2018-08-29 20:38:13 +00:00
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/*************************************************************************/
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/* animation_tree.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2022-01-03 20:27:34 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2018-08-29 20:38:13 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2022-07-23 21:41:51 +00:00
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#ifndef ANIMATION_TREE_H
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#define ANIMATION_TREE_H
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2018-06-19 01:10:48 +00:00
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#include "animation_player.h"
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2020-03-26 21:49:16 +00:00
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#include "scene/3d/node_3d.h"
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#include "scene/3d/skeleton_3d.h"
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2018-06-19 01:10:48 +00:00
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#include "scene/resources/animation.h"
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class AnimationNodeBlendTree;
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2018-12-16 14:43:20 +00:00
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class AnimationNodeStartState;
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class AnimationNodeEndState;
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2018-06-19 01:10:48 +00:00
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class AnimationPlayer;
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2018-06-25 21:40:24 +00:00
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class AnimationTree;
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2018-06-19 01:10:48 +00:00
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class AnimationNode : public Resource {
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2019-03-19 18:35:57 +00:00
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GDCLASS(AnimationNode, Resource);
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2018-06-19 01:10:48 +00:00
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public:
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enum FilterAction {
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FILTER_IGNORE,
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FILTER_PASS,
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FILTER_STOP,
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FILTER_BLEND
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};
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struct Input {
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String name;
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};
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Vector<Input> inputs;
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2018-06-25 21:40:24 +00:00
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friend class AnimationTree;
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2018-06-19 01:10:48 +00:00
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struct AnimationState {
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Ref<Animation> animation;
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2021-05-21 06:42:37 +00:00
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double time = 0.0;
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double delta = 0.0;
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2021-08-09 22:15:17 +00:00
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const Vector<real_t> *track_blends = nullptr;
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real_t blend = 0.0;
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2021-02-07 21:29:31 +00:00
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bool seeked = false;
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2022-05-04 18:53:48 +00:00
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bool seek_root = false;
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2021-10-15 13:25:00 +00:00
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int pingponged = 0;
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2018-06-19 01:10:48 +00:00
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};
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struct State {
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2021-02-07 21:29:31 +00:00
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int track_count = 0;
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2018-06-19 01:10:48 +00:00
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HashMap<NodePath, int> track_map;
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List<AnimationState> animation_states;
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2021-02-07 21:29:31 +00:00
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bool valid = false;
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AnimationPlayer *player = nullptr;
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AnimationTree *tree = nullptr;
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2018-06-19 01:10:48 +00:00
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String invalid_reasons;
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2021-02-07 21:29:31 +00:00
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uint64_t last_pass = 0;
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2018-06-19 01:10:48 +00:00
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};
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2021-08-09 22:15:17 +00:00
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Vector<real_t> blends;
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2021-02-07 21:29:31 +00:00
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State *state = nullptr;
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2018-08-23 19:44:10 +00:00
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2022-05-04 18:53:48 +00:00
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double _pre_process(const StringName &p_base_path, AnimationNode *p_parent, State *p_state, double p_time, bool p_seek, bool p_seek_root, const Vector<StringName> &p_connections);
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2018-06-19 01:10:48 +00:00
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2018-08-20 16:38:18 +00:00
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//all this is temporary
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StringName base_path;
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Vector<StringName> connections;
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2021-02-07 21:29:31 +00:00
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AnimationNode *parent = nullptr;
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2018-06-19 01:10:48 +00:00
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HashMap<NodePath, bool> filter;
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2021-02-07 21:29:31 +00:00
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bool filter_enabled = false;
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2018-06-19 01:10:48 +00:00
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Array _get_filters() const;
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void _set_filters(const Array &p_filters);
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2018-08-20 16:38:18 +00:00
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friend class AnimationNodeBlendTree;
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2022-06-29 06:35:29 +00:00
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double _blend_node(const StringName &p_subpath, const Vector<StringName> &p_connections, AnimationNode *p_new_parent, Ref<AnimationNode> p_node, double p_time, bool p_seek, bool p_seek_root, real_t p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_sync = true, real_t *r_max = nullptr);
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2018-06-19 01:10:48 +00:00
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protected:
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2022-05-04 18:53:48 +00:00
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void blend_animation(const StringName &p_animation, double p_time, double p_delta, bool p_seeked, bool p_seek_root, real_t p_blend, int p_pingponged = 0);
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2022-06-29 06:35:29 +00:00
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double blend_node(const StringName &p_sub_path, Ref<AnimationNode> p_node, double p_time, bool p_seek, bool p_seek_root, real_t p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_sync = true);
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double blend_input(int p_input, double p_time, bool p_seek, bool p_seek_root, real_t p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_sync = true);
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2021-10-15 13:25:00 +00:00
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2018-06-19 01:10:48 +00:00
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void make_invalid(const String &p_reason);
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2022-04-20 10:36:54 +00:00
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AnimationTree *get_animation_tree() const;
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2018-06-19 01:10:48 +00:00
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static void _bind_methods();
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2020-07-10 10:34:39 +00:00
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void _validate_property(PropertyInfo &property) const override;
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2018-06-19 01:10:48 +00:00
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2021-08-22 01:52:44 +00:00
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GDVIRTUAL0RC(Dictionary, _get_child_nodes)
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GDVIRTUAL0RC(Array, _get_parameter_list)
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GDVIRTUAL1RC(Ref<AnimationNode>, _get_child_by_name, StringName)
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GDVIRTUAL1RC(Variant, _get_parameter_default_value, StringName)
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2022-05-04 18:53:48 +00:00
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GDVIRTUAL3RC(double, _process, double, bool, bool)
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2021-08-22 01:52:44 +00:00
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GDVIRTUAL0RC(String, _get_caption)
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GDVIRTUAL0RC(bool, _has_filter)
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2018-06-19 01:10:48 +00:00
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public:
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2018-08-20 16:38:18 +00:00
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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void set_parameter(const StringName &p_name, const Variant &p_value);
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Variant get_parameter(const StringName &p_name) const;
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struct ChildNode {
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StringName name;
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Ref<AnimationNode> node;
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};
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virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
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2018-06-19 01:10:48 +00:00
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2022-05-04 18:53:48 +00:00
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virtual double process(double p_time, bool p_seek, bool p_seek_root);
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2018-06-21 18:45:44 +00:00
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virtual String get_caption() const;
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2018-06-19 01:10:48 +00:00
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int get_input_count() const;
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String get_input_name(int p_input);
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void add_input(const String &p_name);
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void set_input_name(int p_input, const String &p_name);
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void remove_input(int p_index);
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void set_filter_path(const NodePath &p_path, bool p_enable);
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bool is_path_filtered(const NodePath &p_path) const;
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void set_filter_enabled(bool p_enable);
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bool is_filter_enabled() const;
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virtual bool has_filter() const;
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2018-08-20 16:38:18 +00:00
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virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
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2018-06-19 01:10:48 +00:00
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AnimationNode();
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};
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VARIANT_ENUM_CAST(AnimationNode::FilterAction)
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2018-06-21 18:45:44 +00:00
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//root node does not allow inputs
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class AnimationRootNode : public AnimationNode {
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2019-03-19 18:35:57 +00:00
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GDCLASS(AnimationRootNode, AnimationNode);
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2018-06-21 18:45:44 +00:00
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public:
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AnimationRootNode() {}
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};
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2018-12-16 14:43:20 +00:00
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class AnimationNodeStartState : public AnimationRootNode {
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GDCLASS(AnimationNodeStartState, AnimationRootNode);
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};
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class AnimationNodeEndState : public AnimationRootNode {
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GDCLASS(AnimationNodeEndState, AnimationRootNode);
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};
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2018-06-25 21:40:24 +00:00
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class AnimationTree : public Node {
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2019-03-19 18:35:57 +00:00
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GDCLASS(AnimationTree, Node);
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2018-06-19 01:10:48 +00:00
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public:
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2021-02-18 18:52:29 +00:00
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enum AnimationProcessCallback {
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2018-06-19 01:10:48 +00:00
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ANIMATION_PROCESS_PHYSICS,
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ANIMATION_PROCESS_IDLE,
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2018-08-02 07:22:24 +00:00
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ANIMATION_PROCESS_MANUAL,
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2018-06-19 01:10:48 +00:00
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};
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private:
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struct TrackCache {
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2021-02-07 21:29:31 +00:00
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bool root_motion = false;
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uint64_t setup_pass = 0;
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uint64_t process_pass = 0;
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Animation::TrackType type = Animation::TrackType::TYPE_ANIMATION;
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Object *object = nullptr;
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2018-06-19 01:10:48 +00:00
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ObjectID object_id;
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TrackCache() {
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}
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virtual ~TrackCache() {}
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};
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struct TrackCacheTransform : public TrackCache {
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2021-03-17 23:35:42 +00:00
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#ifndef _3D_DISABLED
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Node3D *node_3d = nullptr;
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2021-02-07 21:29:31 +00:00
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Skeleton3D *skeleton = nullptr;
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2021-03-17 23:35:42 +00:00
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#endif // _3D_DISABLED
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2021-02-07 21:29:31 +00:00
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int bone_idx = -1;
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Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11 22:20:58 +00:00
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bool loc_used = false;
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bool rot_used = false;
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bool scale_used = false;
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2022-03-15 16:35:25 +00:00
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Vector3 init_loc = Vector3(0, 0, 0);
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2022-04-16 19:34:28 +00:00
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Quaternion init_rot = Quaternion(0, 0, 0, 1);
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2022-03-15 16:35:25 +00:00
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Vector3 init_scale = Vector3(1, 1, 1);
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2018-06-19 01:10:48 +00:00
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Vector3 loc;
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2021-01-20 07:02:02 +00:00
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Quaternion rot;
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2018-06-19 01:10:48 +00:00
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Vector3 scale;
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TrackCacheTransform() {
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Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11 22:20:58 +00:00
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type = Animation::TYPE_POSITION_3D;
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2018-06-19 01:10:48 +00:00
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}
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};
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2021-10-15 22:04:35 +00:00
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struct TrackCacheBlendShape : public TrackCache {
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MeshInstance3D *mesh_3d = nullptr;
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2022-02-05 05:16:43 +00:00
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float init_value = 0;
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2021-10-15 22:04:35 +00:00
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float value = 0;
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int shape_index = -1;
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TrackCacheBlendShape() { type = Animation::TYPE_BLEND_SHAPE; }
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};
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2018-06-19 01:10:48 +00:00
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struct TrackCacheValue : public TrackCache {
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2022-02-05 05:16:43 +00:00
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Variant init_value;
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2018-06-19 01:10:48 +00:00
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Variant value;
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Vector<StringName> subpath;
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TrackCacheValue() { type = Animation::TYPE_VALUE; }
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};
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struct TrackCacheMethod : public TrackCache {
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TrackCacheMethod() { type = Animation::TYPE_METHOD; }
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};
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struct TrackCacheBezier : public TrackCache {
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2022-02-05 05:16:43 +00:00
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real_t init_value = 0.0;
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2021-08-09 22:15:17 +00:00
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real_t value = 0.0;
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2018-06-19 01:10:48 +00:00
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Vector<StringName> subpath;
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TrackCacheBezier() {
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type = Animation::TYPE_BEZIER;
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}
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};
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struct TrackCacheAudio : public TrackCache {
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2021-02-07 21:29:31 +00:00
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bool playing = false;
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2022-01-28 20:07:30 +00:00
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double start = 0.0;
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double len = 0.0;
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2018-06-19 01:10:48 +00:00
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TrackCacheAudio() {
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type = Animation::TYPE_AUDIO;
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}
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};
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struct TrackCacheAnimation : public TrackCache {
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2021-02-07 21:29:31 +00:00
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bool playing = false;
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2018-06-19 01:10:48 +00:00
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TrackCacheAnimation() {
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type = Animation::TYPE_ANIMATION;
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}
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};
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HashMap<NodePath, TrackCache *> track_cache;
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2022-05-19 15:00:06 +00:00
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HashSet<TrackCache *> playing_caches;
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2018-06-19 01:10:48 +00:00
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Ref<AnimationNode> root;
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2022-04-20 10:36:54 +00:00
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NodePath advance_expression_base_node = NodePath(String("."));
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2018-06-19 01:10:48 +00:00
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2021-02-18 18:52:29 +00:00
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AnimationProcessCallback process_callback = ANIMATION_PROCESS_IDLE;
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2021-02-07 21:29:31 +00:00
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bool active = false;
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2018-06-19 01:10:48 +00:00
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NodePath animation_player;
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AnimationNode::State state;
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2021-02-07 21:29:31 +00:00
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bool cache_valid = false;
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2018-06-19 01:10:48 +00:00
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void _node_removed(Node *p_node);
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void _clear_caches();
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bool _update_caches(AnimationPlayer *player);
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2022-01-28 20:07:30 +00:00
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void _process_graph(double p_delta);
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2018-06-19 01:10:48 +00:00
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2021-02-07 21:29:31 +00:00
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uint64_t setup_pass = 1;
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uint64_t process_pass = 1;
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2018-06-19 01:10:48 +00:00
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2021-02-07 21:29:31 +00:00
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bool started = true;
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2018-06-19 01:10:48 +00:00
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2018-06-26 22:05:11 +00:00
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NodePath root_motion_track;
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2020-10-17 05:08:21 +00:00
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Transform3D root_motion_transform;
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2018-06-26 22:05:11 +00:00
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2018-08-20 16:38:18 +00:00
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friend class AnimationNode;
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2021-02-07 21:29:31 +00:00
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bool properties_dirty = true;
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2018-08-20 16:38:18 +00:00
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void _tree_changed();
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void _update_properties();
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List<PropertyInfo> properties;
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2020-03-17 06:33:00 +00:00
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HashMap<StringName, HashMap<StringName, StringName>> property_parent_map;
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2018-08-20 16:38:18 +00:00
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HashMap<StringName, Variant> property_map;
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2018-08-23 19:44:10 +00:00
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struct Activity {
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2021-02-07 21:29:31 +00:00
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uint64_t last_pass = 0;
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2021-08-09 22:15:17 +00:00
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real_t activity = 0.0;
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2018-08-23 19:44:10 +00:00
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};
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2020-03-17 06:33:00 +00:00
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HashMap<StringName, Vector<Activity>> input_activity_map;
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2018-08-23 19:44:10 +00:00
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HashMap<StringName, Vector<Activity> *> input_activity_map_get;
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2018-08-20 16:38:18 +00:00
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void _update_properties_for_node(const String &p_base_path, Ref<AnimationNode> node);
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2018-08-24 14:41:04 +00:00
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ObjectID last_animation_player;
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2018-06-19 01:10:48 +00:00
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protected:
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2018-08-20 16:38:18 +00:00
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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2018-06-19 01:10:48 +00:00
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void _notification(int p_what);
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static void _bind_methods();
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2022-07-26 09:48:08 +00:00
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virtual Variant _post_process_key_value(const Ref<Animation> &p_anim, int p_track, Variant p_value, const Object *p_object, int p_object_idx = -1);
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2018-06-19 01:10:48 +00:00
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public:
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2018-06-27 06:00:08 +00:00
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void set_tree_root(const Ref<AnimationNode> &p_root);
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Ref<AnimationNode> get_tree_root() const;
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2018-06-19 01:10:48 +00:00
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void set_active(bool p_active);
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bool is_active() const;
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2021-02-18 18:52:29 +00:00
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void set_process_callback(AnimationProcessCallback p_mode);
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AnimationProcessCallback get_process_callback() const;
|
2018-06-19 01:10:48 +00:00
|
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void set_animation_player(const NodePath &p_player);
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NodePath get_animation_player() const;
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2022-04-20 10:36:54 +00:00
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void set_advance_expression_base_node(const NodePath &p_advance_expression_base_node);
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NodePath get_advance_expression_base_node() const;
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|
2020-10-29 10:01:28 +00:00
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TypedArray<String> get_configuration_warnings() const override;
|
2018-06-19 01:10:48 +00:00
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bool is_state_invalid() const;
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String get_invalid_state_reason() const;
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|
2018-06-26 22:05:11 +00:00
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void set_root_motion_track(const NodePath &p_track);
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|
|
NodePath get_root_motion_track() const;
|
|
|
|
|
2020-10-17 05:08:21 +00:00
|
|
|
Transform3D get_root_motion_transform() const;
|
2018-06-26 22:05:11 +00:00
|
|
|
|
2021-08-09 22:15:17 +00:00
|
|
|
real_t get_connection_activity(const StringName &p_path, int p_connection) const;
|
|
|
|
void advance(real_t p_time);
|
2018-08-02 07:22:24 +00:00
|
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|
|
2018-08-20 16:38:18 +00:00
|
|
|
void rename_parameter(const String &p_base, const String &p_new_base);
|
|
|
|
|
2018-06-19 01:10:48 +00:00
|
|
|
uint64_t get_last_process_pass() const;
|
2018-06-25 21:40:24 +00:00
|
|
|
AnimationTree();
|
|
|
|
~AnimationTree();
|
2018-06-19 01:10:48 +00:00
|
|
|
};
|
|
|
|
|
2021-02-18 18:52:29 +00:00
|
|
|
VARIANT_ENUM_CAST(AnimationTree::AnimationProcessCallback)
|
2018-06-19 01:10:48 +00:00
|
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|
|
2022-07-23 21:41:51 +00:00
|
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|
#endif // ANIMATION_TREE_H
|