godot/scene/animation/animation_player.h

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/*************************************************************************/
/* animation_player.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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. */
/*************************************************************************/
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#ifndef ANIMATION_PLAYER_H
#define ANIMATION_PLAYER_H
#include "scene/2d/node_2d.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/spatial.h"
#include "scene/resources/animation.h"
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/**
@author Juan Linietsky <reduzio@gmail.com>
*/
#ifdef TOOLS_ENABLED
// To save/restore animated values
class AnimatedValuesBackup {
struct Entry {
Object *object;
Vector<StringName> subpath; // Unused if bone
int bone_idx; // -1 if not a bone
Variant value;
};
Vector<Entry> entries;
friend class AnimationPlayer;
public:
void update_skeletons();
};
#endif
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class AnimationPlayer : public Node {
GDCLASS(AnimationPlayer, Node);
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OBJ_CATEGORY("Animation Nodes");
public:
enum AnimationProcessMode {
ANIMATION_PROCESS_PHYSICS,
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ANIMATION_PROCESS_IDLE,
ANIMATION_PROCESS_MANUAL,
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};
private:
enum {
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NODE_CACHE_UPDATE_MAX = 1024,
BLEND_FROM_MAX = 3
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};
enum SpecialProperty {
SP_NONE,
SP_NODE2D_POS,
SP_NODE2D_ROT,
SP_NODE2D_SCALE,
};
struct TrackNodeCache {
NodePath path;
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uint32_t id;
RES resource;
Node *node;
Spatial *spatial;
Node2D *node_2d;
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Skeleton *skeleton;
int bone_idx;
// accumulated transforms
Vector3 loc_accum;
Quat rot_accum;
Vector3 scale_accum;
uint64_t accum_pass;
bool audio_playing;
float audio_start;
float audio_len;
bool animation_playing;
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struct PropertyAnim {
TrackNodeCache *owner;
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SpecialProperty special; //small optimization
Vector<StringName> subpath;
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Object *object;
Variant value_accum;
uint64_t accum_pass;
Variant capture;
PropertyAnim() {
accum_pass = 0;
object = NULL;
}
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};
Map<StringName, PropertyAnim> property_anim;
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struct BezierAnim {
Vector<StringName> bezier_property;
TrackNodeCache *owner;
float bezier_accum;
Object *object;
uint64_t accum_pass;
BezierAnim() {
accum_pass = 0;
bezier_accum = 0;
object = NULL;
}
};
Map<StringName, BezierAnim> bezier_anim;
TrackNodeCache() {
skeleton = NULL;
spatial = NULL;
node = NULL;
accum_pass = 0;
bone_idx = -1;
node_2d = NULL;
audio_playing = false;
animation_playing = false;
}
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};
struct TrackNodeCacheKey {
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uint32_t id;
int bone_idx;
inline bool operator<(const TrackNodeCacheKey &p_right) const {
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if (id < p_right.id)
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return true;
else if (id > p_right.id)
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return false;
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else
return bone_idx < p_right.bone_idx;
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}
};
Map<TrackNodeCacheKey, TrackNodeCache> node_cache_map;
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TrackNodeCache *cache_update[NODE_CACHE_UPDATE_MAX];
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int cache_update_size;
TrackNodeCache::PropertyAnim *cache_update_prop[NODE_CACHE_UPDATE_MAX];
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int cache_update_prop_size;
TrackNodeCache::BezierAnim *cache_update_bezier[NODE_CACHE_UPDATE_MAX];
int cache_update_bezier_size;
Set<TrackNodeCache *> playing_caches;
Map<Ref<Animation>, int> used_anims;
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uint64_t accum_pass;
float speed_scale;
float default_blend_time;
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struct AnimationData {
String name;
StringName next;
Vector<TrackNodeCache *> node_cache;
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Ref<Animation> animation;
};
Map<StringName, AnimationData> animation_set;
struct BlendKey {
StringName from;
StringName to;
bool operator<(const BlendKey &bk) const { return from == bk.from ? String(to) < String(bk.to) : String(from) < String(bk.from); }
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};
Map<BlendKey, float> blend_times;
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struct PlaybackData {
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AnimationData *from;
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float pos;
float speed_scale;
PlaybackData() {
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pos = 0;
speed_scale = 1.0;
from = NULL;
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}
};
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struct Blend {
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PlaybackData data;
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float blend_time;
float blend_left;
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Blend() {
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blend_left = 0;
blend_time = 0;
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}
};
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struct Playback {
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List<Blend> blend;
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PlaybackData current;
StringName assigned;
bool seeked;
bool started;
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} playback;
List<StringName> queued;
bool end_reached;
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bool end_notify;
String autoplay;
AnimationProcessMode animation_process_mode;
bool processing;
bool active;
NodePath root;
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void _animation_process_animation(AnimationData *p_anim, float p_time, float p_delta, float p_interp, bool p_is_current = true, bool p_seeked = false, bool p_started = false);
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void _ensure_node_caches(AnimationData *p_anim);
void _animation_process_data(PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started);
void _animation_process2(float p_delta, bool p_started);
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void _animation_update_transforms();
void _animation_process(float p_delta);
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void _node_removed(Node *p_node);
void _stop_playing_caches();
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// bind helpers
PoolVector<String> _get_animation_list() const {
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List<StringName> animations;
get_animation_list(&animations);
PoolVector<String> ret;
while (animations.size()) {
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ret.push_back(animations.front()->get());
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animations.pop_front();
}
return ret;
}
void _animation_changed();
void _ref_anim(const Ref<Animation> &p_anim);
void _unref_anim(const Ref<Animation> &p_anim);
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void _set_process(bool p_process, bool p_force = false);
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bool playing;
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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;
virtual void _validate_property(PropertyInfo &property) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
StringName find_animation(const Ref<Animation> &p_animation) const;
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Error add_animation(const StringName &p_name, const Ref<Animation> &p_animation);
void remove_animation(const StringName &p_name);
void rename_animation(const StringName &p_name, const StringName &p_new_name);
bool has_animation(const StringName &p_name) const;
Ref<Animation> get_animation(const StringName &p_name) const;
void get_animation_list(List<StringName> *p_animations) const;
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void set_blend_time(const StringName &p_animation1, const StringName &p_animation2, float p_time);
float get_blend_time(const StringName &p_animation1, const StringName &p_animation2) const;
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void animation_set_next(const StringName &p_animation, const StringName &p_next);
StringName animation_get_next(const StringName &p_animation) const;
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void set_default_blend_time(float p_default);
float get_default_blend_time() const;
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void play(const StringName &p_name = StringName(), float p_custom_blend = -1, float p_custom_scale = 1.0, bool p_from_end = false);
void play_backwards(const StringName &p_name = StringName(), float p_custom_blend = -1);
void queue(const StringName &p_name);
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void clear_queue();
void stop(bool p_reset = true);
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bool is_playing() const;
String get_current_animation() const;
void set_current_animation(const String &p_anim);
String get_assigned_animation() const;
void set_assigned_animation(const String &p_anim);
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void stop_all();
void set_active(bool p_active);
bool is_active() const;
bool is_valid() const;
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void set_speed_scale(float p_speed);
float get_speed_scale() const;
float get_playing_speed() const;
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void set_autoplay(const String &p_name);
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String get_autoplay() const;
void set_animation_process_mode(AnimationProcessMode p_mode);
AnimationProcessMode get_animation_process_mode() const;
void seek(float p_time, bool p_update = false);
void seek_delta(float p_time, float p_delta);
float get_current_animation_position() const;
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float get_current_animation_length() const;
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 advance(float p_time);
void set_root(const NodePath &p_root);
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NodePath get_root() const;
void clear_caches(); ///< must be called by hand if an animation was modified after added
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
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#ifdef TOOLS_ENABLED
// These may be interesting for games, but are too dangerous for general use
AnimatedValuesBackup backup_animated_values();
void restore_animated_values(const AnimatedValuesBackup &p_backup);
#endif
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AnimationPlayer();
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~AnimationPlayer();
};
VARIANT_ENUM_CAST(AnimationPlayer::AnimationProcessMode);
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#endif