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/*************************************************************************/
/* animation_player.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
2016-01-01 13:50:53 +00:00
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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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. */
/*************************************************************************/
# include "animation_player.h"
# include "message_queue.h"
# include "scene/scene_string_names.h"
bool AnimationPlayer : : _set ( const StringName & p_name , const Variant & p_value ) {
String name = p_name ;
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if ( p_name = = SceneStringNames : : get_singleton ( ) - > playback_speed | | p_name = = SceneStringNames : : get_singleton ( ) - > speed ) { //bw compatibility
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set_speed ( p_value ) ;
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} else if ( p_name = = SceneStringNames : : get_singleton ( ) - > playback_active ) {
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set_active ( p_value ) ;
} else if ( name . begins_with ( " playback/play " ) ) {
String which = p_value ;
if ( which = = " [stop] " )
stop ( ) ;
else
play ( which ) ;
} else if ( name . begins_with ( " anims/ " ) ) {
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String which = name . get_slicec ( ' / ' , 1 ) ;
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add_animation ( which , p_value ) ;
} else if ( name . begins_with ( " next/ " ) ) {
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String which = name . get_slicec ( ' / ' , 1 ) ;
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animation_set_next ( which , p_value ) ;
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} else if ( p_name = = SceneStringNames : : get_singleton ( ) - > blend_times ) {
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Array array = p_value ;
int len = array . size ( ) ;
ERR_FAIL_COND_V ( len % 3 , false ) ;
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 ] ;
set_blend_time ( from , to , time ) ;
}
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} else if ( p_name = = SceneStringNames : : get_singleton ( ) - > autoplay ) {
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autoplay = p_value ;
} else
return false ;
return true ;
}
bool AnimationPlayer : : _get ( const StringName & p_name , Variant & r_ret ) const {
String name = p_name ;
if ( name = = " playback/speed " ) { //bw compatibility
r_ret = speed_scale ;
} else if ( name = = " playback/active " ) {
r_ret = is_active ( ) ;
} else if ( name = = " playback/play " ) {
if ( is_active ( ) & & is_playing ( ) )
r_ret = playback . assigned ;
else
r_ret = " [stop] " ;
} else if ( name . begins_with ( " anims/ " ) ) {
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String which = name . get_slicec ( ' / ' , 1 ) ;
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r_ret = get_animation ( which ) . get_ref_ptr ( ) ;
} else if ( name . begins_with ( " next/ " ) ) {
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String which = name . get_slicec ( ' / ' , 1 ) ;
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r_ret = animation_get_next ( which ) ;
} else if ( name = = " blend_times " ) {
Array array ;
array . resize ( blend_times . size ( ) * 3 ) ;
int idx = 0 ;
for ( Map < BlendKey , float > : : Element * E = blend_times . front ( ) ; E ; E = E - > next ( ) ) {
array . set ( idx * 3 + 0 , E - > key ( ) . from ) ;
array . set ( idx * 3 + 1 , E - > key ( ) . to ) ;
array . set ( idx * 3 + 2 , E - > get ( ) ) ;
idx + + ;
}
r_ret = array ;
} else if ( name = = " autoplay " ) {
r_ret = autoplay ;
} else
return false ;
return true ;
}
void AnimationPlayer : : _get_property_list ( List < PropertyInfo > * p_list ) const {
List < String > names ;
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List < PropertyInfo > anim_names ;
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for ( Map < StringName , AnimationData > : : Element * E = animation_set . front ( ) ; E ; E = E - > next ( ) ) {
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anim_names . push_back ( PropertyInfo ( Variant : : OBJECT , " anims/ " + String ( E - > key ( ) ) , PROPERTY_HINT_RESOURCE_TYPE , " Animation " , PROPERTY_USAGE_NOEDITOR ) ) ;
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if ( E - > get ( ) . next ! = StringName ( ) )
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anim_names . push_back ( PropertyInfo ( Variant : : STRING , " next/ " + String ( E - > key ( ) ) , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) ) ;
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names . push_back ( E - > key ( ) ) ;
}
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anim_names . sort ( ) ;
for ( List < PropertyInfo > : : Element * E = anim_names . front ( ) ; E ; E = E - > next ( ) ) {
p_list - > push_back ( E - > get ( ) ) ;
}
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{
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 ( ) ;
}
p_list - > push_back ( PropertyInfo ( Variant : : STRING , " playback/play " , PROPERTY_HINT_ENUM , hint , PROPERTY_USAGE_EDITOR ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : BOOL , " playback/active " , PROPERTY_HINT_NONE , " " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : REAL , " playback/speed " , PROPERTY_HINT_RANGE , " -64,64,0.01 " ) ) ;
}
p_list - > push_back ( PropertyInfo ( Variant : : ARRAY , " blend_times " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : STRING , " autoplay " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) ) ;
}
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void AnimationPlayer : : advance ( float p_time ) {
_animation_process ( p_time ) ;
}
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void AnimationPlayer : : _notification ( int p_what ) {
switch ( p_what ) {
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case NOTIFICATION_ENTER_TREE : {
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if ( ! processing ) {
//make sure that a previous process state was not saved
//only process if "processing" is set
set_fixed_process ( false ) ;
set_process ( false ) ;
}
//_set_process(false);
clear_caches ( ) ;
} break ;
case NOTIFICATION_READY : {
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if ( ! get_tree ( ) - > is_editor_hint ( ) & & animation_set . has ( autoplay ) ) {
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play ( autoplay ) ;
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set_autoplay ( " " ) ; //this line is the fix for autoplay issues with animatio
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}
} break ;
case NOTIFICATION_PROCESS : {
if ( animation_process_mode = = ANIMATION_PROCESS_FIXED )
break ;
if ( processing )
_animation_process ( get_process_delta_time ( ) ) ;
} break ;
case NOTIFICATION_FIXED_PROCESS : {
if ( animation_process_mode = = ANIMATION_PROCESS_IDLE )
break ;
if ( processing )
_animation_process ( get_fixed_process_delta_time ( ) ) ;
} break ;
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case NOTIFICATION_EXIT_TREE : {
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//stop_all();
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clear_caches ( ) ;
} break ;
}
}
void AnimationPlayer : : _generate_node_caches ( AnimationData * p_anim ) {
Node * parent = get_node ( root ) ;
ERR_FAIL_COND ( ! parent ) ;
Animation * a = p_anim - > animation . operator - > ( ) ;
p_anim - > node_cache . resize ( a - > get_track_count ( ) ) ;
for ( int i = 0 ; i < a - > get_track_count ( ) ; i + + ) {
p_anim - > node_cache [ i ] = NULL ;
RES resource ;
Node * child = parent - > get_node_and_resource ( a - > track_get_path ( i ) , resource ) ;
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if ( ! child ) {
ERR_EXPLAIN ( " On Animation: ' " + p_anim - > name + " ', couldn't resolve track: ' " + String ( a - > track_get_path ( i ) ) + " ' " ) ;
}
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ERR_CONTINUE ( ! child ) ; // couldn't find the child node
uint32_t id = resource . is_valid ( ) ? resource - > get_instance_ID ( ) : child - > get_instance_ID ( ) ;
int bone_idx = - 1 ;
if ( a - > track_get_path ( i ) . get_property ( ) & & child - > cast_to < Skeleton > ( ) ) {
bone_idx = child - > cast_to < Skeleton > ( ) - > find_bone ( a - > track_get_path ( i ) . get_property ( ) ) ;
if ( bone_idx = = - 1 ) {
continue ;
}
}
{
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if ( ! child - > is_connected ( " exit_tree " , this , " _node_removed " ) )
child - > connect ( " exit_tree " , this , " _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 ) ) {
p_anim - > node_cache [ i ] = & node_cache_map [ key ] ;
} else {
node_cache_map [ key ] = TrackNodeCache ( ) ;
p_anim - > node_cache [ i ] = & node_cache_map [ key ] ;
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p_anim - > node_cache [ i ] - > path = a - > track_get_path ( i ) ;
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p_anim - > node_cache [ i ] - > node = child ;
p_anim - > node_cache [ i ] - > resource = resource ;
p_anim - > node_cache [ i ] - > node_2d = child - > cast_to < Node2D > ( ) ;
if ( a - > track_get_type ( i ) = = Animation : : TYPE_TRANSFORM ) {
// special cases and caches for transform tracks
// cache spatial
p_anim - > node_cache [ i ] - > spatial = child - > cast_to < Spatial > ( ) ;
// cache skeleton
p_anim - > node_cache [ i ] - > skeleton = child - > cast_to < Skeleton > ( ) ;
if ( p_anim - > node_cache [ i ] - > skeleton ) {
StringName bone_name = a - > track_get_path ( i ) . get_property ( ) ;
if ( bone_name . operator String ( ) ! = " " ) {
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 ) {
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// broken track (nonexistent bone)
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p_anim - > node_cache [ i ] - > skeleton = NULL ;
p_anim - > node_cache [ i ] - > spatial = NULL ;
printf ( " bone is %ls \n " , String ( bone_name ) . c_str ( ) ) ;
ERR_CONTINUE ( p_anim - > node_cache [ i ] - > bone_idx < 0 ) ;
} else {
}
} else {
// no property, just use spatialnode
p_anim - > node_cache [ i ] - > skeleton = NULL ;
}
}
}
}
if ( a - > track_get_type ( i ) = = Animation : : TYPE_VALUE ) {
StringName property = a - > track_get_path ( i ) . get_property ( ) ;
if ( ! p_anim - > node_cache [ i ] - > property_anim . has ( property ) ) {
TrackNodeCache : : PropertyAnim pa ;
pa . prop = property ;
pa . object = resource . is_valid ( ) ? ( Object * ) resource . ptr ( ) : ( Object * ) child ;
pa . special = SP_NONE ;
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pa . owner = p_anim - > node_cache [ i ] ;
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if ( false & & p_anim - > node_cache [ i ] - > node_2d ) {
if ( pa . prop = = SceneStringNames : : get_singleton ( ) - > transform_pos )
pa . special = SP_NODE2D_POS ;
else if ( pa . prop = = SceneStringNames : : get_singleton ( ) - > transform_rot )
pa . special = SP_NODE2D_ROT ;
else if ( pa . prop = = SceneStringNames : : get_singleton ( ) - > transform_scale )
pa . special = SP_NODE2D_SCALE ;
}
p_anim - > node_cache [ i ] - > property_anim [ property ] = pa ;
}
}
}
}
void AnimationPlayer : : _animation_process_animation ( AnimationData * p_anim , float p_time , float p_delta , float p_interp , bool p_allow_discrete ) {
if ( p_anim - > node_cache . size ( ) ! = p_anim - > animation - > get_track_count ( ) ) {
// animation hasn't been "node-cached"
_generate_node_caches ( p_anim ) ;
}
ERR_FAIL_COND ( p_anim - > node_cache . size ( ) ! = p_anim - > animation - > get_track_count ( ) ) ;
Animation * a = p_anim - > animation . operator - > ( ) ;
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bool can_call = is_inside_tree ( ) & & ! get_tree ( ) - > is_editor_hint ( ) ;
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for ( int i = 0 ; i < a - > get_track_count ( ) ; i + + ) {
TrackNodeCache * nc = p_anim - > node_cache [ i ] ;
if ( ! nc ) // no node cache for this track, skip it
continue ;
if ( a - > track_get_key_count ( i ) = = 0 )
continue ; // do nothing if track is empty
switch ( a - > track_get_type ( i ) ) {
case Animation : : TYPE_TRANSFORM : {
if ( ! nc - > spatial )
continue ;
Vector3 loc ;
Quat rot ;
Vector3 scale ;
Error err = a - > transform_track_interpolate ( i , p_time , & loc , & rot , & scale ) ;
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//ERR_CONTINUE(err!=OK); //used for testing, should be removed
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if ( err ! = OK )
continue ;
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 ;
} else {
nc - > loc_accum = nc - > loc_accum . linear_interpolate ( loc , p_interp ) ;
nc - > rot_accum = nc - > rot_accum . slerp ( rot , p_interp ) ;
nc - > scale_accum = nc - > scale_accum . linear_interpolate ( scale , p_interp ) ;
}
} break ;
case Animation : : TYPE_VALUE : {
if ( ! nc - > node )
continue ;
//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_property ( ) ) ;
ERR_CONTINUE ( ! E ) ; //should it continue, or create a new one?
TrackNodeCache : : PropertyAnim * pa = & E - > get ( ) ;
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if ( a - > value_track_is_continuous ( i ) | | p_delta = = 0 ) { //delta == 0 means seek
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Variant value = a - > value_track_interpolate ( i , p_time ) ;
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 ;
} else {
Variant : : interpolate ( pa - > value_accum , value , p_interp , pa - > value_accum ) ;
}
} else if ( p_allow_discrete ) {
List < int > indices ;
a - > value_track_get_key_indices ( i , p_time , p_delta , & indices ) ;
for ( List < int > : : Element * F = indices . front ( ) ; F ; F = F - > next ( ) ) {
Variant value = a - > track_get_key_value ( i , F - > get ( ) ) ;
switch ( pa - > special ) {
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case SP_NONE : {
bool valid ;
pa - > object - > set ( pa - > prop , value , & valid ) ; //you are not speshul
# ifdef DEBUG_ENABLED
if ( ! valid ) {
ERR_PRINTS ( " Failed setting track value ' " + String ( pa - > owner - > path ) + " '. Check if property exists or the type of key is valid " ) ;
}
# endif
} break ;
case SP_NODE2D_POS : {
# ifdef DEBUG_ENABLED
if ( value . get_type ( ) ! = Variant : : VECTOR2 ) {
ERR_PRINTS ( " Position key at time " + rtos ( p_time ) + " in Animation Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2() " ) ;
}
# endif
static_cast < Node2D * > ( pa - > object ) - > set_pos ( value ) ;
} break ;
case SP_NODE2D_ROT : {
# ifdef DEBUG_ENABLED
if ( value . is_num ( ) ) {
ERR_PRINTS ( " Rotation key at time " + rtos ( p_time ) + " in Animation Track ' " + String ( pa - > owner - > path ) + " ' not numerical " ) ;
}
# endif
static_cast < Node2D * > ( pa - > object ) - > set_rot ( Math : : deg2rad ( value ) ) ;
} break ;
case SP_NODE2D_SCALE : {
# ifdef DEBUG_ENABLED
if ( value . get_type ( ) ! = Variant : : VECTOR2 ) {
ERR_PRINTS ( " Scale key at time " + rtos ( p_time ) + " in Animation Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2() " ) ;
}
# endif
static_cast < Node2D * > ( pa - > object ) - > set_scale ( value ) ;
} break ;
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}
}
}
} break ;
case Animation : : TYPE_METHOD : {
if ( ! nc - > node )
continue ;
if ( p_delta = = 0 )
continue ;
if ( ! p_allow_discrete )
break ;
List < int > indices ;
a - > method_track_get_key_indices ( i , p_time , p_delta , & indices ) ;
for ( List < int > : : Element * E = indices . front ( ) ; E ; E = E - > next ( ) ) {
StringName method = a - > method_track_get_name ( i , E - > get ( ) ) ;
Vector < Variant > params = a - > method_track_get_params ( i , E - > get ( ) ) ;
int s = params . size ( ) ;
ERR_CONTINUE ( s > VARIANT_ARG_MAX ) ;
if ( can_call ) {
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 ( )
) ;
}
}
} break ;
}
}
}
void AnimationPlayer : : _animation_process_data ( PlaybackData & cd , float p_delta , float p_blend ) {
float delta = p_delta * speed_scale * cd . speed_scale ;
bool backwards = delta < 0 ;
float next_pos = cd . pos + delta ;
float len = cd . from - > animation - > get_length ( ) ;
bool loop = cd . from - > animation - > has_loop ( ) ;
if ( ! loop ) {
if ( next_pos < 0 )
next_pos = 0 ;
else if ( next_pos > len )
next_pos = len ;
// fix delta
delta = next_pos - cd . pos ;
if ( & cd = = & playback . current ) {
if ( ! backwards & & cd . pos < len & & next_pos = = len /*&& playback.blend.empty()*/ ) {
//playback finished
end_notify = true ;
}
if ( backwards & & cd . pos > 0 & & next_pos = = 0 /*&& playback.blend.empty()*/ ) {
//playback finished
end_notify = true ;
}
}
} else {
next_pos = Math : : fposmod ( next_pos , len ) ;
}
cd . pos = next_pos ;
_animation_process_animation ( cd . from , cd . pos , delta , p_blend , & cd = = & playback . current ) ;
}
void AnimationPlayer : : _animation_process2 ( float p_delta ) {
Playback & c = playback ;
float prev_blend = 1.0 ;
accum_pass + + ;
int pop_count = 1 ;
int pop = 0 ; // if >0, then amount of elements to pop from the back
for ( List < Blend > : : Element * E = c . blend . back ( ) ; E ; E = E - > prev ( ) , pop_count + + ) {
Blend & b = E - > get ( ) ;
_animation_process_data ( b . data , p_delta , prev_blend ) ;
prev_blend = 1.0 - b . blend_left / b . blend_time ;
b . blend_left - = Math : : absf ( speed_scale * p_delta ) ;
if ( b . blend_left < 0 ) {
pop = pop_count ;
}
}
while ( pop - - ) {
c . blend . pop_back ( ) ;
}
_animation_process_data ( c . current , p_delta , prev_blend ) ;
}
void AnimationPlayer : : _animation_update_transforms ( ) {
for ( int i = 0 ; i < cache_update_size ; i + + ) {
TrackNodeCache * nc = cache_update [ i ] ;
ERR_CONTINUE ( nc - > accum_pass ! = accum_pass ) ;
if ( nc - > spatial ) {
Transform t ;
t . origin = nc - > loc_accum ;
t . basis = nc - > rot_accum ;
t . basis . scale ( nc - > scale_accum ) ;
if ( nc - > skeleton & & nc - > bone_idx > = 0 ) {
nc - > skeleton - > set_bone_pose ( nc - > bone_idx , t ) ;
} else if ( nc - > spatial ) {
nc - > spatial - > set_transform ( t ) ;
}
}
}
cache_update_size = 0 ;
for ( int i = 0 ; i < cache_update_prop_size ; i + + ) {
TrackNodeCache : : PropertyAnim * pa = cache_update_prop [ i ] ;
ERR_CONTINUE ( pa - > accum_pass ! = accum_pass ) ;
# if 1
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/* switch(pa->special) {
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case SP_NONE : pa - > object - > set ( pa - > prop , pa - > value_accum ) ; break ; //you are not speshul
case SP_NODE2D_POS : static_cast < Node2D * > ( pa - > object ) - > set_pos ( pa - > value_accum ) ; break ;
case SP_NODE2D_ROT : static_cast < Node2D * > ( pa - > object ) - > set_rot ( Math : : deg2rad ( pa - > value_accum ) ) ; break ;
case SP_NODE2D_SCALE : static_cast < Node2D * > ( pa - > object ) - > set_scale ( pa - > value_accum ) ; break ;
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} */
switch ( pa - > special ) {
case SP_NONE : {
bool valid ;
pa - > object - > set ( pa - > prop , pa - > value_accum , & valid ) ; //you are not speshul
# ifdef DEBUG_ENABLED
if ( ! valid ) {
ERR_PRINTS ( " Failed setting key at time " + rtos ( playback . current . pos ) + " in Animation ' " + get_current_animation ( ) + " ', 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 ) {
ERR_PRINTS ( " Position key at time " + rtos ( playback . current . pos ) + " in Animation ' " + get_current_animation ( ) + " ', Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2() " ) ;
}
# endif
static_cast < Node2D * > ( pa - > object ) - > set_pos ( pa - > value_accum ) ;
} break ;
case SP_NODE2D_ROT : {
# ifdef DEBUG_ENABLED
if ( pa - > value_accum . is_num ( ) ) {
ERR_PRINTS ( " Rotation key at time " + rtos ( playback . current . pos ) + " in Animation ' " + get_current_animation ( ) + " ', Track ' " + String ( pa - > owner - > path ) + " ' not numerical " ) ;
}
# endif
static_cast < Node2D * > ( pa - > object ) - > set_rot ( Math : : deg2rad ( pa - > value_accum ) ) ;
} break ;
case SP_NODE2D_SCALE : {
# ifdef DEBUG_ENABLED
if ( pa - > value_accum . get_type ( ) ! = Variant : : VECTOR2 ) {
ERR_PRINTS ( " Scale key at time " + rtos ( playback . current . pos ) + " in Animation ' " + get_current_animation ( ) + " ', 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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}
# else
pa - > object - > set ( pa - > prop , pa - > value_accum ) ;
# endif
}
cache_update_prop_size = 0 ;
}
void AnimationPlayer : : _animation_process ( float p_delta ) {
// bool any_active=false;
if ( playback . current . from ) {
end_notify = false ;
_animation_process2 ( p_delta ) ;
_animation_update_transforms ( ) ;
if ( end_notify ) {
if ( queued . size ( ) ) {
String old = playback . assigned ;
play ( queued . front ( ) - > get ( ) ) ;
String new_name = playback . assigned ;
queued . pop_front ( ) ;
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end_notify = false ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > animation_changed , old , new_name ) ;
} else {
//stop();
playing = false ;
_set_process ( false ) ;
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end_notify = false ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > finished ) ;
}
}
} else {
_set_process ( false ) ;
}
}
Error AnimationPlayer : : add_animation ( const StringName & p_name , const Ref < Animation > & p_animation ) {
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# ifdef DEBUG_ENABLED
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ERR_EXPLAIN ( " Invalid animation name: " + String ( p_name ) ) ;
ERR_FAIL_COND_V ( String ( p_name ) . find ( " / " ) ! = - 1 | | String ( p_name ) . find ( " : " ) ! = - 1 | | String ( p_name ) . find ( " , " ) ! = - 1 | | String ( p_name ) . find ( " [ " ) ! = - 1 , ERR_INVALID_PARAMETER ) ;
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# endif
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ERR_FAIL_COND_V ( p_animation . is_null ( ) , ERR_INVALID_PARAMETER ) ;
//print_line("Add anim: "+String(p_name)+" name: "+p_animation->get_name());
if ( animation_set . has ( p_name ) ) {
_unref_anim ( animation_set [ p_name ] . animation ) ;
animation_set [ p_name ] . animation = p_animation ;
clear_caches ( ) ;
} else {
AnimationData ad ;
ad . animation = p_animation ;
ad . name = p_name ;
animation_set [ p_name ] = ad ;
}
_ref_anim ( p_animation ) ;
_change_notify ( ) ;
return OK ;
}
void AnimationPlayer : : remove_animation ( const StringName & p_name ) {
ERR_FAIL_COND ( ! animation_set . has ( p_name ) ) ;
stop_all ( ) ;
_unref_anim ( animation_set [ p_name ] . animation ) ;
animation_set . erase ( p_name ) ;
clear_caches ( ) ;
_change_notify ( ) ;
}
void AnimationPlayer : : _ref_anim ( const Ref < Animation > & p_anim ) {
if ( used_anims . has ( p_anim ) )
used_anims [ p_anim ] + + ;
else {
used_anims [ p_anim ] = 1 ;
Ref < Animation > ( p_anim ) - > connect ( " changed " , this , " _animation_changed " ) ;
}
}
void AnimationPlayer : : _unref_anim ( const Ref < Animation > & p_anim ) {
ERR_FAIL_COND ( ! used_anims . has ( p_anim ) ) ;
int & n = used_anims [ p_anim ] ;
n - - ;
if ( n = = 0 ) {
Ref < Animation > ( p_anim ) - > disconnect ( " changed " , this , " _animation_changed " ) ;
used_anims . erase ( p_anim ) ;
}
}
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 ) ) ;
//print_line("Rename anim: "+String(p_name)+" name: "+String(p_new_name));
stop_all ( ) ;
AnimationData ad = animation_set [ p_name ] ;
ad . name = p_new_name ;
animation_set . erase ( p_name ) ;
animation_set [ p_new_name ] = ad ;
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 ;
}
if ( bk . to = = p_name ) {
new_bk . to = p_new_name ;
erase = true ;
}
if ( erase ) {
to_erase . push_back ( bk ) ;
to_insert [ new_bk ] = E - > get ( ) ;
}
}
while ( to_erase . size ( ) ) {
blend_times . erase ( to_erase . front ( ) - > get ( ) ) ;
to_erase . pop_front ( ) ; ;
}
while ( to_insert . size ( ) ) {
blend_times [ to_insert . front ( ) - > key ( ) ] = to_insert . front ( ) - > get ( ) ;
to_insert . erase ( to_insert . front ( ) ) ;
}
if ( autoplay = = p_name )
autoplay = p_new_name ;
clear_caches ( ) ;
_change_notify ( ) ;
}
bool AnimationPlayer : : has_animation ( const StringName & p_name ) const {
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 > ( ) ) ;
const AnimationData & data = animation_set [ p_name ] ;
return data . animation ;
}
void AnimationPlayer : : get_animation_list ( List < StringName > * p_animations ) const {
List < String > anims ;
for ( Map < StringName , AnimationData > : : Element * E = animation_set . front ( ) ; E ; E = E - > next ( ) ) {
anims . push_back ( E - > key ( ) ) ;
}
anims . sort ( ) ;
for ( List < String > : : Element * E = anims . front ( ) ; E ; E = E - > next ( ) ) {
p_animations - > push_back ( E - > get ( ) ) ;
}
}
void AnimationPlayer : : set_blend_time ( const StringName & p_animation1 , const StringName & p_animation2 , float p_time ) {
ERR_FAIL_COND ( p_time < 0 ) ;
BlendKey bk ;
bk . from = p_animation1 ;
bk . to = p_animation2 ;
if ( p_time = = 0 )
blend_times . erase ( bk ) ;
else
blend_times [ bk ] = p_time ;
}
float AnimationPlayer : : get_blend_time ( const StringName & p_animation1 , const StringName & p_animation2 ) const {
BlendKey bk ;
bk . from = p_animation1 ;
bk . to = p_animation2 ;
if ( blend_times . has ( bk ) )
return blend_times [ bk ] ;
else
return 0 ;
}
void AnimationPlayer : : queue ( const StringName & p_name ) {
if ( ! is_playing ( ) )
play ( p_name ) ;
else
queued . push_back ( p_name ) ;
}
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 ) ;
}
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void AnimationPlayer : : play ( const StringName & p_name , float p_custom_blend , float p_custom_scale , bool p_from_end ) {
//printf("animation is %ls\n", String(p_name).c_str());
//ERR_FAIL_COND(!is_inside_scene());
StringName name = p_name ;
if ( String ( name ) = = " " )
name = playback . assigned ;
if ( ! animation_set . has ( name ) ) {
ERR_EXPLAIN ( " Animation not found: " + name ) ;
ERR_FAIL ( ) ;
}
Playback & c = playback ;
if ( c . current . from ) {
float blend_time = 0 ;
// find if it can blend
BlendKey bk ;
bk . from = c . current . from - > name ;
bk . to = name ;
if ( p_custom_blend > = 0 ) {
blend_time = p_custom_blend ;
} else if ( blend_times . has ( bk ) ) {
blend_time = blend_times [ bk ] ;
} else {
bk . from = " * " ;
if ( blend_times . has ( bk ) ) {
blend_time = blend_times [ bk ] ;
} else {
bk . from = c . current . from - > name ;
bk . to = " * " ;
if ( blend_times . has ( bk ) ) {
blend_time = blend_times [ bk ] ;
}
}
}
if ( p_custom_blend < 0 & & blend_time = = 0 & & default_blend_time )
blend_time = default_blend_time ;
if ( blend_time > 0 ) {
Blend b ;
b . data = c . current ;
b . blend_time = b . blend_left = blend_time ;
c . blend . push_back ( b ) ;
}
}
c . current . from = & animation_set [ name ] ;
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c . current . pos = p_from_end ? c . current . from - > animation - > get_length ( ) : 0 ;
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c . current . speed_scale = p_custom_scale ;
c . assigned = p_name ;
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if ( ! end_notify )
queued . clear ( ) ;
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_set_process ( true ) ; // always process when starting an animation
playing = true ;
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if ( is_inside_tree ( ) & & get_tree ( ) - > is_editor_hint ( ) )
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return ; // no next in this case
StringName next = animation_get_next ( p_name ) ;
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if ( next ! = StringName ( ) & & animation_set . has ( next ) ) {
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queue ( next ) ;
}
}
bool AnimationPlayer : : is_playing ( ) const {
return playing ;
/*
if ( playback . current . from = = NULL )
return false ;
float len = playback . current . from - > animation - > get_length ( ) ;
float pos = playback . current . pos ;
bool loop = playback . current . from - > animation - > has_loop ( ) ;
if ( ! loop & & pos > = len ) {
return false ;
} ;
return true ;
*/
}
void AnimationPlayer : : set_current_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_current_animation ( ) const {
return ( playback . assigned ) ;
}
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void AnimationPlayer : : stop ( bool p_reset ) {
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Playback & c = playback ;
c . blend . clear ( ) ;
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if ( p_reset ) {
c . current . from = NULL ;
}
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_set_process ( false ) ;
queued . clear ( ) ;
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playing = false ;
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}
void AnimationPlayer : : stop_all ( ) {
stop ( ) ;
_set_process ( false ) ; // always process when starting an animation
}
void AnimationPlayer : : set_speed ( float p_speed ) {
speed_scale = p_speed ;
}
float AnimationPlayer : : get_speed ( ) const {
return speed_scale ;
}
void AnimationPlayer : : seek ( float p_time , bool p_update ) {
if ( ! playback . current . from ) {
if ( playback . assigned )
set_current_animation ( playback . assigned ) ;
ERR_FAIL_COND ( ! playback . current . from ) ;
}
playback . current . pos = p_time ;
if ( p_update ) {
_animation_process ( 0 ) ;
}
}
void AnimationPlayer : : seek_delta ( float p_time , float p_delta ) {
if ( ! playback . current . from ) {
if ( playback . assigned )
set_current_animation ( playback . assigned ) ;
ERR_FAIL_COND ( ! playback . current . from ) ;
}
playback . current . pos = p_time - p_delta ;
if ( speed_scale ! = 0.0 )
p_delta / = speed_scale ;
_animation_process ( p_delta ) ;
//playback.current.pos=p_time;
}
bool AnimationPlayer : : is_valid ( ) const {
return ( playback . current . from ) ;
}
float AnimationPlayer : : get_current_animation_pos ( ) const {
ERR_FAIL_COND_V ( ! playback . current . from , 0 ) ;
return playback . current . pos ;
}
float AnimationPlayer : : get_current_animation_length ( ) const {
ERR_FAIL_COND_V ( ! playback . current . from , 0 ) ;
return playback . current . from - > animation - > get_length ( ) ;
}
void AnimationPlayer : : _animation_changed ( ) {
clear_caches ( ) ;
}
void AnimationPlayer : : _node_removed ( Node * p_node ) {
clear_caches ( ) ; // nodes contained here ar being removed, clear the caches
}
void AnimationPlayer : : clear_caches ( ) {
node_cache_map . clear ( ) ;
for ( Map < StringName , AnimationData > : : Element * E = animation_set . front ( ) ; E ; E = E - > next ( ) ) {
E - > get ( ) . node_cache . clear ( ) ;
}
cache_update_size = 0 ;
cache_update_prop_size = 0 ;
}
void AnimationPlayer : : set_active ( bool p_active ) {
if ( active = = p_active )
return ;
active = p_active ;
_set_process ( processing , true ) ;
}
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 )
return E - > key ( ) ;
}
return " " ;
}
void AnimationPlayer : : set_autoplay ( const String & p_name ) {
autoplay = p_name ;
}
String AnimationPlayer : : get_autoplay ( ) const {
return autoplay ;
}
void AnimationPlayer : : set_animation_process_mode ( AnimationProcessMode p_mode ) {
if ( animation_process_mode = = p_mode )
return ;
bool pr = processing ;
if ( pr )
_set_process ( false ) ;
animation_process_mode = p_mode ;
if ( pr )
_set_process ( true ) ;
}
AnimationPlayer : : AnimationProcessMode AnimationPlayer : : get_animation_process_mode ( ) const {
return animation_process_mode ;
}
void AnimationPlayer : : _set_process ( bool p_process , bool p_force ) {
if ( processing = = p_process & & ! p_force )
return ;
switch ( animation_process_mode ) {
case ANIMATION_PROCESS_FIXED : set_fixed_process ( p_process & & active ) ; break ;
case ANIMATION_PROCESS_IDLE : set_process ( p_process & & active ) ; break ;
}
processing = p_process ;
}
void AnimationPlayer : : animation_set_next ( const StringName & p_animation , const StringName & p_next ) {
ERR_FAIL_COND ( ! animation_set . has ( p_animation ) ) ;
animation_set [ p_animation ] . next = p_next ;
}
StringName AnimationPlayer : : animation_get_next ( const StringName & p_animation ) const {
if ( ! animation_set . has ( p_animation ) )
return StringName ( ) ;
return animation_set [ p_animation ] . next ;
}
void AnimationPlayer : : set_default_blend_time ( float p_default ) {
default_blend_time = p_default ;
}
float AnimationPlayer : : get_default_blend_time ( ) const {
return default_blend_time ;
}
void AnimationPlayer : : set_root ( const NodePath & p_root ) {
root = p_root ;
clear_caches ( ) ;
}
NodePath AnimationPlayer : : get_root ( ) const {
return root ;
}
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void AnimationPlayer : : get_argument_options ( const StringName & p_function , int p_idx , List < String > * r_options ) const {
String pf = p_function ;
if ( p_function = = " play " | | p_function = = " remove_animation " | | p_function = = " has_animation " | | p_function = = " queue " ) {
List < StringName > al ;
get_animation_list ( & al ) ;
for ( List < StringName > : : Element * E = al . front ( ) ; E ; E = E - > next ( ) ) {
r_options - > push_back ( " \" " + String ( E - > get ( ) ) + " \" " ) ;
}
}
Node : : get_argument_options ( p_function , p_idx , r_options ) ;
}
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void AnimationPlayer : : _bind_methods ( ) {
ObjectTypeDB : : bind_method ( _MD ( " _node_removed " ) , & AnimationPlayer : : _node_removed ) ;
ObjectTypeDB : : bind_method ( _MD ( " _animation_changed " ) , & AnimationPlayer : : _animation_changed ) ;
ObjectTypeDB : : bind_method ( _MD ( " add_animation " , " name " , " animation:Animation " ) , & AnimationPlayer : : add_animation ) ;
ObjectTypeDB : : bind_method ( _MD ( " remove_animation " , " name " ) , & AnimationPlayer : : remove_animation ) ;
ObjectTypeDB : : bind_method ( _MD ( " rename_animation " , " name " , " newname " ) , & AnimationPlayer : : rename_animation ) ;
ObjectTypeDB : : bind_method ( _MD ( " has_animation " , " name " ) , & AnimationPlayer : : has_animation ) ;
ObjectTypeDB : : bind_method ( _MD ( " get_animation:Animation " , " name " ) , & AnimationPlayer : : get_animation ) ;
ObjectTypeDB : : bind_method ( _MD ( " get_animation_list " ) , & AnimationPlayer : : _get_animation_list ) ;
ObjectTypeDB : : bind_method ( _MD ( " set_blend_time " , " anim_from " , " anim_to " , " sec " ) , & AnimationPlayer : : set_blend_time ) ;
ObjectTypeDB : : bind_method ( _MD ( " get_blend_time " , " anim_from " , " anim_to " ) , & AnimationPlayer : : get_blend_time ) ;
ObjectTypeDB : : bind_method ( _MD ( " set_default_blend_time " , " sec " ) , & AnimationPlayer : : set_default_blend_time ) ;
ObjectTypeDB : : bind_method ( _MD ( " get_default_blend_time " ) , & AnimationPlayer : : get_default_blend_time ) ;
ObjectTypeDB : : bind_method ( _MD ( " play " , " name " , " custom_blend " , " custom_speed " , " from_end " ) , & AnimationPlayer : : play , DEFVAL ( " " ) , DEFVAL ( - 1 ) , DEFVAL ( 1.0 ) , DEFVAL ( false ) ) ;
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ObjectTypeDB : : bind_method ( _MD ( " play_backwards " , " name " , " custom_blend " ) , & AnimationPlayer : : play_backwards , DEFVAL ( " " ) , DEFVAL ( - 1 ) ) ;
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ObjectTypeDB : : bind_method ( _MD ( " stop " , " reset " ) , & AnimationPlayer : : stop , DEFVAL ( true ) ) ;
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ObjectTypeDB : : bind_method ( _MD ( " stop_all " ) , & AnimationPlayer : : stop_all ) ;
ObjectTypeDB : : bind_method ( _MD ( " is_playing " ) , & AnimationPlayer : : is_playing ) ;
ObjectTypeDB : : bind_method ( _MD ( " set_current_animation " , " anim " ) , & AnimationPlayer : : set_current_animation ) ;
ObjectTypeDB : : bind_method ( _MD ( " get_current_animation " ) , & AnimationPlayer : : get_current_animation ) ;
ObjectTypeDB : : bind_method ( _MD ( " queue " , " name " ) , & AnimationPlayer : : queue ) ;
ObjectTypeDB : : bind_method ( _MD ( " clear_queue " ) , & AnimationPlayer : : clear_queue ) ;
ObjectTypeDB : : bind_method ( _MD ( " set_active " , " active " ) , & AnimationPlayer : : set_active ) ;
ObjectTypeDB : : bind_method ( _MD ( " is_active " ) , & AnimationPlayer : : is_active ) ;
ObjectTypeDB : : bind_method ( _MD ( " set_speed " , " speed " ) , & AnimationPlayer : : set_speed ) ;
ObjectTypeDB : : bind_method ( _MD ( " get_speed " ) , & AnimationPlayer : : get_speed ) ;
ObjectTypeDB : : bind_method ( _MD ( " set_autoplay " , " name " ) , & AnimationPlayer : : set_autoplay ) ;
ObjectTypeDB : : bind_method ( _MD ( " get_autoplay " ) , & AnimationPlayer : : get_autoplay ) ;
ObjectTypeDB : : bind_method ( _MD ( " set_root " , " path " ) , & AnimationPlayer : : set_root ) ;
ObjectTypeDB : : bind_method ( _MD ( " get_root " ) , & AnimationPlayer : : get_root ) ;
ObjectTypeDB : : bind_method ( _MD ( " seek " , " pos_sec " , " update " ) , & AnimationPlayer : : seek , DEFVAL ( false ) ) ;
ObjectTypeDB : : bind_method ( _MD ( " get_pos " ) , & AnimationPlayer : : get_current_animation_pos ) ;
ObjectTypeDB : : bind_method ( _MD ( " find_animation " , " animation:Animation " ) , & AnimationPlayer : : find_animation ) ;
ObjectTypeDB : : bind_method ( _MD ( " clear_caches " ) , & AnimationPlayer : : clear_caches ) ;
ObjectTypeDB : : bind_method ( _MD ( " set_animation_process_mode " , " mode " ) , & AnimationPlayer : : set_animation_process_mode ) ;
ObjectTypeDB : : bind_method ( _MD ( " get_animation_process_mode " ) , & AnimationPlayer : : get_animation_process_mode ) ;
ObjectTypeDB : : bind_method ( _MD ( " get_current_animation_pos " ) , & AnimationPlayer : : get_current_animation_pos ) ;
ObjectTypeDB : : bind_method ( _MD ( " get_current_animation_length " ) , & AnimationPlayer : : get_current_animation_length ) ;
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ObjectTypeDB : : bind_method ( _MD ( " advance " , " delta " ) , & AnimationPlayer : : advance ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " playback/process_mode " , PROPERTY_HINT_ENUM , " Fixed,Idle " ) , _SCS ( " set_animation_process_mode " ) , _SCS ( " get_animation_process_mode " ) ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " playback/default_blend_time " , PROPERTY_HINT_RANGE , " 0,4096,0.01 " ) , _SCS ( " set_default_blend_time " ) , _SCS ( " get_default_blend_time " ) ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : NODE_PATH , " root/root " ) , _SCS ( " set_root " ) , _SCS ( " get_root " ) ) ;
ADD_SIGNAL ( MethodInfo ( " finished " ) ) ;
ADD_SIGNAL ( MethodInfo ( " animation_changed " , PropertyInfo ( Variant : : STRING , " old_name " ) , PropertyInfo ( Variant : : STRING , " new_name " ) ) ) ;
BIND_CONSTANT ( ANIMATION_PROCESS_FIXED ) ;
BIND_CONSTANT ( ANIMATION_PROCESS_IDLE ) ;
}
AnimationPlayer : : AnimationPlayer ( ) {
accum_pass = 1 ;
cache_update_size = 0 ;
cache_update_prop_size = 0 ;
speed_scale = 1 ;
end_notify = false ;
animation_process_mode = ANIMATION_PROCESS_IDLE ;
processing = false ;
default_blend_time = 0 ;
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root = SceneStringNames : : get_singleton ( ) - > path_pp ;
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playing = false ;
active = true ;
}
AnimationPlayer : : ~ AnimationPlayer ( )
{
}