godot/scene/animation/animation_player.cpp

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/*************************************************************************/
/* animation_player.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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/config/engine.h"
#include "core/object/message_queue.h"
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#include "scene/scene_string_names.h"
#include "servers/audio/audio_stream.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "scene/2d/skeleton_2d.h"
void AnimatedValuesBackup::update_skeletons() {
for (int i = 0; i < entries.size(); i++) {
if (entries[i].bone_idx != -1) {
// 3D bone
Object::cast_to<Skeleton3D>(entries[i].object)->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
} else {
Bone2D *bone = Object::cast_to<Bone2D>(entries[i].object);
if (bone && bone->skeleton) {
// 2D bone
bone->skeleton->_update_transform();
}
}
}
}
void AnimatedValuesBackup::restore() const {
for (int i = 0; i < entries.size(); i++) {
const AnimatedValuesBackup::Entry *entry = &entries[i];
if (entry->bone_idx == -1) {
entry->object->set_indexed(entry->subpath, entry->value);
} else {
Object::cast_to<Skeleton3D>(entry->object)->set_bone_pose(entry->bone_idx, entry->value);
}
}
}
void AnimatedValuesBackup::_bind_methods() {
ClassDB::bind_method(D_METHOD("restore"), &AnimatedValuesBackup::restore);
}
#endif
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/")) {
String which = name.get_slicec('/', 1);
add_animation(which, p_value);
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} else if (name.begins_with("next/")) {
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();
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 {
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return false;
}
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return true;
}
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/")) {
String which = name.get_slicec('/', 1);
r_ret = get_animation(which);
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} else if (name.begins_with("next/")) {
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") {
Vector<BlendKey> keys;
for (Map<BlendKey, float>::Element *E = blend_times.front(); E; E = E->next()) {
keys.ordered_insert(E->key());
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}
Array array;
for (int i = 0; i < keys.size(); i++) {
array.push_back(keys[i].from);
array.push_back(keys[i].to);
array.push_back(blend_times[keys[i]]);
}
r_ret = array;
} else {
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return false;
}
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return true;
}
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 {
List<PropertyInfo> anim_names;
for (Map<StringName, AnimationData>::Element *E = animation_set.front(); E; E = E->next()) {
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));
if (E->get().next != StringName()) {
anim_names.push_back(PropertyInfo(Variant::STRING, "next/" + String(E->key()), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
}
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}
anim_names.sort();
for (const PropertyInfo &E : anim_names) {
p_list->push_back(E);
}
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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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}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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void AnimationPlayer::advance(float p_time) {
_animation_process(p_time);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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}
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void AnimationPlayer::_notification(int p_what) {
switch (p_what) {
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
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);
_animation_process(0);
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}
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (process_callback == ANIMATION_PROCESS_PHYSICS) {
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break;
}
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if (processing) {
_animation_process(get_process_delta_time());
}
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} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (process_callback == ANIMATION_PROCESS_IDLE) {
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break;
}
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if (processing) {
_animation_process(get_physics_process_delta_time());
}
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} break;
case NOTIFICATION_EXIT_TREE: {
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clear_caches();
} break;
}
}
void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim, Node *p_root_override) {
// Already cached?
if (p_anim->node_cache.size() == p_anim->animation->get_track_count()) {
return;
}
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Node *parent = p_root_override ? p_root_override : get_node(root);
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ERR_FAIL_COND(!parent);
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;
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
ObjectID id = resource.is_valid() ? resource->get_instance_id() : child->get_instance_id();
int bone_idx = -1;
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#ifndef _3D_DISABLED
if (a->track_get_path(i).get_subname_count() == 1 && Object::cast_to<Skeleton3D>(child)) {
Skeleton3D *sk = Object::cast_to<Skeleton3D>(child);
bone_idx = sk->find_bone(a->track_get_path(i).get_subname(0));
if (bone_idx == -1) {
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continue;
}
}
#endif // _3D_DISABLED
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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;
key.id = id;
key.bone_idx = bone_idx;
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if (!node_cache_map.has(key)) {
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);
#ifndef _3D_DISABLED
if (a->track_get_type(i) == Animation::TYPE_TRANSFORM3D) {
// special cases and caches for transform tracks
// cache node_3d
p_anim->node_cache[i]->node_3d = Object::cast_to<Node3D>(child);
// cache skeleton
p_anim->node_cache[i]->skeleton = Object::cast_to<Skeleton3D>(child);
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]->node_3d = nullptr;
ERR_CONTINUE(p_anim->node_cache[i]->bone_idx < 0);
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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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}
}
}
#endif // _3D_DISABLED
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if (a->track_get_type(i) == Animation::TYPE_VALUE) {
if (!p_anim->node_cache[i]->property_anim.has(a->track_get_path(i).get_concatenated_subnames())) {
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TrackNodeCache::PropertyAnim pa;
pa.subpath = leftover_path;
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) {
if (leftover_path.size() == 1 && leftover_path[0] == SceneStringNames::get_singleton()->transform_pos) {
pa.special = SP_NODE2D_POS;
} else if (leftover_path.size() == 1 && leftover_path[0] == SceneStringNames::get_singleton()->transform_rot) {
pa.special = SP_NODE2D_ROT;
} else if (leftover_path.size() == 1 && leftover_path[0] == SceneStringNames::get_singleton()->transform_scale) {
pa.special = SP_NODE2D_SCALE;
}
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}
p_anim->node_cache[i]->property_anim[a->track_get_path(i).get_concatenated_subnames()] = pa;
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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;
ba.bezier_property = leftover_path;
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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}
}
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) {
_ensure_node_caches(p_anim);
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++) {
// 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);
}
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
}
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)) {
case Animation::TYPE_TRANSFORM3D: {
#ifndef _3D_DISABLED
if (!nc->node_3d) {
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continue;
}
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Vector3 loc;
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Quaternion rot;
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Vector3 scale;
Error err = a->transform_track_interpolate(i, p_time, &loc, &rot, &scale);
//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 {
nc->loc_accum = nc->loc_accum.lerp(loc, p_interp);
nc->rot_accum = nc->rot_accum.slerp(rot, p_interp);
nc->scale_accum = nc->scale_accum.lerp(scale, p_interp);
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}
#endif // _3D_DISABLED
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} break;
case Animation::TYPE_VALUE: {
if (!nc->node) {
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continue;
}
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//StringName property=a->track_get_path(i).get_property();
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();
Animation::UpdateMode update_mode = a->value_track_get_update_mode(i);
if (update_mode == Animation::UPDATE_CAPTURE) {
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if (p_started || pa->capture == Variant()) {
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) {
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) {
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;
}
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);
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);
if (value == Variant()) {
continue;
}
//thanks to trigger mode, this should be solved now..
/*
if (p_delta==0 && value.get_type()==Variant::STRING)
continue; // doing this with strings is messy, should find another way
*/
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 {
Variant::interpolate(pa->value_accum, value, p_interp, pa->value_accum);
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}
} else if (p_is_current && p_delta != 0) {
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List<int> indices;
a->value_track_get_key_indices(i, p_time, p_delta, &indices);
for (int &F : indices) {
Variant value = a->track_get_key_value(i, F);
switch (pa->special) {
case SP_NONE: {
bool valid;
pa->object->set_indexed(pa->subpath, value, &valid); //you are not speshul
#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() + "'.");
}
#endif
} break;
case SP_NODE2D_POS: {
#ifdef DEBUG_ENABLED
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() + "'.");
}
#endif
static_cast<Node2D *>(pa->object)->set_position(value);
} 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() + "'.");
}
#endif
static_cast<Node2D *>(pa->object)->set_rotation((double)value);
} break;
case SP_NODE2D_SCALE: {
#ifdef DEBUG_ENABLED
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() + "'.");
}
#endif
static_cast<Node2D *>(pa->object)->set_scale(value);
} break;
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}
}
}
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} break;
case Animation::TYPE_METHOD: {
if (!nc->node) {
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continue;
}
if (p_delta == 0) {
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continue;
}
if (!p_is_current) {
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break;
}
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List<int> indices;
a->method_track_get_key_indices(i, p_time, p_delta, &indices);
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for (int &E : indices) {
StringName method = a->method_track_get_name(i, E);
Vector<Variant> params = a->method_track_get_params(i, E);
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int s = params.size();
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ERR_CONTINUE(s > VARIANT_ARG_MAX);
#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() + "'.");
}
#endif
static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8");
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if (can_call) {
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(),
s >= 6 ? params[5] : Variant(),
s >= 7 ? params[6] : Variant(),
s >= 8 ? params[7] : 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(),
s >= 6 ? params[5] : Variant(),
s >= 7 ? params[6] : Variant(),
s >= 8 ? params[7] : Variant());
}
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}
}
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} break;
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 whatever 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 an 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 an 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) {
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) {
//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;
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}
}
}
void AnimationPlayer::_animation_process_data(PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started) {
float delta = p_delta * speed_scale * cd.speed_scale;
float next_pos = cd.pos + delta;
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float len = cd.from->animation->get_length();
bool loop = cd.from->animation->has_loop();
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if (!loop) {
if (next_pos < 0) {
next_pos = 0;
} else if (next_pos > len) {
next_pos = len;
}
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bool backwards = signbit(delta); // Negative zero means playing backwards too
delta = next_pos - cd.pos; // Fix delta (after determination of backwards because negative zero is lost here)
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if (&cd == &playback.current) {
if (!backwards && cd.pos <= len && next_pos == len) {
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//playback finished
end_reached = true;
end_notify = cd.pos < len; // Notify only if not already at the end
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}
if (backwards && cd.pos >= 0 && next_pos == 0) {
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//playback finished
end_reached = true;
end_notify = cd.pos > 0; // Notify only if not already at the beginning
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}
}
} else {
float looped_next_pos = Math::fposmod(next_pos, len);
if (looped_next_pos == 0 && next_pos != 0) {
// Loop multiples of the length to it, rather than 0
// so state at time=length is previewable in the editor
next_pos = len;
} else {
next_pos = looped_next_pos;
}
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}
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cd.pos = next_pos;
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_animation_process_animation(cd.from, cd.pos, delta, p_blend, &cd == &playback.current, p_seeked, p_started);
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}
void AnimationPlayer::_animation_process2(float p_delta, bool p_started) {
Playback &c = playback;
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accum_pass++;
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_animation_process_data(c.current, p_delta, 1.0f, c.seeked && p_delta != 0, p_started);
if (p_delta != 0) {
c.seeked = false;
}
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List<Blend>::Element *prev = nullptr;
for (List<Blend>::Element *E = c.blend.back(); E; E = prev) {
Blend &b = E->get();
float blend = b.blend_left / b.blend_time;
_animation_process_data(b.data, p_delta, blend, false, false);
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b.blend_left -= Math::absf(speed_scale * p_delta);
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prev = E->prev();
if (b.blend_left < 0) {
c.blend.erase(E);
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}
}
}
void AnimationPlayer::_animation_update_transforms() {
{
Transform3D t;
for (int i = 0; i < cache_update_size; i++) {
TrackNodeCache *nc = cache_update[i];
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ERR_CONTINUE(nc->accum_pass != accum_pass);
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t.origin = nc->loc_accum;
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t.basis.set_quaternion_scale(nc->rot_accum, nc->scale_accum);
#ifndef _3D_DISABLED
if (nc->skeleton && nc->bone_idx >= 0) {
nc->skeleton->set_bone_pose(nc->bone_idx, t);
} else if (nc->node_3d) {
nc->node_3d->set_transform(t);
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}
#endif // _3D_DISABLED
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}
}
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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];
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ERR_CONTINUE(pa->accum_pass != accum_pass);
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switch (pa->special) {
case SP_NONE: {
bool valid;
pa->object->set_indexed(pa->subpath, pa->value_accum, &valid); //you are not speshul
#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");
}
#endif
} break;
case SP_NODE2D_POS: {
#ifdef DEBUG_ENABLED
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()");
}
#endif
static_cast<Node2D *>(pa->object)->set_position(pa->value_accum);
} break;
case SP_NODE2D_ROT: {
#ifdef DEBUG_ENABLED
if (pa->value_accum.is_num()) {
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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");
}
#endif
static_cast<Node2D *>(pa->object)->set_rotation(Math::deg2rad((double)pa->value_accum));
} break;
case SP_NODE2D_SCALE: {
#ifdef DEBUG_ENABLED
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()");
}
#endif
static_cast<Node2D *>(pa->object)->set_scale(pa->value_accum);
} break;
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}
}
cache_update_prop_size = 0;
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) {
end_reached = false;
end_notify = false;
_animation_process2(p_delta, playback.started);
if (playback.started) {
playback.started = false;
}
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_animation_update_transforms();
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();
if (end_notify) {
emit_signal(SceneStringNames::get_singleton()->animation_changed, old, new_name);
}
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} else {
//stop();
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playing = false;
_set_process(false);
if (end_notify) {
emit_signal(SceneStringNames::get_singleton()->animation_finished, playback.assigned);
}
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}
end_reached = false;
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}
} else {
_set_process(false);
}
}
Error AnimationPlayer::add_animation(const StringName &p_name, const Ref<Animation> &p_animation) {
#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) + ".");
#endif
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);
animation_set[p_name].animation = p_animation;
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clear_caches();
} else {
AnimationData ad;
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);
notify_property_list_changed();
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return OK;
}
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();
notify_property_list_changed();
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}
void AnimationPlayer::_ref_anim(const Ref<Animation> &p_anim) {
Ref<Animation>(p_anim)->connect(SceneStringNames::get_singleton()->tracks_changed, callable_mp(this, &AnimationPlayer::_animation_changed), varray(), CONNECT_REFERENCE_COUNTED);
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}
void AnimationPlayer::_unref_anim(const Ref<Animation> &p_anim) {
Ref<Animation>(p_anim)->disconnect(SceneStringNames::get_singleton()->tracks_changed, callable_mp(this, &AnimationPlayer::_animation_changed));
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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];
ad.name = p_new_name;
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animation_set.erase(p_name);
animation_set[p_new_name] = ad;
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List<BlendKey> to_erase;
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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}
if (bk.to == p_name) {
new_bk.to = p_new_name;
erase = true;
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}
if (erase) {
to_erase.push_back(bk);
to_insert[new_bk] = E->get();
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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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}
while (to_insert.size()) {
blend_times[to_insert.front()->key()] = to_insert.front()->get();
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to_insert.erase(to_insert.front());
}
if (autoplay == p_name) {
autoplay = p_new_name;
}
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clear_caches();
notify_property_list_changed();
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}
bool AnimationPlayer::has_animation(const StringName &p_name) const {
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return animation_set.has(p_name);
}
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;
}
void AnimationPlayer::get_animation_list(List<StringName> *p_animations) const {
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List<String> anims;
for (Map<StringName, AnimationData>::Element *E = animation_set.front(); E; E = E->next()) {
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anims.push_back(E->key());
}
anims.sort();
for (const String &E : anims) {
p_animations->push_back(E);
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}
}
void AnimationPlayer::set_blend_time(const StringName &p_animation1, const StringName &p_animation2, float p_time) {
ERR_FAIL_COND(!animation_set.has(p_animation1));
ERR_FAIL_COND(!animation_set.has(p_animation2));
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ERR_FAIL_COND_MSG(p_time < 0, "Blend time cannot be smaller than 0.");
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BlendKey bk;
bk.from = p_animation1;
bk.to = p_animation2;
if (p_time == 0) {
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blend_times.erase(bk);
} else {
blend_times[bk] = p_time;
}
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}
float AnimationPlayer::get_blend_time(const StringName &p_animation1, const StringName &p_animation2) const {
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BlendKey bk;
bk.from = p_animation1;
bk.to = p_animation2;
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if (blend_times.has(bk)) {
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return blend_times[bk];
} else {
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return 0;
}
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}
void AnimationPlayer::queue(const StringName &p_name) {
if (!is_playing()) {
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play(p_name);
} else {
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queued.push_back(p_name);
}
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}
Vector<String> AnimationPlayer::get_queue() {
Vector<String> ret;
for (const StringName &E : queued) {
ret.push_back(E);
}
return ret;
}
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void AnimationPlayer::clear_queue() {
queued.clear();
}
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void AnimationPlayer::play_backwards(const StringName &p_name, float p_custom_blend) {
play(p_name, p_custom_blend, -1, true);
}
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) {
float blend_time = 0.0;
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// find if it can blend
BlendKey bk;
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)) {
blend_time = blend_times[bk];
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} else {
bk.from = "*";
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if (blend_times.has(bk)) {
blend_time = blend_times[bk];
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} else {
bk.from = c.current.from->name;
bk.to = "*";
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if (blend_times.has(bk)) {
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;
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();
}
c.current.from = &animation_set[name];
if (c.assigned != name) { // reset
c.current.pos = p_from_end ? c.current.from->animation->get_length() : 0;
} 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()) {
// Animation resumed but already ended, set position to the beginning
c.current.pos = 0;
}
}
c.current.speed_scale = p_custom_scale;
c.assigned = name;
c.seeked = false;
c.started = true;
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if (!end_reached) {
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 {
return playing;
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}
void AnimationPlayer::set_current_animation(const String &p_anim) {
if (p_anim == "[stop]" || p_anim == "") {
stop();
} else if (!is_playing() || playback.assigned != p_anim) {
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play(p_anim);
} else {
// Same animation, do not replay from start
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}
}
String AnimationPlayer::get_current_animation() const {
return (is_playing() ? playback.assigned : "");
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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;
}
void AnimationPlayer::stop(bool p_reset) {
_stop_playing_caches();
Playback &c = playback;
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c.blend.clear();
if (p_reset) {
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c.current.from = nullptr;
c.current.speed_scale = 1;
c.current.pos = 0;
}
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_set_process(false);
queued.clear();
playing = false;
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}
void AnimationPlayer::set_speed_scale(float p_speed) {
speed_scale = p_speed;
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}
float AnimationPlayer::get_speed_scale() const {
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return speed_scale;
}
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) {
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);
}
playback.current.pos = p_time;
playback.seeked = true;
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if (p_update) {
_animation_process(0);
}
}
void AnimationPlayer::seek_delta(float p_time, float p_delta) {
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if (!playback.current.from) {
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);
}
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);
}
float AnimationPlayer::get_current_animation_position() const {
ERR_FAIL_COND_V_MSG(!playback.current.from, 0, "AnimationPlayer has no current animation");
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return playback.current.pos;
}
float AnimationPlayer::get_current_animation_length() const {
ERR_FAIL_COND_V_MSG(!playback.current.from, 0, "AnimationPlayer has no current animation");
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return playback.current.from->animation->get_length();
}
void AnimationPlayer::_animation_changed() {
clear_caches();
emit_signal(SNAME("caches_cleared"));
if (is_playing()) {
playback.seeked = true; //need to restart stuff, like audio
}
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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 are being removed, clear the caches
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}
void AnimationPlayer::clear_caches() {
_stop_playing_caches();
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node_cache_map.clear();
for (Map<StringName, AnimationData>::Element *E = animation_set.front(); E; E = E->next()) {
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E->get().node_cache.clear();
}
cache_update_size = 0;
cache_update_prop_size = 0;
cache_update_bezier_size = 0;
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}
void AnimationPlayer::set_active(bool p_active) {
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;
}
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();
}
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}
return "";
}
void AnimationPlayer::set_autoplay(const String &p_name) {
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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}
String AnimationPlayer::get_autoplay() const {
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return autoplay;
}
void AnimationPlayer::set_reset_on_save_enabled(bool p_enabled) {
reset_on_save = p_enabled;
}
bool AnimationPlayer::is_reset_on_save_enabled() const {
return reset_on_save;
}
void AnimationPlayer::set_process_callback(AnimationProcessCallback p_mode) {
if (process_callback == p_mode) {
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return;
}
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bool pr = processing;
if (pr) {
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_set_process(false);
}
process_callback = p_mode;
if (pr) {
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_set_process(true);
}
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}
AnimationPlayer::AnimationProcessCallback AnimationPlayer::get_process_callback() const {
return process_callback;
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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;
}
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 (process_callback) {
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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}
processing = p_process;
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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));
animation_set[p_animation].next = p_next;
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}
StringName AnimationPlayer::animation_get_next(const StringName &p_animation) const {
if (!animation_set.has(p_animation)) {
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return StringName();
}
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return animation_set[p_animation].next;
}
void AnimationPlayer::set_default_blend_time(float p_default) {
default_blend_time = p_default;
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}
float AnimationPlayer::get_default_blend_time() const {
return default_blend_time;
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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;
}
void AnimationPlayer::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
#ifdef TOOLS_ENABLED
const String quote_style = EDITOR_DEF("text_editor/completion/use_single_quotes", 0) ? "'" : "\"";
#else
const String quote_style = "\"";
#endif
String pf = p_function;
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if (p_idx == 0 && (p_function == "play" || p_function == "play_backwards" || p_function == "remove_animation" || p_function == "has_animation" || p_function == "queue")) {
List<StringName> al;
get_animation_list(&al);
for (const StringName &E : al) {
r_options->push_back(quote_style + String(E) + quote_style);
}
}
Node::get_argument_options(p_function, p_idx, r_options);
}
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#ifdef TOOLS_ENABLED
Ref<AnimatedValuesBackup> AnimationPlayer::backup_animated_values(Node *p_root_override) {
Ref<AnimatedValuesBackup> backup;
if (!playback.current.from) {
return backup;
}
_ensure_node_caches(playback.current.from, p_root_override);
backup.instantiate();
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->node_3d) {
AnimatedValuesBackup::Entry entry;
entry.object = nc->node_3d;
entry.subpath.push_back("transform");
entry.value = nc->node_3d->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;
}
Ref<AnimatedValuesBackup> AnimationPlayer::apply_reset(bool p_user_initiated) {
ERR_FAIL_COND_V(!can_apply_reset(), Ref<AnimatedValuesBackup>());
Ref<Animation> reset_anim = animation_set["RESET"].animation;
ERR_FAIL_COND_V(reset_anim.is_null(), Ref<AnimatedValuesBackup>());
Node *root_node = get_node_or_null(root);
ERR_FAIL_COND_V(!root_node, Ref<AnimatedValuesBackup>());
AnimationPlayer *aux_player = memnew(AnimationPlayer);
EditorNode::get_singleton()->add_child(aux_player);
aux_player->add_animation("RESET", reset_anim);
aux_player->set_assigned_animation("RESET");
// Forcing the use of the original root because the scene where original player belongs may be not the active one
Node *root = get_node(get_root());
Ref<AnimatedValuesBackup> old_values = aux_player->backup_animated_values(root);
aux_player->seek(0.0f, true);
aux_player->queue_delete();
if (p_user_initiated) {
Ref<AnimatedValuesBackup> new_values = aux_player->backup_animated_values();
old_values->restore();
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Anim Apply Reset"));
ur->add_do_method(new_values.ptr(), "restore");
ur->add_undo_method(old_values.ptr(), "restore");
ur->commit_action();
}
return old_values;
}
bool AnimationPlayer::can_apply_reset() const {
return has_animation("RESET") && playback.assigned != StringName("RESET");
}
#endif
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void AnimationPlayer::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_animation", "name", "animation"), &AnimationPlayer::add_animation);
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);
ClassDB::bind_method(D_METHOD("get_animation", "name"), &AnimationPlayer::get_animation);
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);
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);
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);
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);
ClassDB::bind_method(D_METHOD("queue", "name"), &AnimationPlayer::queue);
ClassDB::bind_method(D_METHOD("get_queue"), &AnimationPlayer::get_queue);
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);
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_reset_on_save_enabled", "enabled"), &AnimationPlayer::set_reset_on_save_enabled);
ClassDB::bind_method(D_METHOD("is_reset_on_save_enabled"), &AnimationPlayer::is_reset_on_save_enabled);
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_process_callback", "mode"), &AnimationPlayer::set_process_callback);
ClassDB::bind_method(D_METHOD("get_process_callback"), &AnimationPlayer::get_process_callback);
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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);
ClassDB::bind_method(D_METHOD("seek", "seconds", "update"), &AnimationPlayer::seek, DEFVAL(false));
ClassDB::bind_method(D_METHOD("advance", "delta"), &AnimationPlayer::advance);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_node"), "set_root", "get_root");
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");
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "assigned_animation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_assigned_animation", "get_assigned_animation");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "autoplay", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_autoplay", "get_autoplay");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reset_on_save", PROPERTY_HINT_NONE, ""), "set_reset_on_save_enabled", "is_reset_on_save_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "current_animation_length", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_current_animation_length");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "current_animation_position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_current_animation_position");
ADD_GROUP("Playback Options", "playback_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "playback_process_mode", PROPERTY_HINT_ENUM, "Physics,Idle,Manual"), "set_process_callback", "get_process_callback");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "playback_default_blend_time", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_default_blend_time", "get_default_blend_time");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playback_active", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_active", "is_active");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "playback_speed", PROPERTY_HINT_RANGE, "-64,64,0.01"), "set_speed_scale", "get_speed_scale");
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")));
ADD_SIGNAL(MethodInfo("caches_cleared"));
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BIND_ENUM_CONSTANT(ANIMATION_PROCESS_PHYSICS);
BIND_ENUM_CONSTANT(ANIMATION_PROCESS_IDLE);
BIND_ENUM_CONSTANT(ANIMATION_PROCESS_MANUAL);
BIND_ENUM_CONSTANT(ANIMATION_METHOD_CALL_DEFERRED);
BIND_ENUM_CONSTANT(ANIMATION_METHOD_CALL_IMMEDIATE);
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}
AnimationPlayer::AnimationPlayer() {
root = SceneStringNames::get_singleton()->path_pp;
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}
AnimationPlayer::~AnimationPlayer() {
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}