GodotProjects/Sprout/addons/AsepriteWizard/animation_player/animation_creator.gd
2023-01-03 16:54:53 -07:00

286 lines
9.3 KiB
GDScript

extends RefCounted
var result_code = preload("../config/result_codes.gd")
var _aseprite = preload("../aseprite/aseprite.gd").new()
var _config
var _file_system
var _DEFAULT_ANIMATION_LIBRARY = "" # GLOBAL
func init(config, editor_file_system: EditorFileSystem = null):
_config = config
_file_system = editor_file_system
_aseprite.init(config)
func create_animations(target_node: Node, player: AnimationPlayer, options: Dictionary):
if not _aseprite.test_command():
return result_code.ERR_ASEPRITE_CMD_NOT_FOUND
if not FileAccess.file_exists(options.source):
return result_code.ERR_SOURCE_FILE_NOT_FOUND
if not DirAccess.dir_exists_absolute(options.output_folder):
return result_code.ERR_OUTPUT_FOLDER_NOT_FOUND
var result = await _create_animations_from_file(target_node, player, options)
if result != result_code.SUCCESS:
printerr(result_code.get_error_message(result))
func _create_animations_from_file(target_node: Node, player: AnimationPlayer, options: Dictionary):
var output
if options.get("layer", "") == "":
output = _aseprite.export_file(options.source, options.output_folder, options)
else:
output = _aseprite.export_layer(options.source, options.layer, options.output_folder, options)
if output.is_empty():
return result_code.ERR_ASEPRITE_EXPORT_FAILED
if _config.is_import_preset_enabled():
_config.create_import_file(output)
await _scan_filesystem()
var result = _import(target_node, player, output, options)
if _config.should_remove_source_files():
DirAccess.remove_absolute(output.data_file)
return result
func _import(target_node: Node, player: AnimationPlayer, data: Dictionary, options: Dictionary):
var source_file = data.data_file
var sprite_sheet = data.sprite_sheet
var file = FileAccess.open(source_file, FileAccess.READ)
if file == null:
return file.get_open_error()
var test_json_conv = JSON.new()
test_json_conv.parse(file.get_as_text())
var content = test_json_conv.get_data()
if not _aseprite.is_valid_spritesheet(content):
return result_code.ERR_INVALID_ASEPRITE_SPRITESHEET
var context = {}
target_node.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
_setup_texture(target_node, sprite_sheet, content, context)
var result = _configure_animations(target_node, player, content, context)
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', true)
texture.take_over_path(sprite_sheet)
return texture
func _configure_animations(target_node: Node, player: AnimationPlayer, content: Dictionary, context: Dictionary):
var frames = _aseprite.get_content_frames(content)
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, tag.direction)
if result != result_code.SUCCESS:
break
return result
else:
return _add_animation_frames(target_node, player, "default", frames, context)
func _add_animation_frames(target_node: Node, player: AnimationPlayer, anim_name: String, frames: Array, context: Dictionary, direction = 'forward'):
var animation_name = anim_name
var is_loopable = _config.is_default_animation_loop_enabled()
if animation_name.begins_with(_config.get_animation_loop_exception_prefix()):
animation_name = anim_name.substr(_config.get_animation_loop_exception_prefix().length())
is_loopable = not is_loopable
if not player.has_animation(animation_name):
player.get_animation_library(_DEFAULT_ANIMATION_LIBRARY).add_animation(animation_name, Animation.new())
var animation = player.get_animation(animation_name)
_create_meta_tracks(target_node, player, animation)
var frame_track = _get_property_track_path(player, target_node, _get_frame_property())
var frame_track_index = _create_track(target_node, animation, frame_track)
if direction == 'reverse':
frames.reverse()
var animation_length = 0
for frame in frames:
var frame_key = _get_frame_key(target_node, frame, context)
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 == 'pingpong':
frames.remove_at(frames.size() - 1)
if is_loopable:
frames.remove_at(0)
frames.reverse()
for frame in frames:
var frame_key = _get_frame_key(target_node, frame, context)
animation.track_insert_key(frame_track_index, animation_length, frame_key)
animation_length += frame.duration / 1000
animation.length = animation_length
animation.loop_mode = Animation.LOOP_LINEAR if is_loopable else Animation.LOOP_NONE
return result_code.SUCCESS
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) != -1:
continue
var visible_track_index = _create_track(node, animation, visible_track)
animation.track_insert_key(visible_track_index, 0, false)
func _scan_filesystem():
_file_system.scan()
await _file_system.filesystem_changed
func list_layers(file: String, only_visibles = false) -> Array:
return _aseprite.list_layers(file, only_visibles)
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 _setup_texture(target_node: Node, sprite_sheet: String, content: Dictionary, context: Dictionary):
push_error("_setup_texture not implemented!")
func _get_frame_property() -> String:
push_error("_get_frame_property not implemented!")
return ""
func _get_frame_key(target_node: Node, frame: Dictionary, context: Dictionary):
push_error("_get_frame_key not implemented!")
func _create_meta_tracks(target_node: Node, player: AnimationPlayer, animation: Animation):
push_error("_create_meta_tracks not implemented!")