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/*************************************************************************/
/* animation_player.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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# include "animation_player.h"
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# include "core/engine.h"
# include "core/message_queue.h"
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# include "scene/scene_string_names.h"
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# include "servers/audio/audio_stream.h"
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# ifdef TOOLS_ENABLED
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# include "editor/editor_settings.h"
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# include "scene/2d/skeleton_2d.h"
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void AnimatedValuesBackup : : update_skeletons ( ) {
for ( int i = 0 ; i < entries . size ( ) ; i + + ) {
if ( entries [ i ] . bone_idx ! = - 1 ) {
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// 3D bone
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Object : : cast_to < Skeleton3D > ( entries [ i ] . object ) - > notification ( Skeleton3D : : NOTIFICATION_UPDATE_SKELETON ) ;
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} else {
Bone2D * bone = Object : : cast_to < Bone2D > ( entries [ i ] . object ) ;
if ( bone & & bone - > skeleton ) {
// 2D bone
bone - > skeleton - > _update_transform ( ) ;
}
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}
}
}
# endif
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bool AnimationPlayer : : _set ( const StringName & p_name , const Variant & p_value ) {
String name = p_name ;
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if ( name . begins_with ( " playback/play " ) ) { // bw compatibility
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set_current_animation ( p_value ) ;
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} else if ( name . begins_with ( " anims/ " ) ) {
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String which = name . get_slicec ( ' / ' , 1 ) ;
add_animation ( which , p_value ) ;
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} else if ( name . begins_with ( " next/ " ) ) {
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String which = name . get_slicec ( ' / ' , 1 ) ;
animation_set_next ( which , p_value ) ;
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} else if ( p_name = = SceneStringNames : : get_singleton ( ) - > blend_times ) {
Array array = p_value ;
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int len = array . size ( ) ;
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ERR_FAIL_COND_V ( len % 3 , false ) ;
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for ( int i = 0 ; i < len / 3 ; i + + ) {
StringName from = array [ i * 3 + 0 ] ;
StringName to = array [ i * 3 + 1 ] ;
float time = array [ i * 3 + 2 ] ;
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set_blend_time ( from , to , time ) ;
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}
} else
return false ;
return true ;
}
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bool AnimationPlayer : : _get ( const StringName & p_name , Variant & r_ret ) const {
String name = p_name ;
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if ( name = = " playback/play " ) { // bw compatibility
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r_ret = get_current_animation ( ) ;
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} else if ( name . begins_with ( " anims/ " ) ) {
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String which = name . get_slicec ( ' / ' , 1 ) ;
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r_ret = get_animation ( which ) ;
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} else if ( name . begins_with ( " next/ " ) ) {
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String which = name . get_slicec ( ' / ' , 1 ) ;
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r_ret = animation_get_next ( which ) ;
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} else if ( name = = " blend_times " ) {
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Vector < BlendKey > keys ;
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for ( Map < BlendKey , float > : : Element * E = blend_times . front ( ) ; E ; E = E - > next ( ) ) {
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keys . ordered_insert ( E - > key ( ) ) ;
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}
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Array array ;
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for ( int i = 0 ; i < keys . size ( ) ; i + + ) {
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array . push_back ( keys [ i ] . from ) ;
array . push_back ( keys [ i ] . to ) ;
array . push_back ( blend_times [ keys [ i ] ] ) ;
}
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r_ret = array ;
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} else
return false ;
return true ;
}
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void AnimationPlayer : : _validate_property ( PropertyInfo & property ) const {
if ( property . name = = " current_animation " ) {
List < String > names ;
for ( Map < StringName , AnimationData > : : Element * E = animation_set . front ( ) ; E ; E = E - > next ( ) ) {
names . push_back ( E - > key ( ) ) ;
}
names . sort ( ) ;
names . push_front ( " [stop] " ) ;
String hint ;
for ( List < String > : : Element * E = names . front ( ) ; E ; E = E - > next ( ) ) {
if ( E ! = names . front ( ) )
hint + = " , " ;
hint + = E - > get ( ) ;
}
property . hint_string = hint ;
}
}
void AnimationPlayer : : _get_property_list ( List < PropertyInfo > * p_list ) const {
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List < PropertyInfo > anim_names ;
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for ( Map < StringName , AnimationData > : : Element * E = animation_set . front ( ) ; E ; E = E - > next ( ) ) {
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anim_names . push_back ( PropertyInfo ( Variant : : OBJECT , " anims/ " + String ( E - > key ( ) ) , PROPERTY_HINT_RESOURCE_TYPE , " Animation " , PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE ) ) ;
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if ( E - > get ( ) . next ! = StringName ( ) )
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anim_names . push_back ( PropertyInfo ( Variant : : STRING , " next/ " + String ( E - > key ( ) ) , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
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}
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anim_names . sort ( ) ;
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for ( List < PropertyInfo > : : Element * E = anim_names . front ( ) ; E ; E = E - > next ( ) ) {
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p_list - > push_back ( E - > get ( ) ) ;
}
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p_list - > push_back ( PropertyInfo ( Variant : : ARRAY , " blend_times " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
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}
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void AnimationPlayer : : advance ( float p_time ) {
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_animation_process ( p_time ) ;
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}
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void AnimationPlayer : : _notification ( int p_what ) {
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switch ( p_what ) {
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case NOTIFICATION_ENTER_TREE : {
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if ( ! processing ) {
//make sure that a previous process state was not saved
//only process if "processing" is set
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set_physics_process_internal ( false ) ;
set_process_internal ( false ) ;
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}
//_set_process(false);
clear_caches ( ) ;
} break ;
case NOTIFICATION_READY : {
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if ( ! Engine : : get_singleton ( ) - > is_editor_hint ( ) & & animation_set . has ( autoplay ) ) {
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play ( autoplay ) ;
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_animation_process ( 0 ) ;
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}
} break ;
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case NOTIFICATION_INTERNAL_PROCESS : {
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if ( animation_process_mode = = ANIMATION_PROCESS_PHYSICS )
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break ;
if ( processing )
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_animation_process ( get_process_delta_time ( ) ) ;
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} break ;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS : {
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if ( animation_process_mode = = ANIMATION_PROCESS_IDLE )
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break ;
if ( processing )
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_animation_process ( get_physics_process_delta_time ( ) ) ;
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} break ;
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case NOTIFICATION_EXIT_TREE : {
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clear_caches ( ) ;
} break ;
}
}
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void AnimationPlayer : : _ensure_node_caches ( AnimationData * p_anim ) {
// Already cached?
if ( p_anim - > node_cache . size ( ) = = p_anim - > animation - > get_track_count ( ) )
return ;
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Node * parent = get_node ( root ) ;
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ERR_FAIL_COND ( ! parent ) ;
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Animation * a = p_anim - > animation . operator - > ( ) ;
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p_anim - > node_cache . resize ( a - > get_track_count ( ) ) ;
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for ( int i = 0 ; i < a - > get_track_count ( ) ; i + + ) {
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p_anim - > node_cache . write [ i ] = nullptr ;
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RES resource ;
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Vector < StringName > leftover_path ;
Node * child = parent - > get_node_and_resource ( a - > track_get_path ( i ) , resource , leftover_path ) ;
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ERR_CONTINUE_MSG ( ! child , " On Animation: ' " + p_anim - > name + " ', couldn't resolve track: ' " + String ( a - > track_get_path ( i ) ) + " '. " ) ; // couldn't find the child node
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ObjectID id = resource . is_valid ( ) ? resource - > get_instance_id ( ) : child - > get_instance_id ( ) ;
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int bone_idx = - 1 ;
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if ( a - > track_get_path ( i ) . get_subname_count ( ) = = 1 & & Object : : cast_to < Skeleton3D > ( child ) ) {
Skeleton3D * sk = Object : : cast_to < Skeleton3D > ( child ) ;
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bone_idx = sk - > find_bone ( a - > track_get_path ( i ) . get_subname ( 0 ) ) ;
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if ( bone_idx = = - 1 ) {
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continue ;
}
}
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{
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if ( ! child - > is_connected ( " tree_exiting " , callable_mp ( this , & AnimationPlayer : : _node_removed ) ) )
child - > connect ( " tree_exiting " , callable_mp ( this , & AnimationPlayer : : _node_removed ) , make_binds ( child ) , CONNECT_ONESHOT ) ;
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}
TrackNodeCacheKey key ;
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key . id = id ;
key . bone_idx = bone_idx ;
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if ( ! node_cache_map . has ( key ) )
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node_cache_map [ key ] = TrackNodeCache ( ) ;
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p_anim - > node_cache . write [ i ] = & node_cache_map [ key ] ;
p_anim - > node_cache [ i ] - > path = a - > track_get_path ( i ) ;
p_anim - > node_cache [ i ] - > node = child ;
p_anim - > node_cache [ i ] - > resource = resource ;
p_anim - > node_cache [ i ] - > node_2d = Object : : cast_to < Node2D > ( child ) ;
if ( a - > track_get_type ( i ) = = Animation : : TYPE_TRANSFORM ) {
// special cases and caches for transform tracks
// cache spatial
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p_anim - > node_cache [ i ] - > spatial = Object : : cast_to < Node3D > ( child ) ;
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// cache skeleton
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p_anim - > node_cache [ i ] - > skeleton = Object : : cast_to < Skeleton3D > ( child ) ;
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if ( p_anim - > node_cache [ i ] - > skeleton ) {
if ( a - > track_get_path ( i ) . get_subname_count ( ) = = 1 ) {
StringName bone_name = a - > track_get_path ( i ) . get_subname ( 0 ) ;
p_anim - > node_cache [ i ] - > bone_idx = p_anim - > node_cache [ i ] - > skeleton - > find_bone ( bone_name ) ;
if ( p_anim - > node_cache [ i ] - > bone_idx < 0 ) {
// broken track (nonexistent bone)
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p_anim - > node_cache [ i ] - > skeleton = nullptr ;
p_anim - > node_cache [ i ] - > spatial = nullptr ;
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ERR_CONTINUE ( p_anim - > node_cache [ i ] - > bone_idx < 0 ) ;
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}
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} else {
// no property, just use spatialnode
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p_anim - > node_cache [ i ] - > skeleton = nullptr ;
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}
}
}
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if ( a - > track_get_type ( i ) = = Animation : : TYPE_VALUE ) {
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if ( ! p_anim - > node_cache [ i ] - > property_anim . has ( a - > track_get_path ( i ) . get_concatenated_subnames ( ) ) ) {
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TrackNodeCache : : PropertyAnim pa ;
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pa . subpath = leftover_path ;
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pa . object = resource . is_valid ( ) ? ( Object * ) resource . ptr ( ) : ( Object * ) child ;
pa . special = SP_NONE ;
pa . owner = p_anim - > node_cache [ i ] ;
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if ( false & & p_anim - > node_cache [ i ] - > node_2d ) {
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if ( leftover_path . size ( ) = = 1 & & leftover_path [ 0 ] = = SceneStringNames : : get_singleton ( ) - > transform_pos )
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pa . special = SP_NODE2D_POS ;
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else if ( leftover_path . size ( ) = = 1 & & leftover_path [ 0 ] = = SceneStringNames : : get_singleton ( ) - > transform_rot )
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pa . special = SP_NODE2D_ROT ;
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else if ( leftover_path . size ( ) = = 1 & & leftover_path [ 0 ] = = SceneStringNames : : get_singleton ( ) - > transform_scale )
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pa . special = SP_NODE2D_SCALE ;
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}
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p_anim - > node_cache [ i ] - > property_anim [ a - > track_get_path ( i ) . get_concatenated_subnames ( ) ] = pa ;
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}
}
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if ( a - > track_get_type ( i ) = = Animation : : TYPE_BEZIER & & leftover_path . size ( ) ) {
if ( ! p_anim - > node_cache [ i ] - > bezier_anim . has ( a - > track_get_path ( i ) . get_concatenated_subnames ( ) ) ) {
TrackNodeCache : : BezierAnim ba ;
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ba . bezier_property = leftover_path ;
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ba . object = resource . is_valid ( ) ? ( Object * ) resource . ptr ( ) : ( Object * ) child ;
ba . owner = p_anim - > node_cache [ i ] ;
p_anim - > node_cache [ i ] - > bezier_anim [ a - > track_get_path ( i ) . get_concatenated_subnames ( ) ] = ba ;
}
}
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}
}
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void AnimationPlayer : : _animation_process_animation ( AnimationData * p_anim , float p_time , float p_delta , float p_interp , bool p_is_current , bool p_seeked , bool p_started ) {
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_ensure_node_caches ( p_anim ) ;
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ERR_FAIL_COND ( p_anim - > node_cache . size ( ) ! = p_anim - > animation - > get_track_count ( ) ) ;
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Animation * a = p_anim - > animation . operator - > ( ) ;
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bool can_call = is_inside_tree ( ) & & ! Engine : : get_singleton ( ) - > is_editor_hint ( ) ;
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for ( int i = 0 ; i < a - > get_track_count ( ) ; i + + ) {
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// If an animation changes this animation (or it animates itself)
// we need to recreate our animation cache
if ( p_anim - > node_cache . size ( ) ! = a - > get_track_count ( ) ) {
_ensure_node_caches ( p_anim ) ;
}
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TrackNodeCache * nc = p_anim - > node_cache [ i ] ;
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if ( ! nc )
continue ; // no node cache for this track, skip it
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if ( ! a - > track_is_enabled ( i ) )
continue ; // do nothing if the track is disabled
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if ( a - > track_get_key_count ( i ) = = 0 )
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continue ; // do nothing if track is empty
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switch ( a - > track_get_type ( i ) ) {
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case Animation : : TYPE_TRANSFORM : {
if ( ! nc - > spatial )
continue ;
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Vector3 loc ;
Quat rot ;
Vector3 scale ;
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Error err = a - > transform_track_interpolate ( i , p_time , & loc , & rot , & scale ) ;
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//ERR_CONTINUE(err!=OK); //used for testing, should be removed
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if ( err ! = OK )
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continue ;
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if ( nc - > accum_pass ! = accum_pass ) {
ERR_CONTINUE ( cache_update_size > = NODE_CACHE_UPDATE_MAX ) ;
cache_update [ cache_update_size + + ] = nc ;
nc - > accum_pass = accum_pass ;
nc - > loc_accum = loc ;
nc - > rot_accum = rot ;
nc - > scale_accum = scale ;
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} else {
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nc - > loc_accum = nc - > loc_accum . lerp ( loc , p_interp ) ;
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nc - > rot_accum = nc - > rot_accum . slerp ( rot , p_interp ) ;
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nc - > scale_accum = nc - > scale_accum . lerp ( scale , p_interp ) ;
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}
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} break ;
case Animation : : TYPE_VALUE : {
if ( ! nc - > node )
continue ;
//StringName property=a->track_get_path(i).get_property();
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Map < StringName , TrackNodeCache : : PropertyAnim > : : Element * E = nc - > property_anim . find ( a - > track_get_path ( i ) . get_concatenated_subnames ( ) ) ;
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ERR_CONTINUE ( ! E ) ; //should it continue, or create a new one?
TrackNodeCache : : PropertyAnim * pa = & E - > get ( ) ;
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Animation : : UpdateMode update_mode = a - > value_track_get_update_mode ( i ) ;
if ( update_mode = = Animation : : UPDATE_CAPTURE ) {
if ( p_started ) {
pa - > capture = pa - > object - > get_indexed ( pa - > subpath ) ;
}
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int key_count = a - > track_get_key_count ( i ) ;
if ( key_count = = 0 )
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continue ; //eeh not worth it
float first_key_time = a - > track_get_key_time ( i , 0 ) ;
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float transition = 1.0 ;
int first_key = 0 ;
if ( first_key_time = = 0.0 ) {
//ignore, use for transition
if ( key_count = = 1 )
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continue ; //with one key we can't do anything
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transition = a - > track_get_key_transition ( i , 0 ) ;
first_key_time = a - > track_get_key_time ( i , 1 ) ;
first_key = 1 ;
}
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if ( p_time < first_key_time ) {
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float c = Math : : ease ( p_time / first_key_time , transition ) ;
Variant first_value = a - > track_get_key_value ( i , first_key ) ;
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Variant interp_value ;
Variant : : interpolate ( pa - > capture , first_value , c , interp_value ) ;
if ( pa - > accum_pass ! = accum_pass ) {
ERR_CONTINUE ( cache_update_prop_size > = NODE_CACHE_UPDATE_MAX ) ;
cache_update_prop [ cache_update_prop_size + + ] = pa ;
pa - > value_accum = interp_value ;
pa - > accum_pass = accum_pass ;
} else {
Variant : : interpolate ( pa - > value_accum , interp_value , p_interp , pa - > value_accum ) ;
}
continue ; //handled
}
}
if ( update_mode = = Animation : : UPDATE_CONTINUOUS | | update_mode = = Animation : : UPDATE_CAPTURE | | ( p_delta = = 0 & & update_mode = = Animation : : UPDATE_DISCRETE ) ) { //delta == 0 means seek
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Variant value = a - > value_track_interpolate ( i , p_time ) ;
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if ( value = = Variant ( ) )
continue ;
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//thanks to trigger mode, this should be solved now..
2017-01-14 11:26:56 +00:00
/*
if ( p_delta = = 0 & & value . get_type ( ) = = Variant : : STRING )
continue ; // doing this with strings is messy, should find another way
*/
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if ( pa - > accum_pass ! = accum_pass ) {
ERR_CONTINUE ( cache_update_prop_size > = NODE_CACHE_UPDATE_MAX ) ;
cache_update_prop [ cache_update_prop_size + + ] = pa ;
pa - > value_accum = value ;
pa - > accum_pass = accum_pass ;
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} else {
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Variant : : interpolate ( pa - > value_accum , value , p_interp , pa - > value_accum ) ;
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}
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} else if ( p_is_current & & p_delta ! = 0 ) {
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List < int > indices ;
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a - > value_track_get_key_indices ( i , p_time , p_delta , & indices ) ;
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for ( List < int > : : Element * F = indices . front ( ) ; F ; F = F - > next ( ) ) {
Variant value = a - > track_get_key_value ( i , F - > get ( ) ) ;
switch ( pa - > special ) {
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case SP_NONE : {
bool valid ;
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pa - > object - > set_indexed ( pa - > subpath , value , & valid ) ; //you are not speshul
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# ifdef DEBUG_ENABLED
if ( ! valid ) {
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ERR_PRINT ( " Failed setting track value ' " + String ( pa - > owner - > path ) + " '. Check if property exists or the type of key is valid. Animation ' " + a - > get_name ( ) + " ' at node ' " + get_path ( ) + " '. " ) ;
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}
# endif
} break ;
case SP_NODE2D_POS : {
# ifdef DEBUG_ENABLED
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if ( value . get_type ( ) ! = Variant : : VECTOR2 ) {
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ERR_PRINT ( " Position key at time " + rtos ( p_time ) + " in Animation Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2(). Animation ' " + a - > get_name ( ) + " ' at node ' " + get_path ( ) + " '. " ) ;
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}
# endif
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static_cast < Node2D * > ( pa - > object ) - > set_position ( value ) ;
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} break ;
case SP_NODE2D_ROT : {
# ifdef DEBUG_ENABLED
if ( value . is_num ( ) ) {
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ERR_PRINT ( " Rotation key at time " + rtos ( p_time ) + " in Animation Track ' " + String ( pa - > owner - > path ) + " ' not numerical. Animation ' " + a - > get_name ( ) + " ' at node ' " + get_path ( ) + " '. " ) ;
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}
# endif
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static_cast < Node2D * > ( pa - > object ) - > set_rotation ( Math : : deg2rad ( ( double ) value ) ) ;
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} break ;
case SP_NODE2D_SCALE : {
# ifdef DEBUG_ENABLED
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if ( value . get_type ( ) ! = Variant : : VECTOR2 ) {
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ERR_PRINT ( " Scale key at time " + rtos ( p_time ) + " in Animation Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2(). " + a - > get_name ( ) + " ' at node ' " + get_path ( ) + " '. " ) ;
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}
# endif
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static_cast < Node2D * > ( pa - > object ) - > set_scale ( value ) ;
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} break ;
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}
}
}
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2014-02-10 01:10:30 +00:00
} break ;
case Animation : : TYPE_METHOD : {
if ( ! nc - > node )
continue ;
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if ( p_delta = = 0 ) {
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continue ;
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}
if ( ! p_is_current )
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break ;
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List < int > indices ;
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a - > method_track_get_key_indices ( i , p_time , p_delta , & indices ) ;
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for ( List < int > : : Element * E = indices . front ( ) ; E ; E = E - > next ( ) ) {
StringName method = a - > method_track_get_name ( i , E - > get ( ) ) ;
Vector < Variant > params = a - > method_track_get_params ( i , E - > get ( ) ) ;
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int s = params . size ( ) ;
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2017-03-05 15:44:50 +00:00
ERR_CONTINUE ( s > VARIANT_ARG_MAX ) ;
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# ifdef DEBUG_ENABLED
if ( ! nc - > node - > has_method ( method ) ) {
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ERR_PRINT ( " Invalid method call ' " + method + " '. ' " + a - > get_name ( ) + " ' at node ' " + get_path ( ) + " '. " ) ;
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}
# endif
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if ( can_call ) {
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if ( method_call_mode = = ANIMATION_METHOD_CALL_DEFERRED ) {
MessageQueue : : get_singleton ( ) - > push_call (
nc - > node ,
method ,
s > = 1 ? params [ 0 ] : Variant ( ) ,
s > = 2 ? params [ 1 ] : Variant ( ) ,
s > = 3 ? params [ 2 ] : Variant ( ) ,
s > = 4 ? params [ 3 ] : Variant ( ) ,
s > = 5 ? params [ 4 ] : Variant ( ) ) ;
} else {
nc - > node - > call (
method ,
s > = 1 ? params [ 0 ] : Variant ( ) ,
s > = 2 ? params [ 1 ] : Variant ( ) ,
s > = 3 ? params [ 2 ] : Variant ( ) ,
s > = 4 ? params [ 3 ] : Variant ( ) ,
s > = 5 ? params [ 4 ] : Variant ( ) ) ;
}
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}
}
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2014-02-10 01:10:30 +00:00
} break ;
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case Animation : : TYPE_BEZIER : {
if ( ! nc - > node )
continue ;
Map < StringName , TrackNodeCache : : BezierAnim > : : Element * E = nc - > bezier_anim . find ( a - > track_get_path ( i ) . get_concatenated_subnames ( ) ) ;
ERR_CONTINUE ( ! E ) ; //should it continue, or create a new one?
TrackNodeCache : : BezierAnim * ba = & E - > get ( ) ;
float bezier = a - > bezier_track_interpolate ( i , p_time ) ;
if ( ba - > accum_pass ! = accum_pass ) {
ERR_CONTINUE ( cache_update_bezier_size > = NODE_CACHE_UPDATE_MAX ) ;
cache_update_bezier [ cache_update_bezier_size + + ] = ba ;
ba - > bezier_accum = bezier ;
ba - > accum_pass = accum_pass ;
} else {
ba - > bezier_accum = Math : : lerp ( ba - > bezier_accum , bezier , p_interp ) ;
}
} break ;
case Animation : : TYPE_AUDIO : {
if ( ! nc - > node )
continue ;
if ( p_delta = = 0 ) {
continue ;
}
if ( p_seeked ) {
//find whathever should be playing
int idx = a - > track_find_key ( i , p_time ) ;
if ( idx < 0 )
continue ;
Ref < AudioStream > stream = a - > audio_track_get_key_stream ( i , idx ) ;
if ( ! stream . is_valid ( ) ) {
nc - > node - > call ( " stop " ) ;
nc - > audio_playing = false ;
playing_caches . erase ( nc ) ;
} else {
float start_ofs = a - > audio_track_get_key_start_offset ( i , idx ) ;
start_ofs + = p_time - a - > track_get_key_time ( i , idx ) ;
float end_ofs = a - > audio_track_get_key_end_offset ( i , idx ) ;
float len = stream - > get_length ( ) ;
if ( start_ofs > len - end_ofs ) {
nc - > node - > call ( " stop " ) ;
nc - > audio_playing = false ;
playing_caches . erase ( nc ) ;
continue ;
}
nc - > node - > call ( " set_stream " , stream ) ;
nc - > node - > call ( " play " , start_ofs ) ;
nc - > audio_playing = true ;
playing_caches . insert ( nc ) ;
if ( len & & end_ofs > 0 ) { //force a end at a time
nc - > audio_len = len - start_ofs - end_ofs ;
} else {
nc - > audio_len = 0 ;
}
nc - > audio_start = p_time ;
}
} else {
//find stuff to play
List < int > to_play ;
a - > track_get_key_indices_in_range ( i , p_time , p_delta , & to_play ) ;
if ( to_play . size ( ) ) {
int idx = to_play . back ( ) - > get ( ) ;
Ref < AudioStream > stream = a - > audio_track_get_key_stream ( i , idx ) ;
if ( ! stream . is_valid ( ) ) {
nc - > node - > call ( " stop " ) ;
nc - > audio_playing = false ;
playing_caches . erase ( nc ) ;
} else {
float start_ofs = a - > audio_track_get_key_start_offset ( i , idx ) ;
float end_ofs = a - > audio_track_get_key_end_offset ( i , idx ) ;
float len = stream - > get_length ( ) ;
nc - > node - > call ( " set_stream " , stream ) ;
nc - > node - > call ( " play " , start_ofs ) ;
nc - > audio_playing = true ;
playing_caches . insert ( nc ) ;
if ( len & & end_ofs > 0 ) { //force a end at a time
nc - > audio_len = len - start_ofs - end_ofs ;
} else {
nc - > audio_len = 0 ;
}
nc - > audio_start = p_time ;
}
} else if ( nc - > audio_playing ) {
2018-07-01 20:44:15 +00:00
bool loop = a - > has_loop ( ) ;
bool stop = false ;
if ( ! loop & & p_time < nc - > audio_start ) {
stop = true ;
} else if ( nc - > audio_len > 0 ) {
float len = nc - > audio_start > p_time ? ( a - > get_length ( ) - nc - > audio_start ) + p_time : p_time - nc - > audio_start ;
if ( len > nc - > audio_len ) {
stop = true ;
}
}
if ( stop ) {
2018-06-07 15:46:14 +00:00
//time to stop
nc - > node - > call ( " stop " ) ;
nc - > audio_playing = false ;
playing_caches . erase ( nc ) ;
}
}
}
} break ;
case Animation : : TYPE_ANIMATION : {
AnimationPlayer * player = Object : : cast_to < AnimationPlayer > ( nc - > node ) ;
if ( ! player )
continue ;
if ( p_delta = = 0 | | p_seeked ) {
//seek
int idx = a - > track_find_key ( i , p_time ) ;
if ( idx < 0 )
continue ;
float pos = a - > track_get_key_time ( i , idx ) ;
StringName anim_name = a - > animation_track_get_key_animation ( i , idx ) ;
if ( String ( anim_name ) = = " [stop] " | | ! player - > has_animation ( anim_name ) )
continue ;
Ref < Animation > anim = player - > get_animation ( anim_name ) ;
float at_anim_pos ;
if ( anim - > has_loop ( ) ) {
at_anim_pos = Math : : fposmod ( p_time - pos , anim - > get_length ( ) ) ; //seek to loop
} else {
at_anim_pos = MAX ( anim - > get_length ( ) , p_time - pos ) ; //seek to end
}
if ( player - > is_playing ( ) | | p_seeked ) {
player - > play ( anim_name ) ;
player - > seek ( at_anim_pos ) ;
nc - > animation_playing = true ;
playing_caches . insert ( nc ) ;
} else {
player - > set_assigned_animation ( anim_name ) ;
player - > seek ( at_anim_pos , true ) ;
}
} else {
//find stuff to play
List < int > to_play ;
a - > track_get_key_indices_in_range ( i , p_time , p_delta , & to_play ) ;
if ( to_play . size ( ) ) {
int idx = to_play . back ( ) - > get ( ) ;
StringName anim_name = a - > animation_track_get_key_animation ( i , idx ) ;
if ( String ( anim_name ) = = " [stop] " | | ! player - > has_animation ( anim_name ) ) {
if ( playing_caches . has ( nc ) ) {
playing_caches . erase ( nc ) ;
player - > stop ( ) ;
nc - > animation_playing = false ;
}
} else {
player - > play ( anim_name ) ;
nc - > animation_playing = true ;
playing_caches . insert ( nc ) ;
}
}
}
} break ;
2014-02-10 01:10:30 +00:00
}
}
}
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void AnimationPlayer : : _animation_process_data ( PlaybackData & cd , float p_delta , float p_blend , bool p_seeked , bool p_started ) {
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float delta = p_delta * speed_scale * cd . speed_scale ;
float next_pos = cd . pos + delta ;
2016-03-08 23:00:52 +00:00
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float len = cd . from - > animation - > get_length ( ) ;
bool loop = cd . from - > animation - > has_loop ( ) ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
if ( ! loop ) {
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if ( next_pos < 0 )
next_pos = 0 ;
else if ( next_pos > len )
next_pos = len ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
// fix delta
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delta = next_pos - cd . pos ;
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if ( & cd = = & playback . current ) {
2018-05-14 02:26:45 +00:00
bool backwards = delta < 0 ;
2017-10-14 20:21:20 +00:00
if ( ! backwards & & cd . pos < = len & & next_pos = = len /*&& playback.blend.empty()*/ ) {
2014-02-10 01:10:30 +00:00
//playback finished
2017-12-28 20:48:09 +00:00
end_reached = true ;
end_notify = cd . pos < len ; // Notify only if not already at the end
2014-02-10 01:10:30 +00:00
}
2017-10-14 20:21:20 +00:00
if ( backwards & & cd . pos > = 0 & & next_pos = = 0 /*&& playback.blend.empty()*/ ) {
2014-02-10 01:10:30 +00:00
//playback finished
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end_reached = true ;
end_notify = cd . pos > 0 ; // Notify only if not already at the beginning
2014-02-10 01:10:30 +00:00
}
}
2016-06-26 19:19:58 +00:00
} else {
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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 ;
}
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}
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2017-03-05 15:44:50 +00:00
cd . pos = next_pos ;
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2018-06-07 15:46:14 +00:00
_animation_process_animation ( cd . from , cd . pos , delta , p_blend , & cd = = & playback . current , p_seeked , p_started ) ;
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}
2020-05-14 12:29:06 +00:00
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void AnimationPlayer : : _animation_process2 ( float p_delta , bool p_started ) {
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Playback & c = playback ;
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2014-02-10 01:10:30 +00:00
accum_pass + + ;
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2018-06-07 15:46:14 +00:00
_animation_process_data ( c . current , p_delta , 1.0f , c . seeked & & p_delta ! = 0 , p_started ) ;
if ( p_delta ! = 0 ) {
c . seeked = false ;
}
2014-02-10 01:10:30 +00:00
2020-04-01 23:20:12 +00:00
List < Blend > : : Element * prev = nullptr ;
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for ( List < Blend > : : Element * E = c . blend . back ( ) ; E ; E = prev ) {
Blend & b = E - > get ( ) ;
float blend = b . blend_left / b . blend_time ;
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_animation_process_data ( b . data , p_delta , blend , false , false ) ;
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2017-03-05 15:44:50 +00:00
b . blend_left - = Math : : absf ( speed_scale * p_delta ) ;
2016-03-08 23:00:52 +00:00
2016-09-12 02:33:40 +00:00
prev = E - > prev ( ) ;
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if ( b . blend_left < 0 ) {
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c . blend . erase ( E ) ;
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}
}
}
void AnimationPlayer : : _animation_update_transforms ( ) {
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{
Transform t ;
for ( int i = 0 ; i < cache_update_size ; i + + ) {
TrackNodeCache * nc = cache_update [ i ] ;
2014-02-10 01:10:30 +00:00
2017-10-03 16:49:32 +00:00
ERR_CONTINUE ( nc - > accum_pass ! = accum_pass ) ;
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2017-03-05 15:44:50 +00:00
t . origin = nc - > loc_accum ;
2018-04-14 19:53:25 +00:00
t . basis . set_quat_scale ( nc - > rot_accum , nc - > scale_accum ) ;
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if ( nc - > skeleton & & nc - > bone_idx > = 0 ) {
nc - > skeleton - > set_bone_pose ( nc - > bone_idx , t ) ;
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} else if ( nc - > spatial ) {
nc - > spatial - > set_transform ( t ) ;
}
}
}
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cache_update_size = 0 ;
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for ( int i = 0 ; i < cache_update_prop_size ; i + + ) {
TrackNodeCache : : PropertyAnim * pa = cache_update_prop [ i ] ;
2014-02-10 01:10:30 +00:00
2017-03-05 15:44:50 +00:00
ERR_CONTINUE ( pa - > accum_pass ! = accum_pass ) ;
2014-02-10 01:10:30 +00:00
2017-03-05 15:44:50 +00:00
switch ( pa - > special ) {
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case SP_NONE : {
bool valid ;
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pa - > object - > set_indexed ( pa - > subpath , pa - > value_accum , & valid ) ; //you are not speshul
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# ifdef DEBUG_ENABLED
if ( ! valid ) {
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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 " ) ;
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}
# endif
} break ;
case SP_NODE2D_POS : {
# ifdef DEBUG_ENABLED
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if ( pa - > value_accum . get_type ( ) ! = Variant : : VECTOR2 ) {
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ERR_PRINT ( " Position key at time " + rtos ( playback . current . pos ) + " in Animation ' " + get_current_animation ( ) + " ' at Node ' " + get_path ( ) + " ', Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2() " ) ;
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}
# endif
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static_cast < Node2D * > ( pa - > object ) - > set_position ( pa - > value_accum ) ;
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} break ;
case SP_NODE2D_ROT : {
# ifdef DEBUG_ENABLED
if ( pa - > value_accum . is_num ( ) ) {
2019-11-06 16:03:04 +00:00
ERR_PRINT ( " Rotation key at time " + rtos ( playback . current . pos ) + " in Animation ' " + get_current_animation ( ) + " ' at Node ' " + get_path ( ) + " ', Track ' " + String ( pa - > owner - > path ) + " ' not numerical " ) ;
2015-12-05 17:18:22 +00:00
}
# endif
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static_cast < Node2D * > ( pa - > object ) - > set_rotation ( Math : : deg2rad ( ( double ) pa - > value_accum ) ) ;
2015-12-05 17:18:22 +00:00
} break ;
case SP_NODE2D_SCALE : {
# ifdef DEBUG_ENABLED
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if ( pa - > value_accum . get_type ( ) ! = Variant : : VECTOR2 ) {
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ERR_PRINT ( " Scale key at time " + rtos ( playback . current . pos ) + " in Animation ' " + get_current_animation ( ) + " ' at Node ' " + get_path ( ) + " ', Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2() " ) ;
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}
# endif
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static_cast < Node2D * > ( pa - > object ) - > set_scale ( pa - > value_accum ) ;
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} break ;
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}
}
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cache_update_prop_size = 0 ;
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for ( int i = 0 ; i < cache_update_bezier_size ; i + + ) {
TrackNodeCache : : BezierAnim * ba = cache_update_bezier [ i ] ;
ERR_CONTINUE ( ba - > accum_pass ! = accum_pass ) ;
ba - > object - > set_indexed ( ba - > bezier_property , ba - > bezier_accum ) ;
}
cache_update_bezier_size = 0 ;
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}
void AnimationPlayer : : _animation_process ( float p_delta ) {
if ( playback . current . from ) {
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end_reached = false ;
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end_notify = false ;
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_animation_process2 ( p_delta , playback . started ) ;
if ( playback . started ) {
playback . started = false ;
}
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_animation_update_transforms ( ) ;
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if ( end_reached ) {
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if ( queued . size ( ) ) {
String old = playback . assigned ;
play ( queued . front ( ) - > get ( ) ) ;
String new_name = playback . assigned ;
queued . pop_front ( ) ;
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if ( end_notify )
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emit_signal ( SceneStringNames : : get_singleton ( ) - > animation_changed , old , new_name ) ;
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} else {
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//stop();
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playing = false ;
_set_process ( false ) ;
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if ( end_notify )
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emit_signal ( SceneStringNames : : get_singleton ( ) - > animation_finished , playback . assigned ) ;
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}
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end_reached = false ;
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}
} else {
_set_process ( false ) ;
}
}
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Error AnimationPlayer : : add_animation ( const StringName & p_name , const Ref < Animation > & p_animation ) {
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# ifdef DEBUG_ENABLED
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ERR_FAIL_COND_V_MSG ( String ( p_name ) . find ( " / " ) ! = - 1 | | String ( p_name ) . find ( " : " ) ! = - 1 | | String ( p_name ) . find ( " , " ) ! = - 1 | | String ( p_name ) . find ( " [ " ) ! = - 1 , ERR_INVALID_PARAMETER , " Invalid animation name: " + String ( p_name ) + " . " ) ;
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# endif
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ERR_FAIL_COND_V ( p_animation . is_null ( ) , ERR_INVALID_PARAMETER ) ;
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if ( animation_set . has ( p_name ) ) {
_unref_anim ( animation_set [ p_name ] . animation ) ;
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animation_set [ p_name ] . animation = p_animation ;
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clear_caches ( ) ;
} else {
AnimationData ad ;
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ad . animation = p_animation ;
ad . name = p_name ;
animation_set [ p_name ] = ad ;
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}
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_ref_anim ( p_animation ) ;
_change_notify ( ) ;
return OK ;
}
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void AnimationPlayer : : remove_animation ( const StringName & p_name ) {
ERR_FAIL_COND ( ! animation_set . has ( p_name ) ) ;
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stop ( ) ;
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_unref_anim ( animation_set [ p_name ] . animation ) ;
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animation_set . erase ( p_name ) ;
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clear_caches ( ) ;
_change_notify ( ) ;
}
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void AnimationPlayer : : _ref_anim ( const Ref < Animation > & p_anim ) {
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Ref < Animation > ( p_anim ) - > connect ( SceneStringNames : : get_singleton ( ) - > tracks_changed , callable_mp ( this , & AnimationPlayer : : _animation_changed ) , varray ( ) , CONNECT_REFERENCE_COUNTED ) ;
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}
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void AnimationPlayer : : _unref_anim ( const Ref < Animation > & p_anim ) {
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Ref < Animation > ( p_anim ) - > disconnect ( SceneStringNames : : get_singleton ( ) - > tracks_changed , callable_mp ( this , & AnimationPlayer : : _animation_changed ) ) ;
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}
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void AnimationPlayer : : rename_animation ( const StringName & p_name , const StringName & p_new_name ) {
ERR_FAIL_COND ( ! animation_set . has ( p_name ) ) ;
ERR_FAIL_COND ( String ( p_new_name ) . find ( " / " ) ! = - 1 | | String ( p_new_name ) . find ( " : " ) ! = - 1 ) ;
ERR_FAIL_COND ( animation_set . has ( p_new_name ) ) ;
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stop ( ) ;
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AnimationData ad = animation_set [ p_name ] ;
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ad . name = p_new_name ;
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animation_set . erase ( p_name ) ;
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animation_set [ p_new_name ] = ad ;
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List < BlendKey > to_erase ;
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Map < BlendKey , float > to_insert ;
for ( Map < BlendKey , float > : : Element * E = blend_times . front ( ) ; E ; E = E - > next ( ) ) {
BlendKey bk = E - > key ( ) ;
BlendKey new_bk = bk ;
bool erase = false ;
if ( bk . from = = p_name ) {
new_bk . from = p_new_name ;
erase = true ;
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}
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if ( bk . to = = p_name ) {
new_bk . to = p_new_name ;
erase = true ;
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}
if ( erase ) {
to_erase . push_back ( bk ) ;
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to_insert [ new_bk ] = E - > get ( ) ;
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}
}
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while ( to_erase . size ( ) ) {
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blend_times . erase ( to_erase . front ( ) - > get ( ) ) ;
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to_erase . pop_front ( ) ;
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}
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while ( to_insert . size ( ) ) {
blend_times [ to_insert . front ( ) - > key ( ) ] = to_insert . front ( ) - > get ( ) ;
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to_insert . erase ( to_insert . front ( ) ) ;
}
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if ( autoplay = = p_name )
autoplay = p_new_name ;
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clear_caches ( ) ;
_change_notify ( ) ;
}
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bool AnimationPlayer : : has_animation ( const StringName & p_name ) const {
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return animation_set . has ( p_name ) ;
}
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Ref < Animation > AnimationPlayer : : get_animation ( const StringName & p_name ) const {
ERR_FAIL_COND_V ( ! animation_set . has ( p_name ) , Ref < Animation > ( ) ) ;
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const AnimationData & data = animation_set [ p_name ] ;
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return data . animation ;
}
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void AnimationPlayer : : get_animation_list ( List < StringName > * p_animations ) const {
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List < String > anims ;
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for ( Map < StringName , AnimationData > : : Element * E = animation_set . front ( ) ; E ; E = E - > next ( ) ) {
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anims . push_back ( E - > key ( ) ) ;
}
anims . sort ( ) ;
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for ( List < String > : : Element * E = anims . front ( ) ; E ; E = E - > next ( ) ) {
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p_animations - > push_back ( E - > get ( ) ) ;
}
}
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void AnimationPlayer : : set_blend_time ( const StringName & p_animation1 , const StringName & p_animation2 , float p_time ) {
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ERR_FAIL_COND_MSG ( p_time < 0 , " Blend time cannot be smaller than 0. " ) ;
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BlendKey bk ;
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bk . from = p_animation1 ;
bk . to = p_animation2 ;
if ( p_time = = 0 )
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blend_times . erase ( bk ) ;
else
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blend_times [ bk ] = p_time ;
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}
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float AnimationPlayer : : get_blend_time ( const StringName & p_animation1 , const StringName & p_animation2 ) const {
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BlendKey bk ;
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bk . from = p_animation1 ;
bk . to = p_animation2 ;
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if ( blend_times . has ( bk ) )
return blend_times [ bk ] ;
else
return 0 ;
}
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void AnimationPlayer : : queue ( const StringName & p_name ) {
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if ( ! is_playing ( ) )
play ( p_name ) ;
else
queued . push_back ( p_name ) ;
}
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Vector < String > AnimationPlayer : : get_queue ( ) {
Vector < String > ret ;
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for ( List < StringName > : : Element * E = queued . front ( ) ; E ; E = E - > next ( ) ) {
ret . push_back ( E - > get ( ) ) ;
}
return ret ;
}
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void AnimationPlayer : : clear_queue ( ) {
queued . clear ( ) ;
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}
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void AnimationPlayer : : play_backwards ( const StringName & p_name , float p_custom_blend ) {
play ( p_name , p_custom_blend , - 1 , true ) ;
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}
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void AnimationPlayer : : play ( const StringName & p_name , float p_custom_blend , float p_custom_scale , bool p_from_end ) {
StringName name = p_name ;
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if ( String ( name ) = = " " )
name = playback . assigned ;
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ERR_FAIL_COND_MSG ( ! animation_set . has ( name ) , " Animation not found: " + name + " . " ) ;
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Playback & c = playback ;
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if ( c . current . from ) {
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float blend_time = 0 ;
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// find if it can blend
BlendKey bk ;
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bk . from = c . current . from - > name ;
bk . to = name ;
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if ( p_custom_blend > = 0 ) {
blend_time = p_custom_blend ;
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} else if ( blend_times . has ( bk ) ) {
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blend_time = blend_times [ bk ] ;
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} else {
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bk . from = " * " ;
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if ( blend_times . has ( bk ) ) {
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blend_time = blend_times [ bk ] ;
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} else {
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bk . from = c . current . from - > name ;
bk . to = " * " ;
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if ( blend_times . has ( bk ) ) {
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blend_time = blend_times [ bk ] ;
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}
}
}
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if ( p_custom_blend < 0 & & blend_time = = 0 & & default_blend_time )
blend_time = default_blend_time ;
if ( blend_time > 0 ) {
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Blend b ;
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b . data = c . current ;
b . blend_time = b . blend_left = blend_time ;
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c . blend . push_back ( b ) ;
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}
}
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if ( get_current_animation ( ) ! = p_name ) {
_stop_playing_caches ( ) ;
}
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c . current . from = & animation_set [ name ] ;
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if ( c . assigned ! = name ) { // reset
c . current . pos = p_from_end ? c . current . from - > animation - > get_length ( ) : 0 ;
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} else {
if ( p_from_end & & c . current . pos = = 0 ) {
// Animation reset BUT played backwards, set position to the end
c . current . pos = c . current . from - > animation - > get_length ( ) ;
} else if ( ! p_from_end & & c . current . pos = = c . current . from - > animation - > get_length ( ) ) {
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// Animation resumed but already ended, set position to the beginning
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c . current . pos = 0 ;
}
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}
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c . current . speed_scale = p_custom_scale ;
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c . assigned = name ;
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c . seeked = false ;
c . started = true ;
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if ( ! end_reached )
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queued . clear ( ) ;
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_set_process ( true ) ; // always process when starting an animation
playing = true ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > animation_started , c . assigned ) ;
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if ( is_inside_tree ( ) & & Engine : : get_singleton ( ) - > is_editor_hint ( ) )
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return ; // no next in this case
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StringName next = animation_get_next ( p_name ) ;
if ( next ! = StringName ( ) & & animation_set . has ( next ) ) {
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queue ( next ) ;
}
}
bool AnimationPlayer : : is_playing ( ) const {
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return playing ;
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}
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void AnimationPlayer : : set_current_animation ( const String & p_anim ) {
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if ( p_anim = = " [stop] " | | p_anim = = " " ) {
stop ( ) ;
} else if ( ! is_playing ( ) | | playback . assigned ! = p_anim ) {
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play ( p_anim ) ;
} else {
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// Same animation, do not replay from start
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}
}
String AnimationPlayer : : get_current_animation ( ) const {
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return ( is_playing ( ) ? playback . assigned : " " ) ;
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}
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void AnimationPlayer : : set_assigned_animation ( const String & p_anim ) {
if ( is_playing ( ) ) {
play ( p_anim ) ;
} else {
ERR_FAIL_COND ( ! animation_set . has ( p_anim ) ) ;
playback . current . pos = 0 ;
playback . current . from = & animation_set [ p_anim ] ;
playback . assigned = p_anim ;
}
}
String AnimationPlayer : : get_assigned_animation ( ) const {
return playback . assigned ;
}
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void AnimationPlayer : : stop ( bool p_reset ) {
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_stop_playing_caches ( ) ;
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Playback & c = playback ;
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c . blend . clear ( ) ;
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if ( p_reset ) {
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c . current . from = nullptr ;
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c . current . speed_scale = 1 ;
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c . current . pos = 0 ;
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}
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_set_process ( false ) ;
queued . clear ( ) ;
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playing = false ;
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}
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void AnimationPlayer : : set_speed_scale ( float p_speed ) {
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speed_scale = p_speed ;
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}
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float AnimationPlayer : : get_speed_scale ( ) const {
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return speed_scale ;
}
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float AnimationPlayer : : get_playing_speed ( ) const {
if ( ! playing ) {
return 0 ;
}
return speed_scale * playback . current . speed_scale ;
}
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void AnimationPlayer : : seek ( float p_time , bool p_update ) {
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if ( ! playback . current . from ) {
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if ( playback . assigned ) {
ERR_FAIL_COND ( ! animation_set . has ( playback . assigned ) ) ;
playback . current . from = & animation_set [ playback . assigned ] ;
}
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ERR_FAIL_COND ( ! playback . current . from ) ;
}
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playback . current . pos = p_time ;
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playback . seeked = true ;
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if ( p_update ) {
_animation_process ( 0 ) ;
}
}
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void AnimationPlayer : : seek_delta ( float p_time , float p_delta ) {
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if ( ! playback . current . from ) {
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if ( playback . assigned ) {
ERR_FAIL_COND ( ! animation_set . has ( playback . assigned ) ) ;
playback . current . from = & animation_set [ playback . assigned ] ;
}
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ERR_FAIL_COND ( ! playback . current . from ) ;
}
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playback . current . pos = p_time - p_delta ;
if ( speed_scale ! = 0.0 )
p_delta / = speed_scale ;
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_animation_process ( p_delta ) ;
//playback.current.pos=p_time;
}
bool AnimationPlayer : : is_valid ( ) const {
return ( playback . current . from ) ;
}
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float AnimationPlayer : : get_current_animation_position ( ) const {
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ERR_FAIL_COND_V ( ! playback . current . from , 0 ) ;
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return playback . current . pos ;
}
float AnimationPlayer : : get_current_animation_length ( ) const {
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ERR_FAIL_COND_V ( ! playback . current . from , 0 ) ;
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return playback . current . from - > animation - > get_length ( ) ;
}
void AnimationPlayer : : _animation_changed ( ) {
clear_caches ( ) ;
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emit_signal ( " caches_cleared " ) ;
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if ( is_playing ( ) ) {
playback . seeked = true ; //need to restart stuff, like audio
}
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}
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void AnimationPlayer : : _stop_playing_caches ( ) {
for ( Set < TrackNodeCache * > : : Element * E = playing_caches . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) - > node & & E - > get ( ) - > audio_playing ) {
E - > get ( ) - > node - > call ( " stop " ) ;
}
if ( E - > get ( ) - > node & & E - > get ( ) - > animation_playing ) {
AnimationPlayer * player = Object : : cast_to < AnimationPlayer > ( E - > get ( ) - > node ) ;
if ( ! player )
continue ;
player - > stop ( ) ;
}
}
playing_caches . clear ( ) ;
}
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void AnimationPlayer : : _node_removed ( Node * p_node ) {
clear_caches ( ) ; // nodes contained here ar being removed, clear the caches
}
void AnimationPlayer : : clear_caches ( ) {
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_stop_playing_caches ( ) ;
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node_cache_map . clear ( ) ;
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for ( Map < StringName , AnimationData > : : Element * E = animation_set . front ( ) ; E ; E = E - > next ( ) ) {
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E - > get ( ) . node_cache . clear ( ) ;
}
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cache_update_size = 0 ;
cache_update_prop_size = 0 ;
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cache_update_bezier_size = 0 ;
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}
void AnimationPlayer : : set_active ( bool p_active ) {
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if ( active = = p_active )
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return ;
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active = p_active ;
_set_process ( processing , true ) ;
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}
bool AnimationPlayer : : is_active ( ) const {
return active ;
}
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StringName AnimationPlayer : : find_animation ( const Ref < Animation > & p_animation ) const {
for ( Map < StringName , AnimationData > : : Element * E = animation_set . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . animation = = p_animation )
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return E - > key ( ) ;
}
return " " ;
}
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void AnimationPlayer : : set_autoplay ( const String & p_name ) {
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if ( is_inside_tree ( ) & & ! Engine : : get_singleton ( ) - > is_editor_hint ( ) )
WARN_PRINT ( " Setting autoplay after the node has been added to the scene has no effect. " ) ;
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autoplay = p_name ;
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}
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String AnimationPlayer : : get_autoplay ( ) const {
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return autoplay ;
}
void AnimationPlayer : : set_animation_process_mode ( AnimationProcessMode p_mode ) {
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if ( animation_process_mode = = p_mode )
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return ;
bool pr = processing ;
if ( pr )
_set_process ( false ) ;
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animation_process_mode = p_mode ;
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if ( pr )
_set_process ( true ) ;
}
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AnimationPlayer : : AnimationProcessMode AnimationPlayer : : get_animation_process_mode ( ) const {
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return animation_process_mode ;
}
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void AnimationPlayer : : set_method_call_mode ( AnimationMethodCallMode p_mode ) {
method_call_mode = p_mode ;
}
AnimationPlayer : : AnimationMethodCallMode AnimationPlayer : : get_method_call_mode ( ) const {
return method_call_mode ;
}
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void AnimationPlayer : : _set_process ( bool p_process , bool p_force ) {
if ( processing = = p_process & & ! p_force )
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return ;
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switch ( animation_process_mode ) {
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case ANIMATION_PROCESS_PHYSICS :
set_physics_process_internal ( p_process & & active ) ;
break ;
case ANIMATION_PROCESS_IDLE :
set_process_internal ( p_process & & active ) ;
break ;
case ANIMATION_PROCESS_MANUAL :
break ;
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}
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processing = p_process ;
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}
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void AnimationPlayer : : animation_set_next ( const StringName & p_animation , const StringName & p_next ) {
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ERR_FAIL_COND ( ! animation_set . has ( p_animation ) ) ;
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animation_set [ p_animation ] . next = p_next ;
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}
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StringName AnimationPlayer : : animation_get_next ( const StringName & p_animation ) const {
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if ( ! animation_set . has ( p_animation ) )
return StringName ( ) ;
return animation_set [ p_animation ] . next ;
}
void AnimationPlayer : : set_default_blend_time ( float p_default ) {
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default_blend_time = p_default ;
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}
float AnimationPlayer : : get_default_blend_time ( ) const {
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return default_blend_time ;
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}
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void AnimationPlayer : : set_root ( const NodePath & p_root ) {
root = p_root ;
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clear_caches ( ) ;
}
NodePath AnimationPlayer : : get_root ( ) const {
return root ;
}
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void AnimationPlayer : : get_argument_options ( const StringName & p_function , int p_idx , List < String > * r_options ) const {
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# ifdef TOOLS_ENABLED
const String quote_style = EDITOR_DEF ( " text_editor/completion/use_single_quotes " , 0 ) ? " ' " : " \" " ;
# else
const String quote_style = " \" " ;
# endif
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String pf = p_function ;
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if ( p_function = = " play " | | p_function = = " play_backwards " | | p_function = = " remove_animation " | | p_function = = " has_animation " | | p_function = = " queue " ) {
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List < StringName > al ;
get_animation_list ( & al ) ;
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for ( List < StringName > : : Element * E = al . front ( ) ; E ; E = E - > next ( ) ) {
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r_options - > push_back ( quote_style + String ( E - > get ( ) ) + quote_style ) ;
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}
}
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Node : : get_argument_options ( p_function , p_idx , r_options ) ;
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}
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# ifdef TOOLS_ENABLED
AnimatedValuesBackup AnimationPlayer : : backup_animated_values ( ) {
if ( ! playback . current . from )
return AnimatedValuesBackup ( ) ;
_ensure_node_caches ( playback . current . from ) ;
AnimatedValuesBackup backup ;
for ( int i = 0 ; i < playback . current . from - > node_cache . size ( ) ; i + + ) {
TrackNodeCache * nc = playback . current . from - > node_cache [ i ] ;
if ( ! nc )
continue ;
if ( nc - > skeleton ) {
if ( nc - > bone_idx = = - 1 )
continue ;
AnimatedValuesBackup : : Entry entry ;
entry . object = nc - > skeleton ;
entry . bone_idx = nc - > bone_idx ;
entry . value = nc - > skeleton - > get_bone_pose ( nc - > bone_idx ) ;
backup . entries . push_back ( entry ) ;
} else {
if ( nc - > spatial ) {
AnimatedValuesBackup : : Entry entry ;
entry . object = nc - > spatial ;
entry . subpath . push_back ( " transform " ) ;
entry . value = nc - > spatial - > get_transform ( ) ;
entry . bone_idx = - 1 ;
backup . entries . push_back ( entry ) ;
} else {
for ( Map < StringName , TrackNodeCache : : PropertyAnim > : : Element * E = nc - > property_anim . front ( ) ; E ; E = E - > next ( ) ) {
AnimatedValuesBackup : : Entry entry ;
entry . object = E - > value ( ) . object ;
entry . subpath = E - > value ( ) . subpath ;
bool valid ;
entry . value = E - > value ( ) . object - > get_indexed ( E - > value ( ) . subpath , & valid ) ;
entry . bone_idx = - 1 ;
if ( valid )
backup . entries . push_back ( entry ) ;
}
}
}
}
return backup ;
}
void AnimationPlayer : : restore_animated_values ( const AnimatedValuesBackup & p_backup ) {
for ( int i = 0 ; i < p_backup . entries . size ( ) ; i + + ) {
const AnimatedValuesBackup : : Entry * entry = & p_backup . entries [ i ] ;
if ( entry - > bone_idx = = - 1 ) {
entry - > object - > set_indexed ( entry - > subpath , entry - > value ) ;
} else {
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Object : : cast_to < Skeleton3D > ( entry - > object ) - > set_bone_pose ( entry - > bone_idx , entry - > value ) ;
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}
}
}
# endif
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void AnimationPlayer : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " add_animation " , " name " , " animation " ) , & AnimationPlayer : : add_animation ) ;
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ClassDB : : bind_method ( D_METHOD ( " remove_animation " , " name " ) , & AnimationPlayer : : remove_animation ) ;
ClassDB : : bind_method ( D_METHOD ( " rename_animation " , " name " , " newname " ) , & AnimationPlayer : : rename_animation ) ;
ClassDB : : bind_method ( D_METHOD ( " has_animation " , " name " ) , & AnimationPlayer : : has_animation ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_animation " , " name " ) , & AnimationPlayer : : get_animation ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_animation_list " ) , & AnimationPlayer : : _get_animation_list ) ;
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ClassDB : : bind_method ( D_METHOD ( " animation_set_next " , " anim_from " , " anim_to " ) , & AnimationPlayer : : animation_set_next ) ;
ClassDB : : bind_method ( D_METHOD ( " animation_get_next " , " anim_from " ) , & AnimationPlayer : : animation_get_next ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_blend_time " , " anim_from " , " anim_to " , " sec " ) , & AnimationPlayer : : set_blend_time ) ;
ClassDB : : bind_method ( D_METHOD ( " get_blend_time " , " anim_from " , " anim_to " ) , & AnimationPlayer : : get_blend_time ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_default_blend_time " , " sec " ) , & AnimationPlayer : : set_default_blend_time ) ;
ClassDB : : bind_method ( D_METHOD ( " get_default_blend_time " ) , & AnimationPlayer : : get_default_blend_time ) ;
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ClassDB : : bind_method ( D_METHOD ( " play " , " name " , " custom_blend " , " custom_speed " , " from_end " ) , & AnimationPlayer : : play , DEFVAL ( " " ) , DEFVAL ( - 1 ) , DEFVAL ( 1.0 ) , DEFVAL ( false ) ) ;
ClassDB : : bind_method ( D_METHOD ( " play_backwards " , " name " , " custom_blend " ) , & AnimationPlayer : : play_backwards , DEFVAL ( " " ) , DEFVAL ( - 1 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " stop " , " reset " ) , & AnimationPlayer : : stop , DEFVAL ( true ) ) ;
ClassDB : : bind_method ( D_METHOD ( " is_playing " ) , & AnimationPlayer : : is_playing ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_current_animation " , " anim " ) , & AnimationPlayer : : set_current_animation ) ;
ClassDB : : bind_method ( D_METHOD ( " get_current_animation " ) , & AnimationPlayer : : get_current_animation ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_assigned_animation " , " anim " ) , & AnimationPlayer : : set_assigned_animation ) ;
ClassDB : : bind_method ( D_METHOD ( " get_assigned_animation " ) , & AnimationPlayer : : get_assigned_animation ) ;
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ClassDB : : bind_method ( D_METHOD ( " queue " , " name " ) , & AnimationPlayer : : queue ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_queue " ) , & AnimationPlayer : : get_queue ) ;
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ClassDB : : bind_method ( D_METHOD ( " clear_queue " ) , & AnimationPlayer : : clear_queue ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_active " , " active " ) , & AnimationPlayer : : set_active ) ;
ClassDB : : bind_method ( D_METHOD ( " is_active " ) , & AnimationPlayer : : is_active ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_speed_scale " , " speed " ) , & AnimationPlayer : : set_speed_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " get_speed_scale " ) , & AnimationPlayer : : get_speed_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_playing_speed " ) , & AnimationPlayer : : get_playing_speed ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_autoplay " , " name " ) , & AnimationPlayer : : set_autoplay ) ;
ClassDB : : bind_method ( D_METHOD ( " get_autoplay " ) , & AnimationPlayer : : get_autoplay ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_root " , " path " ) , & AnimationPlayer : : set_root ) ;
ClassDB : : bind_method ( D_METHOD ( " get_root " ) , & AnimationPlayer : : get_root ) ;
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ClassDB : : bind_method ( D_METHOD ( " find_animation " , " animation " ) , & AnimationPlayer : : find_animation ) ;
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ClassDB : : bind_method ( D_METHOD ( " clear_caches " ) , & AnimationPlayer : : clear_caches ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_animation_process_mode " , " mode " ) , & AnimationPlayer : : set_animation_process_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_animation_process_mode " ) , & AnimationPlayer : : get_animation_process_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_method_call_mode " , " mode " ) , & AnimationPlayer : : set_method_call_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_method_call_mode " ) , & AnimationPlayer : : get_method_call_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_current_animation_position " ) , & AnimationPlayer : : get_current_animation_position ) ;
ClassDB : : bind_method ( D_METHOD ( " get_current_animation_length " ) , & AnimationPlayer : : get_current_animation_length ) ;
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ClassDB : : bind_method ( D_METHOD ( " seek " , " seconds " , " update " ) , & AnimationPlayer : : seek , DEFVAL ( false ) ) ;
ClassDB : : bind_method ( D_METHOD ( " advance " , " delta " ) , & AnimationPlayer : : advance ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : NODE_PATH , " root_node " ) , " set_root " , " get_root " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " current_animation " , PROPERTY_HINT_ENUM , " " , PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ANIMATE_AS_TRIGGER ) , " set_current_animation " , " get_current_animation " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " assigned_animation " , PROPERTY_HINT_NONE , " " , 0 ) , " set_assigned_animation " , " get_assigned_animation " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " autoplay " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) , " set_autoplay " , " get_autoplay " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " current_animation_length " , PROPERTY_HINT_NONE , " " , 0 ) , " " , " get_current_animation_length " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " current_animation_position " , PROPERTY_HINT_NONE , " " , 0 ) , " " , " get_current_animation_position " ) ;
2018-01-11 22:35:12 +00:00
2017-08-07 01:51:56 +00:00
ADD_GROUP ( " Playback Options " , " playback_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " playback_process_mode " , PROPERTY_HINT_ENUM , " Physics,Idle,Manual " ) , " set_animation_process_mode " , " get_animation_process_mode " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " playback_default_blend_time " , PROPERTY_HINT_RANGE , " 0,4096,0.01 " ) , " set_default_blend_time " , " get_default_blend_time " ) ;
2018-01-11 22:35:12 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " playback_active " , PROPERTY_HINT_NONE , " " , 0 ) , " set_active " , " is_active " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " playback_speed " , PROPERTY_HINT_RANGE , " -64,64,0.01 " ) , " set_speed_scale " , " get_speed_scale " ) ;
2018-12-08 18:56:20 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " method_call_mode " , PROPERTY_HINT_ENUM , " Deferred,Immediate " ) , " set_method_call_mode " , " get_method_call_mode " ) ;
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ADD_SIGNAL ( MethodInfo ( " animation_finished " , PropertyInfo ( Variant : : STRING_NAME , " anim_name " ) ) ) ;
ADD_SIGNAL ( MethodInfo ( " animation_changed " , PropertyInfo ( Variant : : STRING_NAME , " old_name " ) , PropertyInfo ( Variant : : STRING_NAME , " new_name " ) ) ) ;
ADD_SIGNAL ( MethodInfo ( " animation_started " , PropertyInfo ( Variant : : STRING_NAME , " anim_name " ) ) ) ;
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ADD_SIGNAL ( MethodInfo ( " caches_cleared " ) ) ;
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BIND_ENUM_CONSTANT ( ANIMATION_PROCESS_PHYSICS ) ;
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BIND_ENUM_CONSTANT ( ANIMATION_PROCESS_IDLE ) ;
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BIND_ENUM_CONSTANT ( ANIMATION_PROCESS_MANUAL ) ;
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BIND_ENUM_CONSTANT ( ANIMATION_METHOD_CALL_DEFERRED ) ;
BIND_ENUM_CONSTANT ( ANIMATION_METHOD_CALL_IMMEDIATE ) ;
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}
AnimationPlayer : : AnimationPlayer ( ) {
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accum_pass = 1 ;
cache_update_size = 0 ;
cache_update_prop_size = 0 ;
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cache_update_bezier_size = 0 ;
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speed_scale = 1 ;
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end_reached = false ;
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end_notify = false ;
animation_process_mode = ANIMATION_PROCESS_IDLE ;
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method_call_mode = ANIMATION_METHOD_CALL_DEFERRED ;
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processing = false ;
default_blend_time = 0 ;
root = SceneStringNames : : get_singleton ( ) - > path_pp ;
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playing = false ;
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active = true ;
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playback . seeked = false ;
playback . started = false ;
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}
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AnimationPlayer : : ~ AnimationPlayer ( ) {
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}