godot/scene/animation/animation_tree_player.h

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/*************************************************************************/
/* animation_tree_player.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#ifndef ANIMATION_TREE_PLAYER_H
#define ANIMATION_TREE_PLAYER_H
#include "scene/resources/animation.h"
#include "scene/3d/spatial.h"
#include "scene/3d/skeleton.h"
#include "animation_player.h"
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class AnimationTreePlayer : public Node {
OBJ_TYPE( AnimationTreePlayer, Node );
OBJ_CATEGORY("Animation Nodes");
public:
enum AnimationProcessMode {
ANIMATION_PROCESS_FIXED,
ANIMATION_PROCESS_IDLE,
};
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enum NodeType {
NODE_OUTPUT,
NODE_ANIMATION,
NODE_ONESHOT,
NODE_MIX,
NODE_BLEND2,
NODE_BLEND3,
NODE_BLEND4,
NODE_TIMESCALE,
NODE_TIMESEEK,
NODE_TRANSITION,
NODE_MAX,
};
enum ConnectError {
CONNECT_OK,
CONNECT_INCOMPLETE,
CONNECT_CYCLE
};
private:
enum {
DISCONNECTED=-1,
};
struct TrackKey {
uint32_t id;
StringName property;
int bone_idx;
inline bool operator<(const TrackKey& p_right) const {
if (id==p_right.id) {
if (bone_idx==p_right.bone_idx) {
return property<p_right.property;
} else
return bone_idx<p_right.bone_idx;
} else
return id<p_right.id;
}
};
struct Track {
uint32_t id;
Object *object;
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Spatial* spatial;
Skeleton *skeleton;
int bone_idx;
StringName property;
Vector3 loc;
Quat rot;
Vector3 scale;
Variant value;
bool skip;
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};
typedef Map<TrackKey,Track> TrackMap;
TrackMap track_map;
struct Input {
StringName node;
//Input() { node=-1; }
};
struct NodeBase {
bool cycletest;
NodeType type;
Point2 pos;
Vector<Input> inputs;
NodeBase() { cycletest = false; };
virtual ~NodeBase() { cycletest=false; }
};
struct NodeOut : public NodeBase {
NodeOut() { type=NODE_OUTPUT; inputs.resize(1); }
};
struct AnimationNode : public NodeBase {
Ref<Animation> animation;
struct TrackRef {
int local_track;
Track *track;
float weight;
};
uint64_t last_version;
List<TrackRef> tref;
AnimationNode *next;
float time;
float step;
String from;
bool skip;
HashMap<NodePath,bool> filter;
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AnimationNode() { type=NODE_ANIMATION; next=NULL; last_version=0; skip=false; }
};
struct OneShotNode : public NodeBase {
bool active;
bool start;
float fade_in;
float fade_out;
bool autorestart;
float autorestart_delay;
float autorestart_random_delay;
bool mix;
float time;
float remaining;
float autorestart_remaining;
HashMap<NodePath,bool> filter;
OneShotNode() { type=NODE_ONESHOT; fade_in=0; fade_out=0; inputs.resize(2); autorestart=false; autorestart_delay=1; autorestart_remaining=0; mix=false; active=false; start=false;}
};
struct MixNode : public NodeBase {
float amount;
MixNode() { type=NODE_MIX; inputs.resize(2); }
};
struct Blend2Node : public NodeBase {
float value;
HashMap<NodePath,bool> filter;
Blend2Node() { type=NODE_BLEND2; value=0; inputs.resize(2); }
};
struct Blend3Node : public NodeBase {
float value;
Blend3Node() { type=NODE_BLEND3; value=0; inputs.resize(3); }
};
struct Blend4Node : public NodeBase {
Point2 value;
Blend4Node() { type=NODE_BLEND4; inputs.resize(4); }
};
struct TimeScaleNode : public NodeBase {
float scale;
TimeScaleNode() { type=NODE_TIMESCALE; scale=1; inputs.resize(1); }
};
struct TimeSeekNode : public NodeBase {
float seek_pos;
TimeSeekNode() { type=NODE_TIMESEEK; inputs.resize(1); seek_pos=-1; }
};
struct TransitionNode : public NodeBase {
struct InputData {
bool auto_advance;
InputData() { auto_advance=false; }
};
Vector<InputData> input_data;
float prev_time;
float prev_xfading;
int prev;
bool switched;
float time;
int current;
float xfade;
TransitionNode() { type=NODE_TRANSITION; xfade=0; inputs.resize(1); input_data.resize(1); current=0; prev=-1; prev_time=0; prev_xfading=0; switched=false; }
void set_current(int p_current);
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};
void _update_sources();
StringName out_name;
NodeOut *out;
NodePath base_path;
NodePath master;
ConnectError last_error;
AnimationNode *active_list;
AnimationProcessMode animation_process_mode;
bool processing;
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bool active;
bool dirty_caches;
Map<StringName,NodeBase*> node_map;
// return time left to finish animation
float _process_node(const StringName& p_node,AnimationNode **r_prev_anim,float p_step, bool p_seek=false, float p_fallback_weight = 1.0, HashMap<NodePath,float>* p_weights = NULL);
void _process_animation(float p_delta);
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bool reset_request;
ConnectError _cycle_test(const StringName &p_at_node);
Track* _find_track(const NodePath& p_path);
void _recompute_caches();
void _recompute_caches(const StringName& p_node);
DVector<String> _get_node_list();
void _compute_weights(float *p_fallback_weight, HashMap<NodePath,float> *p_weights, float p_coeff, const HashMap<NodePath,bool> *p_filter = NULL, float p_filtered_coeff = 0);
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protected:
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;
void _notification(int p_what);
static void _bind_methods();
public:
void add_node(NodeType p_type, const StringName& p_node); // nodes must be >0 node 0 is built-in (exit)
bool node_exists(const StringName& p_name) const;
Error node_rename(const StringName& p_node,const StringName& p_new_name);
int node_get_input_count(const StringName& p_node) const;
StringName node_get_input_source(const StringName& p_node,int p_input) const;
/* ANIMATION NODE */
void animation_node_set_animation(const StringName& p_node,const Ref<Animation>& p_animation);
Ref<Animation> animation_node_get_animation(const StringName& p_node) const;
void animation_node_set_master_animation(const StringName& p_node,const String& p_master_animation);
String animation_node_get_master_animation(const StringName& p_node) const;
void animation_node_set_filter_path(const StringName& p_node,const NodePath& p_filter,bool p_enable);
void animation_node_set_get_filtered_paths(const StringName& p_node,List<NodePath> *r_paths) const;
bool animation_node_is_path_filtered(const StringName& p_node,const NodePath& p_path) const;
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/* ONE SHOT NODE */
void oneshot_node_set_fadein_time(const StringName& p_node,float p_time);
void oneshot_node_set_fadeout_time(const StringName& p_node,float p_time);
float oneshot_node_get_fadein_time(const StringName& p_node) const;
float oneshot_node_get_fadeout_time(const StringName& p_node) const;
void oneshot_node_set_autorestart(const StringName& p_node,bool p_active);
void oneshot_node_set_autorestart_delay(const StringName& p_node,float p_time);
void oneshot_node_set_autorestart_random_delay(const StringName& p_node,float p_time);
bool oneshot_node_has_autorestart(const StringName& p_node) const;
float oneshot_node_get_autorestart_delay(const StringName& p_node) const;
float oneshot_node_get_autorestart_random_delay(const StringName& p_node) const;
void oneshot_node_set_mix_mode(const StringName& p_node,bool p_enabled);
bool oneshot_node_get_mix_mode(const StringName& p_node) const;
void oneshot_node_start(const StringName& p_node);
void oneshot_node_stop(const StringName& p_node);
bool oneshot_node_is_active(const StringName& p_node) const;
void oneshot_node_set_filter_path(const StringName& p_node,const NodePath& p_filter,bool p_enable);
void oneshot_node_set_get_filtered_paths(const StringName& p_node,List<NodePath> *r_paths) const;
bool oneshot_node_is_path_filtered(const StringName& p_node,const NodePath& p_path) const;
/* MIX/BLEND NODES */
void mix_node_set_amount(const StringName& p_node,float p_amount);
float mix_node_get_amount(const StringName& p_node) const;
void blend2_node_set_amount(const StringName& p_node,float p_amount);
float blend2_node_get_amount(const StringName& p_node) const;
void blend2_node_set_filter_path(const StringName& p_node,const NodePath& p_filter,bool p_enable);
void blend2_node_set_get_filtered_paths(const StringName& p_node,List<NodePath> *r_paths) const;
bool blend2_node_is_path_filtered(const StringName& p_node,const NodePath& p_path) const;
void blend3_node_set_amount(const StringName& p_node,float p_amount);
float blend3_node_get_amount(const StringName& p_node) const;
void blend4_node_set_amount(const StringName& p_node,const Point2& p_amount);
Point2 blend4_node_get_amount(const StringName& p_node) const;
/* TIMESCALE/TIMESEEK NODES */
void timescale_node_set_scale(const StringName& p_node,float p_scale);
float timescale_node_get_scale(const StringName& p_node) const;
void timeseek_node_seek(const StringName& p_node,float p_pos);
/* TRANSITION NODE */
void transition_node_set_input_count(const StringName& p_node, int p_inputs); // used for transition node
int transition_node_get_input_count(const StringName& p_node) const;
void transition_node_delete_input(const StringName& p_node, int p_input); // used for transition node
void transition_node_set_input_auto_advance(const StringName& p_node, int p_input,bool p_auto_advance); // used for transition node
bool transition_node_has_input_auto_advance(const StringName& p_node, int p_input) const;
void transition_node_set_xfade_time(const StringName& p_node, float p_time); // used for transition node
float transition_node_get_xfade_time(const StringName& p_node) const;
void transition_node_set_current(const StringName& p_node, int p_current);
int transition_node_get_current(const StringName& p_node) const;
void node_set_pos(const StringName& p_node, const Vector2& p_pos); //for display
/* GETS */
Point2 node_get_pos(const StringName& p_node) const; //for display
NodeType node_get_type(const StringName& p_node) const;
void get_node_list(List<StringName> *p_node_list) const;
void remove_node(const StringName& p_node);
Error connect(const StringName& p_src_node,const StringName& p_dst_node, int p_dst_input);
bool is_connected(const StringName& p_src_node,const StringName& p_dst_node, int p_input) const;
void disconnect(const StringName& p_src_node, int p_input);
void set_base_path(const NodePath& p_path);
NodePath get_base_path() const;
void set_master_player(const NodePath& p_path);
NodePath get_master_player() const;
struct Connection {
StringName src_node;
StringName dst_node;
int dst_input;
};
void get_connection_list( List<Connection> *p_connections) const;
/* playback */
void set_active(bool p_active);
bool is_active() const;
void reset();
void recompute_caches();
ConnectError get_last_error() const;
void set_animation_process_mode(AnimationProcessMode p_mode);
AnimationProcessMode get_animation_process_mode() const;
void _set_process(bool p_process, bool p_force = false);
void advance(float p_time);
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AnimationTreePlayer();
~AnimationTreePlayer();
};
VARIANT_ENUM_CAST( AnimationTreePlayer::NodeType );
VARIANT_ENUM_CAST( AnimationTreePlayer::AnimationProcessMode );
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#endif // ANIMATION_TREE_PLAYER_H