2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* animation.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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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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2014-02-10 01:10:30 +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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2018-01-04 23:50:27 +00:00
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2014-02-10 01:10:30 +00:00
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#ifndef ANIMATION_H
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#define ANIMATION_H
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2020-11-07 22:33:38 +00:00
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#include "core/io/resource.h"
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2021-10-20 23:42:22 +00:00
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#include "core/templates/local_vector.h"
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2019-08-10 12:28:17 +00:00
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2020-12-20 10:46:44 +00:00
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#define ANIM_MIN_LENGTH 0.001
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2014-02-10 01:10:30 +00:00
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class Animation : public Resource {
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2017-03-05 15:44:50 +00:00
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GDCLASS(Animation, Resource);
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2017-06-15 22:44:11 +00:00
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RES_BASE_EXTENSION("anim");
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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public:
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2014-02-10 01:10:30 +00:00
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enum TrackType {
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TYPE_VALUE, ///< Set a value in a property, can be interpolated.
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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_POSITION_3D, ///< Position 3D track
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TYPE_ROTATION_3D, ///< Rotation 3D track
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TYPE_SCALE_3D, ///< Scale 3D track
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2021-10-15 22:04:35 +00:00
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TYPE_BLEND_SHAPE, ///< Blend Shape track
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2014-02-10 01:10:30 +00:00
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TYPE_METHOD, ///< Call any method on a specific node.
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2018-06-07 15:46:14 +00:00
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TYPE_BEZIER, ///< Bezier curve
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TYPE_AUDIO,
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TYPE_ANIMATION,
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2014-02-10 01:10:30 +00:00
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};
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enum InterpolationType {
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INTERPOLATION_NEAREST,
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INTERPOLATION_LINEAR,
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INTERPOLATION_CUBIC
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};
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2016-06-19 04:43:02 +00:00
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enum UpdateMode {
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UPDATE_CONTINUOUS,
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UPDATE_DISCRETE,
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UPDATE_TRIGGER,
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2018-06-07 15:46:14 +00:00
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UPDATE_CAPTURE,
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2021-10-15 13:25:00 +00:00
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};
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2016-06-19 04:43:02 +00:00
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2021-10-15 13:25:00 +00:00
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enum LoopMode {
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LOOP_NONE,
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LOOP_LINEAR,
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LOOP_PINGPONG,
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2016-06-19 04:43:02 +00:00
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};
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2021-09-03 14:02:53 +00:00
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enum HandleMode {
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HANDLE_MODE_FREE,
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HANDLE_MODE_BALANCED,
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};
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2014-02-10 01:10:30 +00:00
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private:
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struct Track {
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2021-02-09 17:24:36 +00:00
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TrackType type = TrackType::TYPE_ANIMATION;
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InterpolationType interpolation = INTERPOLATION_LINEAR;
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bool loop_wrap = true;
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2014-02-10 01:10:30 +00:00
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NodePath path; // path to something
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2021-02-09 17:24:36 +00:00
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bool imported = false;
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2021-03-02 08:15:01 +00:00
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bool enabled = true;
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2021-02-09 17:24:36 +00:00
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Track() {}
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2014-02-10 01:10:30 +00:00
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virtual ~Track() {}
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};
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struct Key {
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2021-08-09 22:15:17 +00:00
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real_t transition = 1.0;
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double time = 0.0; // time in secs
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2014-02-10 01:10:30 +00:00
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};
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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// transform key holds either Vector3 or Quaternion
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2017-03-05 15:44:50 +00:00
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template <class T>
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2014-02-10 01:10:30 +00:00
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struct TKey : public Key {
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T value;
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};
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2016-03-08 23:00:52 +00:00
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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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const int32_t POSITION_TRACK_SIZE = 5;
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const int32_t ROTATION_TRACK_SIZE = 6;
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const int32_t SCALE_TRACK_SIZE = 5;
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2021-10-15 22:04:35 +00:00
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const int32_t BLEND_SHAPE_TRACK_SIZE = 3;
|
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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/* POSITION TRACK */
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struct PositionTrack : public Track {
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Vector<TKey<Vector3>> positions;
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2021-10-20 23:42:22 +00:00
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int32_t compressed_track = -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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PositionTrack() { type = TYPE_POSITION_3D; }
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2014-02-10 01:10:30 +00:00
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};
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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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/* ROTATION TRACK */
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2021-08-23 01:24:27 +00:00
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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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struct RotationTrack : public Track {
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Vector<TKey<Quaternion>> rotations;
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2021-10-20 23:42:22 +00:00
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int32_t compressed_track = -1;
|
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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RotationTrack() { type = TYPE_ROTATION_3D; }
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};
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2016-03-08 23:00:52 +00:00
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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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/* SCALE TRACK */
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struct ScaleTrack : public Track {
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Vector<TKey<Vector3>> scales;
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2021-10-20 23:42:22 +00:00
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int32_t compressed_track = -1;
|
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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ScaleTrack() { type = TYPE_SCALE_3D; }
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2014-02-10 01:10:30 +00:00
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};
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2016-03-08 23:00:52 +00:00
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2021-10-15 22:04:35 +00:00
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/* BLEND SHAPE TRACK */
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struct BlendShapeTrack : public Track {
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Vector<TKey<float>> blend_shapes;
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2021-10-20 23:42:22 +00:00
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int32_t compressed_track = -1;
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2021-10-15 22:04:35 +00:00
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BlendShapeTrack() { type = TYPE_BLEND_SHAPE; }
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};
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2014-02-10 01:10:30 +00:00
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/* PROPERTY VALUE TRACK */
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struct ValueTrack : public Track {
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2021-02-09 17:24:36 +00:00
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UpdateMode update_mode = UPDATE_CONTINUOUS;
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bool update_on_seek = false;
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2020-03-17 06:33:00 +00:00
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Vector<TKey<Variant>> values;
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2016-03-08 23:00:52 +00:00
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2017-03-05 15:44:50 +00:00
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ValueTrack() {
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type = TYPE_VALUE;
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}
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2014-02-10 01:10:30 +00:00
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};
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/* METHOD TRACK */
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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struct MethodKey : public Key {
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StringName method;
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Vector<Variant> params;
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};
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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struct MethodTrack : public Track {
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2017-03-05 15:44:50 +00:00
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Vector<MethodKey> methods;
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MethodTrack() { type = TYPE_METHOD; }
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2016-03-08 23:00:52 +00:00
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};
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2018-06-07 15:46:14 +00:00
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/* BEZIER TRACK */
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struct BezierKey {
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Vector2 in_handle; //relative (x always <0)
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Vector2 out_handle; //relative (x always >0)
|
2021-09-03 14:02:53 +00:00
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HandleMode handle_mode = HANDLE_MODE_BALANCED;
|
2021-08-09 22:15:17 +00:00
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real_t value = 0.0;
|
2018-06-07 15:46:14 +00:00
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};
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struct BezierTrack : public Track {
|
2020-03-17 06:33:00 +00:00
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Vector<TKey<BezierKey>> values;
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2018-06-07 15:46:14 +00:00
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BezierTrack() {
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type = TYPE_BEZIER;
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}
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};
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/* AUDIO TRACK */
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struct AudioKey {
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RES stream;
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2021-08-09 22:15:17 +00:00
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real_t start_offset = 0.0; //offset from start
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real_t end_offset = 0.0; //offset from end, if 0 then full length or infinite
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2018-06-07 15:46:14 +00:00
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AudioKey() {
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}
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};
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struct AudioTrack : public Track {
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2020-03-17 06:33:00 +00:00
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Vector<TKey<AudioKey>> values;
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2018-06-07 15:46:14 +00:00
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AudioTrack() {
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type = TYPE_AUDIO;
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}
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};
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/* AUDIO TRACK */
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struct AnimationTrack : public Track {
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2020-03-17 06:33:00 +00:00
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Vector<TKey<StringName>> values;
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2018-06-07 15:46:14 +00:00
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AnimationTrack() {
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type = TYPE_ANIMATION;
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}
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};
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2017-03-05 15:44:50 +00:00
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Vector<Track *> tracks;
|
2014-02-10 01:10:30 +00:00
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/*
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template<class T>
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2021-05-21 06:42:37 +00:00
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int _insert_pos(double p_time, T& p_keys);*/
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2016-03-08 23:00:52 +00:00
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2017-03-05 15:44:50 +00:00
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template <class T>
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void _clear(T &p_keys);
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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template <class T, class V>
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2021-05-21 06:42:37 +00:00
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int _insert(double p_time, T &p_keys, const V &p_value);
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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template <class K>
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2021-10-15 13:25:00 +00:00
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inline int _find(const Vector<K> &p_keys, double p_time, bool p_backward = false) const;
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2016-03-08 23:00:52 +00:00
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2021-08-09 22:15:17 +00:00
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|
|
_FORCE_INLINE_ Vector3 _interpolate(const Vector3 &p_a, const Vector3 &p_b, real_t p_c) const;
|
|
|
|
_FORCE_INLINE_ Quaternion _interpolate(const Quaternion &p_a, const Quaternion &p_b, real_t p_c) const;
|
|
|
|
_FORCE_INLINE_ Variant _interpolate(const Variant &p_a, const Variant &p_b, real_t p_c) const;
|
|
|
|
_FORCE_INLINE_ real_t _interpolate(const real_t &p_a, const real_t &p_b, real_t p_c) const;
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2021-08-09 22:15:17 +00:00
|
|
|
_FORCE_INLINE_ Vector3 _cubic_interpolate(const Vector3 &p_pre_a, const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_post_b, real_t p_c) const;
|
|
|
|
_FORCE_INLINE_ Quaternion _cubic_interpolate(const Quaternion &p_pre_a, const Quaternion &p_a, const Quaternion &p_b, const Quaternion &p_post_b, real_t p_c) const;
|
|
|
|
_FORCE_INLINE_ Variant _cubic_interpolate(const Variant &p_pre_a, const Variant &p_a, const Variant &p_b, const Variant &p_post_b, real_t p_c) const;
|
|
|
|
_FORCE_INLINE_ real_t _cubic_interpolate(const real_t &p_pre_a, const real_t &p_a, const real_t &p_b, const real_t &p_post_b, real_t p_c) const;
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
template <class T>
|
2021-10-15 13:25:00 +00:00
|
|
|
_FORCE_INLINE_ T _interpolate(const Vector<TKey<T>> &p_keys, double p_time, InterpolationType p_interp, bool p_loop_wrap, bool *p_ok, bool p_backward = false) const;
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2018-06-07 15:46:14 +00:00
|
|
|
template <class T>
|
2021-05-21 06:42:37 +00:00
|
|
|
_FORCE_INLINE_ void _track_get_key_indices_in_range(const Vector<T> &p_array, double from_time, double to_time, List<int> *p_indices) const;
|
2018-06-07 15:46:14 +00:00
|
|
|
|
2021-05-21 06:42:37 +00:00
|
|
|
_FORCE_INLINE_ void _value_track_get_key_indices_in_range(const ValueTrack *vt, double from_time, double to_time, List<int> *p_indices) const;
|
|
|
|
_FORCE_INLINE_ void _method_track_get_key_indices_in_range(const MethodTrack *mt, double from_time, double to_time, List<int> *p_indices) const;
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2021-05-21 06:42:37 +00:00
|
|
|
double length = 1.0;
|
2021-08-09 22:15:17 +00:00
|
|
|
real_t step = 0.1;
|
2021-10-15 13:25:00 +00:00
|
|
|
LoopMode loop_mode = LOOP_NONE;
|
|
|
|
int pingponged = 0;
|
2016-03-08 23:00:52 +00:00
|
|
|
|
2021-10-20 23:42:22 +00:00
|
|
|
/* Animation compression page format (version 1):
|
|
|
|
*
|
|
|
|
* Animation uses bitwidth based compression separated into small pages. The intention is that pages fit easily in the cache, so decoding is cache efficient.
|
|
|
|
* The page-based nature also makes future animation streaming from disk possible.
|
|
|
|
*
|
|
|
|
* Actual format:
|
|
|
|
*
|
|
|
|
* num_compressed_tracks = bounds.size()
|
|
|
|
* header : (x num_compressed_tracks)
|
|
|
|
* -------
|
|
|
|
* timeline_keys_offset : uint32_t - offset to time keys
|
|
|
|
* timeline_size : uint32_t - amount of time keys
|
|
|
|
* data_keys_offset : uint32_t offset to key data
|
|
|
|
*
|
|
|
|
* time key (uint32_t):
|
|
|
|
* ------------------
|
|
|
|
* frame : bits 0-15 - time offset of key, computed as: page.time_offset + frame * (1.0/fps)
|
|
|
|
* data_key_offset : bits 16-27 - offset to key data, computed as: data_keys_offset * 4 + data_key_offset
|
|
|
|
* data_key_count : bits 28-31 - amount of data keys pointed to, computed as: data_key_count+1 (max 16)
|
|
|
|
*
|
|
|
|
* data key:
|
|
|
|
* ---------
|
|
|
|
* X / Blend Shape : uint16_t - X coordinate of XYZ vector key, or Blend Shape value. If Blend shape, Y and Z are not present and can be ignored.
|
|
|
|
* Y : uint16_t
|
|
|
|
* Z : uint16_t
|
|
|
|
* If data_key_count+1 > 1 (if more than 1 key is stored):
|
|
|
|
* data_bitwidth : uint16_t - This is only present if data_key_count > 1. Contains delta bitwidth information.
|
|
|
|
* X / Blend Shape delta bitwidth: bits 0-3 -
|
|
|
|
* if 0, nothing is present for X (use the first key-value for subsequent keys),
|
|
|
|
* else assume the number of bits present for each element (+ 1 for sign). Assumed always 16 bits, delta max signed 15 bits, with underflow and overflow supported.
|
|
|
|
* Y delta bitwidth : bits 4-7
|
|
|
|
* Z delta bitwidth : bits 8-11
|
|
|
|
* FRAME delta bitwidth : 12-15 bits - always present (obviously), actual bitwidth is FRAME+1
|
|
|
|
* Data key is 4 bytes long for Blend Shapes, 8 bytes long for pos/rot/scale.
|
|
|
|
*
|
|
|
|
* delta keys:
|
|
|
|
* -----------
|
|
|
|
* Compressed format is packed in the following format after the data key, containing delta keys one after the next in a tightly bit packed fashion.
|
|
|
|
* FRAME bits -> X / Blend Shape Bits (if bitwidth > 0) -> Y Bits (if not Blend Shape and Y Bitwidth > 0) -> Z Bits (if not Blend Shape and Z Bitwidth > 0)
|
|
|
|
*
|
|
|
|
* data key format:
|
|
|
|
* ----------------
|
|
|
|
* Decoding keys means starting from the base key and going key by key applying deltas until the proper position is reached needed for interpolation.
|
|
|
|
* Resulting values are uint32_t
|
|
|
|
* data for X / Blend Shape, Y and Z must be normalized first: unorm = float(data) / 65535.0
|
|
|
|
* **Blend Shape**: (unorm * 2.0 - 1.0) * Compression::BLEND_SHAPE_RANGE
|
|
|
|
* **Pos/Scale**: unorm_vec3 * bounds[track].size + bounds[track].position
|
|
|
|
* **Rotation**: Quaternion(Vector3::octahedron_decode(unorm_vec3.xy),unorm_vec3.z * Math_PI * 2.0)
|
|
|
|
* **Frame**: page.time_offset + frame * (1.0/fps)
|
|
|
|
*/
|
|
|
|
|
|
|
|
struct Compression {
|
|
|
|
enum {
|
|
|
|
MAX_DATA_TRACK_SIZE = 16384,
|
|
|
|
BLEND_SHAPE_RANGE = 8, // - 8.0 to 8.0
|
|
|
|
FORMAT_VERSION = 1
|
|
|
|
};
|
|
|
|
struct Page {
|
|
|
|
Vector<uint8_t> data;
|
|
|
|
double time_offset;
|
|
|
|
};
|
|
|
|
|
|
|
|
uint32_t fps = 120;
|
|
|
|
LocalVector<Page> pages;
|
|
|
|
LocalVector<AABB> bounds; //used by position and scale tracks (which contain index to track and index to bounds).
|
|
|
|
bool enabled = false;
|
|
|
|
} compression;
|
|
|
|
|
|
|
|
Vector3i _compress_key(uint32_t p_track, const AABB &p_bounds, int32_t p_key = -1, float p_time = 0.0);
|
|
|
|
bool _rotation_interpolate_compressed(uint32_t p_compressed_track, double p_time, Quaternion &r_ret) const;
|
|
|
|
bool _pos_scale_interpolate_compressed(uint32_t p_compressed_track, double p_time, Vector3 &r_ret) const;
|
|
|
|
bool _blend_shape_interpolate_compressed(uint32_t p_compressed_track, double p_time, float &r_ret) const;
|
|
|
|
template <uint32_t COMPONENTS>
|
|
|
|
bool _fetch_compressed(uint32_t p_compressed_track, double p_time, Vector3i &r_current_value, double &r_current_time, Vector3i &r_next_value, double &r_next_time, uint32_t *key_index = nullptr) const;
|
|
|
|
template <uint32_t COMPONENTS>
|
|
|
|
bool _fetch_compressed_by_index(uint32_t p_compressed_track, int p_index, Vector3i &r_value, double &r_time) const;
|
|
|
|
int _get_compressed_key_count(uint32_t p_compressed_track) const;
|
|
|
|
template <uint32_t COMPONENTS>
|
|
|
|
void _get_compressed_key_indices_in_range(uint32_t p_compressed_track, double p_time, double p_delta, List<int> *r_indices) const;
|
|
|
|
_FORCE_INLINE_ Quaternion _uncompress_quaternion(const Vector3i &p_value) const;
|
|
|
|
_FORCE_INLINE_ Vector3 _uncompress_pos_scale(uint32_t p_compressed_track, const Vector3i &p_value) const;
|
|
|
|
_FORCE_INLINE_ float _uncompress_blend_shape(const Vector3i &p_value) const;
|
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
// bind helpers
|
2016-03-08 23:00:52 +00:00
|
|
|
private:
|
2021-05-21 06:42:37 +00:00
|
|
|
Vector<int> _value_track_get_key_indices(int p_track, double p_time, double p_delta) const {
|
2014-02-10 01:10:30 +00:00
|
|
|
List<int> idxs;
|
2017-03-05 15:44:50 +00:00
|
|
|
value_track_get_key_indices(p_track, p_time, p_delta, &idxs);
|
2020-02-17 21:06:54 +00:00
|
|
|
Vector<int> idxr;
|
2016-03-08 23:00:52 +00:00
|
|
|
|
2021-07-16 03:45:57 +00:00
|
|
|
for (int &E : idxs) {
|
|
|
|
idxr.push_back(E);
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
return idxr;
|
|
|
|
}
|
2021-05-21 06:42:37 +00:00
|
|
|
Vector<int> _method_track_get_key_indices(int p_track, double p_time, double p_delta) const {
|
2014-02-10 01:10:30 +00:00
|
|
|
List<int> idxs;
|
2017-03-05 15:44:50 +00:00
|
|
|
method_track_get_key_indices(p_track, p_time, p_delta, &idxs);
|
2020-02-17 21:06:54 +00:00
|
|
|
Vector<int> idxr;
|
2016-03-08 23:00:52 +00:00
|
|
|
|
2021-07-16 03:45:57 +00:00
|
|
|
for (int &E : idxs) {
|
|
|
|
idxr.push_back(E);
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
return idxr;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
bool _position_track_optimize_key(const TKey<Vector3> &t0, const TKey<Vector3> &t1, const TKey<Vector3> &t2, real_t p_alowed_linear_err, real_t p_allowed_angular_error, const Vector3 &p_norm);
|
|
|
|
bool _rotation_track_optimize_key(const TKey<Quaternion> &t0, const TKey<Quaternion> &t1, const TKey<Quaternion> &t2, real_t p_allowed_angular_error, float p_max_optimizable_angle);
|
|
|
|
bool _scale_track_optimize_key(const TKey<Vector3> &t0, const TKey<Vector3> &t1, const TKey<Vector3> &t2, real_t p_allowed_linear_error);
|
2021-10-15 22:04:35 +00:00
|
|
|
bool _blend_shape_track_optimize_key(const TKey<float> &t0, const TKey<float> &t1, const TKey<float> &t2, real_t p_allowed_unit_error);
|
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
|
|
|
|
|
|
|
void _position_track_optimize(int p_idx, real_t p_allowed_linear_err, real_t p_allowed_angular_err);
|
|
|
|
void _rotation_track_optimize(int p_idx, real_t p_allowed_angular_err, real_t p_max_optimizable_angle);
|
|
|
|
void _scale_track_optimize(int p_idx, real_t p_allowed_linear_err);
|
2021-10-15 22:04:35 +00:00
|
|
|
void _blend_shape_track_optimize(int p_idx, real_t p_allowed_unit_error);
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2016-03-08 23:00:52 +00:00
|
|
|
protected:
|
2017-03-05 15:44:50 +00:00
|
|
|
bool _set(const StringName &p_name, const Variant &p_value);
|
|
|
|
bool _get(const StringName &p_name, Variant &r_ret) const;
|
|
|
|
void _get_property_list(List<PropertyInfo> *p_list) const;
|
2016-03-08 23:00:52 +00:00
|
|
|
|
2021-02-11 17:18:45 +00:00
|
|
|
virtual void reset_state() override;
|
|
|
|
|
2016-03-08 23:00:52 +00:00
|
|
|
static void _bind_methods();
|
|
|
|
|
2014-02-10 01:10:30 +00:00
|
|
|
public:
|
2017-03-05 15:44:50 +00:00
|
|
|
int add_track(TrackType p_type, int p_at_pos = -1);
|
2014-02-10 01:10:30 +00:00
|
|
|
void remove_track(int p_track);
|
|
|
|
|
|
|
|
int get_track_count() const;
|
|
|
|
TrackType track_get_type(int p_track) const;
|
2016-03-08 23:00:52 +00:00
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
void track_set_path(int p_track, const NodePath &p_path);
|
2014-02-10 01:10:30 +00:00
|
|
|
NodePath track_get_path(int p_track) const;
|
2021-10-16 01:04:09 +00:00
|
|
|
int find_track(const NodePath &p_path, const TrackType p_type) const;
|
2014-02-10 01:10:30 +00:00
|
|
|
|
|
|
|
void track_move_up(int p_track);
|
|
|
|
void track_move_down(int p_track);
|
2019-05-25 16:01:44 +00:00
|
|
|
void track_move_to(int p_track, int p_to_index);
|
2018-06-07 15:46:14 +00:00
|
|
|
void track_swap(int p_track, int p_with_track);
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
void track_set_imported(int p_track, bool p_imported);
|
2016-06-20 03:19:04 +00:00
|
|
|
bool track_is_imported(int p_track) const;
|
|
|
|
|
2017-11-28 15:46:37 +00:00
|
|
|
void track_set_enabled(int p_track, bool p_enabled);
|
|
|
|
bool track_is_enabled(int p_track) const;
|
|
|
|
|
2021-08-09 22:15:17 +00:00
|
|
|
void track_insert_key(int p_track, double p_time, const Variant &p_key, real_t p_transition = 1);
|
|
|
|
void track_set_key_transition(int p_track, int p_key_idx, real_t p_transition);
|
2017-03-05 15:44:50 +00:00
|
|
|
void track_set_key_value(int p_track, int p_key_idx, const Variant &p_value);
|
2021-05-21 06:42:37 +00:00
|
|
|
void track_set_key_time(int p_track, int p_key_idx, double p_time);
|
|
|
|
int track_find_key(int p_track, double p_time, bool p_exact = false) const;
|
2014-02-10 01:10:30 +00:00
|
|
|
void track_remove_key(int p_track, int p_idx);
|
2021-05-21 06:42:37 +00:00
|
|
|
void track_remove_key_at_time(int p_track, double p_time);
|
2014-02-10 01:10:30 +00:00
|
|
|
int track_get_key_count(int p_track) const;
|
|
|
|
Variant track_get_key_value(int p_track, int p_key_idx) const;
|
2021-05-21 06:42:37 +00:00
|
|
|
double track_get_key_time(int p_track, int p_key_idx) const;
|
2021-08-09 22:15:17 +00:00
|
|
|
real_t track_get_key_transition(int p_track, int p_key_idx) const;
|
2021-10-20 23:42:22 +00:00
|
|
|
bool track_is_compressed(int p_track) const;
|
2014-02-10 01:10:30 +00:00
|
|
|
|
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
|
|
|
int position_track_insert_key(int p_track, double p_time, const Vector3 &p_position);
|
|
|
|
Error position_track_get_key(int p_track, int p_key, Vector3 *r_position) const;
|
|
|
|
Error position_track_interpolate(int p_track, double p_time, Vector3 *r_interpolation) const;
|
|
|
|
|
|
|
|
int rotation_track_insert_key(int p_track, double p_time, const Quaternion &p_rotation);
|
|
|
|
Error rotation_track_get_key(int p_track, int p_key, Quaternion *r_rotation) const;
|
|
|
|
Error rotation_track_interpolate(int p_track, double p_time, Quaternion *r_interpolation) const;
|
|
|
|
|
|
|
|
int scale_track_insert_key(int p_track, double p_time, const Vector3 &p_scale);
|
|
|
|
Error scale_track_get_key(int p_track, int p_key, Vector3 *r_scale) const;
|
|
|
|
Error scale_track_interpolate(int p_track, double p_time, Vector3 *r_interpolation) const;
|
|
|
|
|
2021-10-15 22:04:35 +00:00
|
|
|
int blend_shape_track_insert_key(int p_track, double p_time, float p_blend);
|
|
|
|
Error blend_shape_track_get_key(int p_track, int p_key, float *r_blend) const;
|
|
|
|
Error blend_shape_track_interpolate(int p_track, double p_time, float *r_blend) const;
|
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
void track_set_interpolation_type(int p_track, InterpolationType p_interp);
|
2014-02-10 01:10:30 +00:00
|
|
|
InterpolationType track_get_interpolation_type(int p_track) const;
|
|
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2021-09-03 14:02:53 +00:00
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int bezier_track_insert_key(int p_track, double p_time, real_t p_value, const Vector2 &p_in_handle, const Vector2 &p_out_handle, const HandleMode p_handle_mode = HandleMode::HANDLE_MODE_BALANCED);
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void bezier_track_set_key_handle_mode(int p_track, int p_index, HandleMode p_mode, double p_balanced_value_time_ratio = 1.0);
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2021-08-09 22:15:17 +00:00
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void bezier_track_set_key_value(int p_track, int p_index, real_t p_value);
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2021-09-03 14:02:53 +00:00
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void bezier_track_set_key_in_handle(int p_track, int p_index, const Vector2 &p_handle, double p_balanced_value_time_ratio = 1.0);
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void bezier_track_set_key_out_handle(int p_track, int p_index, const Vector2 &p_handle, double p_balanced_value_time_ratio = 1.0);
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2021-08-09 22:15:17 +00:00
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real_t bezier_track_get_key_value(int p_track, int p_index) const;
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2021-09-03 14:02:53 +00:00
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int bezier_track_get_key_handle_mode(int p_track, int p_index) const;
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2018-06-07 15:46:14 +00:00
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Vector2 bezier_track_get_key_in_handle(int p_track, int p_index) const;
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Vector2 bezier_track_get_key_out_handle(int p_track, int p_index) const;
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2021-08-09 22:15:17 +00:00
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real_t bezier_track_interpolate(int p_track, double p_time) const;
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2018-06-07 15:46:14 +00:00
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2021-08-09 22:15:17 +00:00
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int audio_track_insert_key(int p_track, double p_time, const RES &p_stream, real_t p_start_offset = 0, real_t p_end_offset = 0);
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2018-06-07 15:46:14 +00:00
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void audio_track_set_key_stream(int p_track, int p_key, const RES &p_stream);
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2021-08-09 22:15:17 +00:00
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void audio_track_set_key_start_offset(int p_track, int p_key, real_t p_offset);
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void audio_track_set_key_end_offset(int p_track, int p_key, real_t p_offset);
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2018-06-07 15:46:14 +00:00
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RES audio_track_get_key_stream(int p_track, int p_key) const;
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2021-08-09 22:15:17 +00:00
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real_t audio_track_get_key_start_offset(int p_track, int p_key) const;
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real_t audio_track_get_key_end_offset(int p_track, int p_key) const;
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2018-06-07 15:46:14 +00:00
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2021-05-21 06:42:37 +00:00
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int animation_track_insert_key(int p_track, double p_time, const StringName &p_animation);
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2018-06-07 15:46:14 +00:00
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void animation_track_set_key_animation(int p_track, int p_key, const StringName &p_animation);
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StringName animation_track_get_key_animation(int p_track, int p_key) const;
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2017-03-05 15:44:50 +00:00
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void track_set_interpolation_loop_wrap(int p_track, bool p_enable);
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2017-01-09 03:41:16 +00:00
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bool track_get_interpolation_loop_wrap(int p_track) const;
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2016-03-08 23:00:52 +00:00
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2021-05-21 06:42:37 +00:00
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Variant value_track_interpolate(int p_track, double p_time) const;
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2021-10-15 13:25:00 +00:00
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void value_track_get_key_indices(int p_track, double p_time, double p_delta, List<int> *p_indices, int p_pingponged = 0) const;
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2016-06-19 04:43:02 +00:00
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void value_track_set_update_mode(int p_track, UpdateMode p_mode);
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UpdateMode value_track_get_update_mode(int p_track) const;
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2021-10-15 13:25:00 +00:00
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void method_track_get_key_indices(int p_track, double p_time, double p_delta, List<int> *p_indices, int p_pingponged = 0) const;
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2017-03-05 15:44:50 +00:00
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Vector<Variant> method_track_get_params(int p_track, int p_key_idx) const;
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StringName method_track_get_name(int p_track, int p_key_idx) const;
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2014-02-10 01:10:30 +00:00
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2017-12-07 13:18:55 +00:00
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void copy_track(int p_track, Ref<Animation> p_to_animation);
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2021-10-15 13:25:00 +00:00
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void track_get_key_indices_in_range(int p_track, double p_time, double p_delta, List<int> *p_indices, int p_pingponged = 0) const;
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2018-06-07 15:46:14 +00:00
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2021-08-09 22:15:17 +00:00
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void set_length(real_t p_length);
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real_t get_length() const;
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2016-03-08 23:00:52 +00:00
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2021-10-15 13:25:00 +00:00
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void set_loop_mode(LoopMode p_loop_mode);
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LoopMode get_loop_mode() const;
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2014-02-10 01:10:30 +00:00
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2021-08-09 22:15:17 +00:00
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void set_step(real_t p_step);
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real_t get_step() const;
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2014-02-10 01:10:30 +00:00
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void clear();
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2021-08-09 22:15:17 +00:00
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void optimize(real_t p_allowed_linear_err = 0.05, real_t p_allowed_angular_err = 0.01, real_t p_max_optimizable_angle = Math_PI * 0.125);
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2021-10-20 23:42:22 +00:00
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void compress(uint32_t p_page_size = 8192, uint32_t p_fps = 120, float p_split_tolerance = 4.0); // 4.0 seems to be the split tolerance sweet spot from many tests
|
2014-02-10 01:10:30 +00:00
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2016-03-08 23:00:52 +00:00
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Animation();
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2014-02-10 01:10:30 +00:00
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~Animation();
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};
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2017-03-05 15:44:50 +00:00
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VARIANT_ENUM_CAST(Animation::TrackType);
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VARIANT_ENUM_CAST(Animation::InterpolationType);
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VARIANT_ENUM_CAST(Animation::UpdateMode);
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2021-09-03 14:02:53 +00:00
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VARIANT_ENUM_CAST(Animation::HandleMode);
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2021-10-15 13:25:00 +00:00
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VARIANT_ENUM_CAST(Animation::LoopMode);
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2014-02-10 01:10:30 +00:00
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#endif
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