godot/scene/animation/animation_tree.h

282 lines
6.2 KiB
C++
Raw Normal View History

#ifndef ANIMATION_GRAPH_PLAYER_H
#define ANIMATION_GRAPH_PLAYER_H
#include "animation_player.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/spatial.h"
#include "scene/resources/animation.h"
class AnimationNodeBlendTree;
class AnimationPlayer;
class AnimationTree;
class AnimationNode : public Resource {
GDCLASS(AnimationNode, Resource)
public:
enum FilterAction {
FILTER_IGNORE,
FILTER_PASS,
FILTER_STOP,
FILTER_BLEND
};
struct Input {
String name;
StringName connected_to;
float activity;
uint64_t last_pass;
};
Vector<Input> inputs;
float process_input(int p_input, float p_time, bool p_seek, float p_blend);
friend class AnimationTree;
struct AnimationState {
Ref<Animation> animation;
float time;
float delta;
const Vector<float> *track_blends;
float blend;
bool seeked;
};
struct State {
int track_count;
HashMap<NodePath, int> track_map;
List<AnimationState> animation_states;
bool valid;
AnimationPlayer *player;
String invalid_reasons;
uint64_t last_pass;
};
Vector<float> blends;
State *state;
float _pre_process(State *p_state, float p_time, bool p_seek);
void _pre_update_animations(HashMap<NodePath, int> *track_map);
Vector2 position;
2018-06-21 18:45:44 +00:00
AnimationNode *parent;
AnimationTree *player;
float _blend_node(Ref<AnimationNode> p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true, float *r_max = NULL);
HashMap<NodePath, bool> filter;
bool filter_enabled;
Array _get_filters() const;
void _set_filters(const Array &p_filters);
protected:
void blend_animation(const StringName &p_animation, float p_time, float p_delta, bool p_seeked, float p_blend);
float blend_node(Ref<AnimationNode> p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true);
float blend_input(int p_input, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true);
void make_invalid(const String &p_reason);
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
void _set_parent(Object *p_parent);
public:
2018-06-21 18:45:44 +00:00
void set_parent(AnimationNode *p_parent);
Ref<AnimationNode> get_parent() const;
virtual void set_tree(AnimationTree *p_player);
AnimationTree *get_tree() const;
AnimationPlayer *get_player() const;
virtual float process(float p_time, bool p_seek);
2018-06-21 18:45:44 +00:00
virtual String get_caption() const;
int get_input_count() const;
String get_input_name(int p_input);
StringName get_input_connection(int p_input);
void set_input_connection(int p_input, const StringName &p_connection);
float get_input_activity(int p_input) const;
void add_input(const String &p_name);
void set_input_name(int p_input, const String &p_name);
void remove_input(int p_index);
void set_filter_path(const NodePath &p_path, bool p_enable);
bool is_path_filtered(const NodePath &p_path) const;
void set_filter_enabled(bool p_enable);
bool is_filter_enabled() const;
virtual bool has_filter() const;
void set_position(const Vector2 &p_position);
Vector2 get_position() const;
AnimationNode();
};
VARIANT_ENUM_CAST(AnimationNode::FilterAction)
2018-06-21 18:45:44 +00:00
//root node does not allow inputs
class AnimationRootNode : public AnimationNode {
GDCLASS(AnimationRootNode, AnimationNode)
public:
AnimationRootNode() {}
};
class AnimationTree : public Node {
GDCLASS(AnimationTree, Node)
public:
enum AnimationProcessMode {
ANIMATION_PROCESS_PHYSICS,
ANIMATION_PROCESS_IDLE,
};
private:
struct TrackCache {
bool root_motion;
uint64_t setup_pass;
uint64_t process_pass;
Animation::TrackType type;
Object *object;
ObjectID object_id;
TrackCache() {
root_motion = false;
setup_pass = 0;
process_pass = 0;
object = NULL;
object_id = 0;
}
virtual ~TrackCache() {}
};
struct TrackCacheTransform : public TrackCache {
Spatial *spatial;
Skeleton *skeleton;
int bone_idx;
Vector3 loc;
Quat rot;
float rot_blend_accum;
Vector3 scale;
TrackCacheTransform() {
type = Animation::TYPE_TRANSFORM;
spatial = NULL;
bone_idx = -1;
skeleton = NULL;
}
};
struct TrackCacheValue : public TrackCache {
Variant value;
Vector<StringName> subpath;
TrackCacheValue() { type = Animation::TYPE_VALUE; }
};
struct TrackCacheMethod : public TrackCache {
TrackCacheMethod() { type = Animation::TYPE_METHOD; }
};
struct TrackCacheBezier : public TrackCache {
float value;
Vector<StringName> subpath;
TrackCacheBezier() {
type = Animation::TYPE_BEZIER;
value = 0;
}
};
struct TrackCacheAudio : public TrackCache {
bool playing;
float start;
float len;
TrackCacheAudio() {
type = Animation::TYPE_AUDIO;
playing = false;
start = 0;
len = 0;
}
};
struct TrackCacheAnimation : public TrackCache {
bool playing;
TrackCacheAnimation() {
type = Animation::TYPE_ANIMATION;
playing = false;
}
};
HashMap<NodePath, TrackCache *> track_cache;
Set<TrackCache *> playing_caches;
Ref<AnimationNode> root;
AnimationProcessMode process_mode;
bool active;
NodePath animation_player;
AnimationNode::State state;
bool cache_valid;
void _node_removed(Node *p_node);
void _caches_cleared();
void _clear_caches();
bool _update_caches(AnimationPlayer *player);
void _process_graph(float p_delta);
uint64_t setup_pass;
uint64_t process_pass;
bool started;
NodePath root_motion_track;
Transform root_motion_transform;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_tree_root(const Ref<AnimationNode> &p_root);
Ref<AnimationNode> get_tree_root() const;
void set_active(bool p_active);
bool is_active() const;
void set_process_mode(AnimationProcessMode p_mode);
AnimationProcessMode get_process_mode() const;
void set_animation_player(const NodePath &p_player);
NodePath get_animation_player() const;
virtual String get_configuration_warning() const;
bool is_state_invalid() const;
String get_invalid_state_reason() const;
void set_root_motion_track(const NodePath &p_track);
NodePath get_root_motion_track() const;
Transform get_root_motion_transform() const;
uint64_t get_last_process_pass() const;
AnimationTree();
~AnimationTree();
};
VARIANT_ENUM_CAST(AnimationTree::AnimationProcessMode)
#endif // ANIMATION_GRAPH_PLAYER_H