godot/scene/resources/animation.h

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/*************************************************************************/
/* animation.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* 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. */
/*************************************************************************/
#ifndef ANIMATION_H
#define ANIMATION_H
#include "resource.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Animation : public Resource {
OBJ_TYPE( Animation, Resource );
RES_BASE_EXTENSION("anm");
public:
enum LoopMode {
LOOP_NONE,
LOOP_ENABLED,
LOOP_WRAP
};
enum TrackType {
TYPE_VALUE, ///< Set a value in a property, can be interpolated.
TYPE_TRANSFORM, ///< Transform a node or a bone.
TYPE_METHOD, ///< Call any method on a specific node.
};
enum InterpolationType {
INTERPOLATION_NEAREST,
INTERPOLATION_LINEAR,
INTERPOLATION_CUBIC
};
private:
struct Track {
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TrackType type;
InterpolationType interpolation;
NodePath path; // path to something
Track() { interpolation=INTERPOLATION_LINEAR; }
virtual ~Track() {}
};
struct Key {
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float transition;
float time; // time in secs
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Key() { transition=1; }
};
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// transform key holds either Vector3 or Quaternion
template<class T>
struct TKey : public Key {
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float time;
T value;
};
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struct TransformKey {
Vector3 loc;
Quat rot;
Vector3 scale;
};
/* TRANSFORM TRACK */
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struct TransformTrack : public Track {
Vector< TKey<TransformKey> > transforms;
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TransformTrack() { type=TYPE_TRANSFORM; }
};
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/* PROPERTY VALUE TRACK */
struct ValueTrack : public Track {
bool continuous;
Vector< TKey<Variant> > values;
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ValueTrack() { type=TYPE_VALUE; continuous=true; }
};
/* METHOD TRACK */
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struct MethodKey : public Key {
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StringName method;
Vector<Variant> params;
};
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struct MethodTrack : public Track {
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Vector< MethodKey > methods;
MethodTrack() { type=TYPE_METHOD; }
};
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Vector<Track*> tracks;
/*
template<class T>
int _insert_pos(float p_time, T& p_keys);*/
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template<class T>
void _clear(T& p_keys);
template<class T, class V>
int _insert(float p_time, T& p_keys, const V& p_value);
template<class K>
inline int _find( const Vector<K>& p_keys, float p_time) const;
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_FORCE_INLINE_ Animation::TransformKey _interpolate( const Animation::TransformKey& p_a, const Animation::TransformKey& p_b, float p_c) const;
_FORCE_INLINE_ Vector3 _interpolate( const Vector3& p_a, const Vector3& p_b, float p_c) const;
_FORCE_INLINE_ Quat _interpolate( const Quat& p_a, const Quat& p_b, float p_c) const;
_FORCE_INLINE_ Variant _interpolate( const Variant& p_a, const Variant& p_b, float p_c) const;
_FORCE_INLINE_ float _interpolate( const float& p_a, const float& p_b, float p_c) const;
_FORCE_INLINE_ Animation::TransformKey _cubic_interpolate( const Animation::TransformKey& p_pre_a, const Animation::TransformKey& p_a, const Animation::TransformKey& p_b, const Animation::TransformKey& p_post_b,float p_c) const;
_FORCE_INLINE_ Vector3 _cubic_interpolate( const Vector3& p_pre_a,const Vector3& p_a, const Vector3& p_b,const Vector3& p_post_b, float p_c) const;
_FORCE_INLINE_ Quat _cubic_interpolate( const Quat& p_pre_a,const Quat& p_a, const Quat& p_b,const Quat& p_post_b, float 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,float p_c) const;
_FORCE_INLINE_ float _cubic_interpolate( const float& p_pre_a,const float& p_a, const float& p_b, const float& p_post_b, float p_c) const;
template<class T>
_FORCE_INLINE_ T _interpolate( const Vector< TKey<T> >& p_keys, float p_time, InterpolationType p_interp,bool *p_ok) const;
_FORCE_INLINE_ void _value_track_get_key_indices_in_range(const ValueTrack * vt, float from_time, float to_time,List<int> *p_indices) const;
_FORCE_INLINE_ void _method_track_get_key_indices_in_range(const MethodTrack * mt, float from_time, float to_time,List<int> *p_indices) const;
float length;
float step;
bool loop;
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// bind helpers
private:
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Array _transform_track_interpolate(int p_track, float p_time) const {
Vector3 loc;
Quat rot;
Vector3 scale;
transform_track_interpolate(p_track,p_time,&loc,&rot,&scale);
Array ret;
ret.push_back(loc);
ret.push_back(rot);
ret.push_back(scale);
return ret;
}
DVector<int> _value_track_get_key_indices(int p_track, float p_time, float p_delta) const {
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List<int> idxs;
value_track_get_key_indices(p_track,p_time,p_delta,&idxs);
DVector<int> idxr;
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for (List<int>::Element *E=idxs.front();E;E=E->next()) {
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idxr.push_back(E->get());
}
return idxr;
}
DVector<int> _method_track_get_key_indices(int p_track, float p_time, float p_delta) const {
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List<int> idxs;
method_track_get_key_indices(p_track,p_time,p_delta,&idxs);
DVector<int> idxr;
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for (List<int>::Element *E=idxs.front();E;E=E->next()) {
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idxr.push_back(E->get());
}
return idxr;
}
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bool _transform_track_optimize_key(const TKey<TransformKey> &t0,const TKey<TransformKey> &t1, const TKey<TransformKey> &t2, float p_alowed_linear_err,float p_alowed_angular_err,float p_max_optimizable_angle,const Vector3& p_norm);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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void _transform_track_optimize(int p_idx, float p_allowed_err=0.05, float p_alowed_angular_err=0.01,float p_max_optimizable_angle=Math_PI*0.125);
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protected:
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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;
static void _bind_methods();
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public:
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int add_track(TrackType p_type,int p_at_pos=-1);
void remove_track(int p_track);
int get_track_count() const;
TrackType track_get_type(int p_track) const;
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void track_set_path(int p_track,const NodePath& p_path);
NodePath track_get_path(int p_track) const;
int find_track(const NodePath& p_path) const;
// transform
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void track_move_up(int p_track);
void track_move_down(int p_track);
int transform_track_insert_key(int p_track, float p_time, const Vector3 p_loc, const Quat& p_rot=Quat(), const Vector3& p_scale=Vector3());
void track_insert_key(int p_track, float p_time, const Variant& p_key, float p_transition=1);
void track_set_key_transition(int p_track, int p_key_idx,float p_transition);
void track_set_key_value(int p_track, int p_key_idx,const Variant& p_value);
int track_find_key(int p_track, float p_time, bool p_exact=false) const;
void track_remove_key(int p_track, int p_idx);
void track_remove_key_at_pos(int p_track, float p_pos);
int track_get_key_count(int p_track) const;
Variant track_get_key_value(int p_track, int p_key_idx) const;
float track_get_key_time(int p_track, int p_key_idx) const;
float track_get_key_transition(int p_track, int p_key_idx) const;
Error transform_track_get_key(int p_track, int p_key, Vector3* r_loc, Quat* r_rot, Vector3* r_scale) const;
void track_set_interpolation_type(int p_track,InterpolationType p_interp);
InterpolationType track_get_interpolation_type(int p_track) const;
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Error transform_track_interpolate(int p_track, float p_time, Vector3 * r_loc, Quat *r_rot, Vector3 *r_scale) const;
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Variant value_track_interpolate(int p_track, float p_time) const;
void value_track_get_key_indices(int p_track, float p_time, float p_delta,List<int> *p_indices) const;
void value_track_set_continuous(int p_track, bool p_continuous);
bool value_track_is_continuous(int p_track) const;
void method_track_get_key_indices(int p_track, float p_time, float p_delta,List<int> *p_indices) const;
Vector<Variant> method_track_get_params(int p_track,int p_key_idx) const;
StringName method_track_get_name(int p_track,int p_key_idx) const;
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void set_length(float p_length);
float get_length() const;
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void set_loop(bool p_enabled);
bool has_loop() const;
void set_step(float p_step);
float get_step() const;
void clear();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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void optimize(float p_allowed_linear_err=0.05,float p_allowed_angular_err=0.01,float p_max_optimizable_angle=Math_PI*0.125);
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Animation();
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~Animation();
};
VARIANT_ENUM_CAST( Animation::TrackType );
VARIANT_ENUM_CAST( Animation::InterpolationType );
#endif