPlayer, animation: Animation):
for prop in _get_meta_prop_names():
var track = _get_property_track_path(player, target_node, prop)
var track_index = _create_track(target_node, animation, track)
animation.track_insert_key(track_index, 0, true if prop == "visible" else target_node.get(prop))
func _cleanup_tracks(target_node: Node, player: AnimationPlayer, animation: Animation):
for track_key in ["texture", "hframes", "vframes", "region_rect", "frame"]:
var track = _get_property_track_path(player, target_node, track_key)
var track_index = animation.find_track(track, Animation.TYPE_VALUE)
if track_index != -1:
animation.remove_track(track_index)
func _setup_texture(target_node: Node, sprite_sheet: String, content: Dictionary, context: Dictionary, is_importing_slice: bool):
push_error("_setup_texture not implemented!")
func _get_frame_property(is_importing_slice: bool) -> String:
push_error("_get_frame_property not implemented!")
return ""
func _get_frame_key(target_node: Node, frame: Dictionary, context: Dictionary, slice_info: Variant):
push_error("_get_frame_key not implemented!")
func _get_meta_prop_names():
push_error("_get_meta_prop_names not implemented!")