2014-02-10 01:10:30 +00:00
/**************************************************************************/
/* animation.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
2018-01-04 23:50:27 +00:00
2014-02-10 01:10:30 +00:00
# include "animation.h"
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# include "animation.compat.inc"
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# include "core/io/marshalls.h"
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# include "core/math/geometry_3d.h"
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# include "scene/scene_string_names.h"
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bool Animation : : _set ( const StringName & p_name , const Variant & p_value ) {
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String prop_name = p_name ;
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if ( p_name = = SNAME ( " _compression " ) ) {
ERR_FAIL_COND_V ( tracks . size ( ) > 0 , false ) ; //can only set compression if no tracks exist
Dictionary comp = p_value ;
ERR_FAIL_COND_V ( ! comp . has ( " fps " ) , false ) ;
ERR_FAIL_COND_V ( ! comp . has ( " bounds " ) , false ) ;
ERR_FAIL_COND_V ( ! comp . has ( " pages " ) , false ) ;
ERR_FAIL_COND_V ( ! comp . has ( " format_version " ) , false ) ;
uint32_t format_version = comp [ " format_version " ] ;
ERR_FAIL_COND_V ( format_version > Compression : : FORMAT_VERSION , false ) ; // version does not match this supported version
compression . fps = comp [ " fps " ] ;
Array bounds = comp [ " bounds " ] ;
compression . bounds . resize ( bounds . size ( ) ) ;
for ( int i = 0 ; i < bounds . size ( ) ; i + + ) {
compression . bounds [ i ] = bounds [ i ] ;
}
Array pages = comp [ " pages " ] ;
compression . pages . resize ( pages . size ( ) ) ;
for ( int i = 0 ; i < pages . size ( ) ; i + + ) {
Dictionary page = pages [ i ] ;
ERR_FAIL_COND_V ( ! page . has ( " data " ) , false ) ;
ERR_FAIL_COND_V ( ! page . has ( " time_offset " ) , false ) ;
compression . pages [ i ] . data = page [ " data " ] ;
compression . pages [ i ] . time_offset = page [ " time_offset " ] ;
}
compression . enabled = true ;
return true ;
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} else if ( prop_name . begins_with ( " tracks/ " ) ) {
int track = prop_name . get_slicec ( ' / ' , 1 ) . to_int ( ) ;
String what = prop_name . get_slicec ( ' / ' , 2 ) ;
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if ( tracks . size ( ) = = track & & what = = " type " ) {
String type = p_value ;
2016-03-08 23:00:52 +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
if ( type = = " position_3d " ) {
add_track ( TYPE_POSITION_3D ) ;
} else if ( type = = " rotation_3d " ) {
add_track ( TYPE_ROTATION_3D ) ;
} else if ( type = = " scale_3d " ) {
add_track ( TYPE_SCALE_3D ) ;
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} else if ( type = = " blend_shape " ) {
add_track ( TYPE_BLEND_SHAPE ) ;
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} else if ( type = = " value " ) {
add_track ( TYPE_VALUE ) ;
} else if ( type = = " method " ) {
add_track ( TYPE_METHOD ) ;
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} else if ( type = = " bezier " ) {
add_track ( TYPE_BEZIER ) ;
} else if ( type = = " audio " ) {
add_track ( TYPE_AUDIO ) ;
} else if ( type = = " animation " ) {
add_track ( TYPE_ANIMATION ) ;
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} else {
return false ;
}
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return true ;
}
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ERR_FAIL_INDEX_V ( track , tracks . size ( ) , false ) ;
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if ( what = = " path " ) {
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track_set_path ( track , p_value ) ;
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} else if ( what = = " compressed_track " ) {
int index = p_value ;
ERR_FAIL_COND_V ( ! compression . enabled , false ) ;
ERR_FAIL_UNSIGNED_INDEX_V ( ( uint32_t ) index , compression . bounds . size ( ) , false ) ;
Track * t = tracks [ track ] ;
t - > interpolation = INTERPOLATION_LINEAR ; //only linear supported
switch ( t - > type ) {
case TYPE_POSITION_3D : {
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
tt - > compressed_track = index ;
} break ;
case TYPE_ROTATION_3D : {
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
rt - > compressed_track = index ;
} break ;
case TYPE_SCALE_3D : {
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
st - > compressed_track = index ;
} break ;
case TYPE_BLEND_SHAPE : {
BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( t ) ;
bst - > compressed_track = index ;
} break ;
default : {
return false ;
}
}
return true ;
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} else if ( what = = " use_blend " ) {
if ( track_get_type ( track ) = = TYPE_AUDIO ) {
audio_track_set_use_blend ( track , p_value ) ;
}
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} else if ( what = = " interp " ) {
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track_set_interpolation_type ( track , InterpolationType ( p_value . operator int ( ) ) ) ;
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} else if ( what = = " loop_wrap " ) {
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track_set_interpolation_loop_wrap ( track , p_value ) ;
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} else if ( what = = " imported " ) {
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track_set_imported ( track , p_value ) ;
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} else if ( what = = " enabled " ) {
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track_set_enabled ( track , p_value ) ;
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} else if ( what = = " keys " | | what = = " key_values " ) {
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
if ( track_get_type ( track ) = = TYPE_POSITION_3D ) {
PositionTrack * tt = static_cast < PositionTrack * > ( tracks [ track ] ) ;
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Vector < real_t > values = p_value ;
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int vcount = values . size ( ) ;
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
ERR_FAIL_COND_V ( vcount % POSITION_TRACK_SIZE , false ) ;
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const real_t * r = values . ptr ( ) ;
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
int64_t count = vcount / POSITION_TRACK_SIZE ;
tt - > positions . resize ( count ) ;
2021-08-22 20:19:17 +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
TKey < Vector3 > * tw = tt - > positions . ptrw ( ) ;
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for ( int i = 0 ; i < count ; i + + ) {
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
TKey < Vector3 > & tk = tw [ i ] ;
const real_t * ofs = & r [ i * POSITION_TRACK_SIZE ] ;
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tk . time = ofs [ 0 ] ;
tk . transition = ofs [ 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
tk . value . x = ofs [ 2 ] ;
tk . value . y = ofs [ 3 ] ;
tk . value . z = ofs [ 4 ] ;
}
} else if ( track_get_type ( track ) = = TYPE_ROTATION_3D ) {
RotationTrack * rt = static_cast < RotationTrack * > ( tracks [ track ] ) ;
Vector < real_t > values = p_value ;
int vcount = values . size ( ) ;
ERR_FAIL_COND_V ( vcount % ROTATION_TRACK_SIZE , false ) ;
const real_t * r = values . ptr ( ) ;
int64_t count = vcount / ROTATION_TRACK_SIZE ;
rt - > rotations . resize ( count ) ;
TKey < Quaternion > * rw = rt - > rotations . ptrw ( ) ;
for ( int i = 0 ; i < count ; i + + ) {
TKey < Quaternion > & rk = rw [ i ] ;
const real_t * ofs = & r [ i * ROTATION_TRACK_SIZE ] ;
rk . time = ofs [ 0 ] ;
rk . transition = ofs [ 1 ] ;
rk . value . x = ofs [ 2 ] ;
rk . value . y = ofs [ 3 ] ;
rk . value . z = ofs [ 4 ] ;
rk . value . w = ofs [ 5 ] ;
}
} else if ( track_get_type ( track ) = = TYPE_SCALE_3D ) {
ScaleTrack * st = static_cast < ScaleTrack * > ( tracks [ track ] ) ;
Vector < real_t > values = p_value ;
int vcount = values . size ( ) ;
ERR_FAIL_COND_V ( vcount % SCALE_TRACK_SIZE , false ) ;
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
const real_t * r = values . ptr ( ) ;
int64_t count = vcount / SCALE_TRACK_SIZE ;
st - > scales . resize ( count ) ;
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
TKey < Vector3 > * sw = st - > scales . ptrw ( ) ;
for ( int i = 0 ; i < count ; i + + ) {
TKey < Vector3 > & sk = sw [ i ] ;
const real_t * ofs = & r [ i * SCALE_TRACK_SIZE ] ;
sk . time = ofs [ 0 ] ;
sk . transition = ofs [ 1 ] ;
sk . value . x = ofs [ 2 ] ;
sk . value . y = ofs [ 3 ] ;
sk . value . z = ofs [ 4 ] ;
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}
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} else if ( track_get_type ( track ) = = TYPE_BLEND_SHAPE ) {
BlendShapeTrack * st = static_cast < BlendShapeTrack * > ( tracks [ track ] ) ;
Vector < real_t > values = p_value ;
int vcount = values . size ( ) ;
ERR_FAIL_COND_V ( vcount % BLEND_SHAPE_TRACK_SIZE , false ) ;
const real_t * r = values . ptr ( ) ;
int64_t count = vcount / BLEND_SHAPE_TRACK_SIZE ;
st - > blend_shapes . resize ( count ) ;
TKey < float > * sw = st - > blend_shapes . ptrw ( ) ;
for ( int i = 0 ; i < count ; i + + ) {
TKey < float > & sk = sw [ i ] ;
const real_t * ofs = & r [ i * BLEND_SHAPE_TRACK_SIZE ] ;
sk . time = ofs [ 0 ] ;
sk . transition = ofs [ 1 ] ;
sk . value = ofs [ 2 ] ;
}
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} else if ( track_get_type ( track ) = = TYPE_VALUE ) {
ValueTrack * vt = static_cast < ValueTrack * > ( tracks [ track ] ) ;
Dictionary d = p_value ;
ERR_FAIL_COND_V ( ! d . has ( " times " ) , false ) ;
ERR_FAIL_COND_V ( ! d . has ( " values " ) , false ) ;
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if ( d . has ( " cont " ) ) {
bool v = d [ " cont " ] ;
vt - > update_mode = v ? UPDATE_CONTINUOUS : UPDATE_DISCRETE ;
}
if ( d . has ( " update " ) ) {
int um = d [ " update " ] ;
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if ( um < 0 ) {
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um = 0 ;
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} else if ( um > 3 ) {
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um = 3 ;
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}
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vt - > update_mode = UpdateMode ( um ) ;
}
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capture_included = capture_included | | ( vt - > update_mode = = UPDATE_CAPTURE ) ;
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Vector < real_t > times = d [ " times " ] ;
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Array values = d [ " values " ] ;
ERR_FAIL_COND_V ( times . size ( ) ! = values . size ( ) , false ) ;
if ( times . size ( ) ) {
int valcount = times . size ( ) ;
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const real_t * rt = times . ptr ( ) ;
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vt - > values . resize ( valcount ) ;
for ( int i = 0 ; i < valcount ; i + + ) {
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vt - > values . write [ i ] . time = rt [ i ] ;
vt - > values . write [ i ] . value = values [ i ] ;
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}
if ( d . has ( " transitions " ) ) {
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Vector < real_t > transitions = d [ " transitions " ] ;
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ERR_FAIL_COND_V ( transitions . size ( ) ! = valcount , false ) ;
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const real_t * rtr = transitions . ptr ( ) ;
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for ( int i = 0 ; i < valcount ; i + + ) {
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vt - > values . write [ i ] . transition = rtr [ i ] ;
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}
}
}
return true ;
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} else if ( track_get_type ( track ) = = TYPE_METHOD ) {
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while ( track_get_key_count ( track ) ) {
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track_remove_key ( track , 0 ) ; //well shouldn't be set anyway
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}
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Dictionary d = p_value ;
ERR_FAIL_COND_V ( ! d . has ( " times " ) , false ) ;
ERR_FAIL_COND_V ( ! d . has ( " values " ) , false ) ;
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Vector < real_t > times = d [ " times " ] ;
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Array values = d [ " values " ] ;
ERR_FAIL_COND_V ( times . size ( ) ! = values . size ( ) , false ) ;
if ( times . size ( ) ) {
int valcount = times . size ( ) ;
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const real_t * rt = times . ptr ( ) ;
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for ( int i = 0 ; i < valcount ; i + + ) {
track_insert_key ( track , rt [ i ] , values [ i ] ) ;
}
if ( d . has ( " transitions " ) ) {
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Vector < real_t > transitions = d [ " transitions " ] ;
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ERR_FAIL_COND_V ( transitions . size ( ) ! = valcount , false ) ;
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const real_t * rtr = transitions . ptr ( ) ;
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for ( int i = 0 ; i < valcount ; i + + ) {
track_set_key_transition ( track , i , rtr [ i ] ) ;
}
}
}
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} else if ( track_get_type ( track ) = = TYPE_BEZIER ) {
BezierTrack * bt = static_cast < BezierTrack * > ( tracks [ track ] ) ;
Dictionary d = p_value ;
ERR_FAIL_COND_V ( ! d . has ( " times " ) , false ) ;
ERR_FAIL_COND_V ( ! d . has ( " points " ) , false ) ;
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Vector < real_t > times = d [ " times " ] ;
Vector < real_t > values = d [ " points " ] ;
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# ifdef TOOLS_ENABLED
ERR_FAIL_COND_V ( ! d . has ( " handle_modes " ) , false ) ;
Vector < int > handle_modes = d [ " handle_modes " ] ;
# endif // TOOLS_ENABLED
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ERR_FAIL_COND_V ( times . size ( ) * 5 ! = values . size ( ) , false ) ;
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if ( times . size ( ) ) {
int valcount = times . size ( ) ;
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const real_t * rt = times . ptr ( ) ;
const real_t * rv = values . ptr ( ) ;
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# ifdef TOOLS_ENABLED
const int * rh = handle_modes . ptr ( ) ;
# endif // TOOLS_ENABLED
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bt - > values . resize ( valcount ) ;
for ( int i = 0 ; i < valcount ; i + + ) {
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bt - > values . write [ i ] . time = rt [ i ] ;
bt - > values . write [ i ] . transition = 0 ; //unused in bezier
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bt - > values . write [ i ] . value . value = rv [ i * 5 + 0 ] ;
bt - > values . write [ i ] . value . in_handle . x = rv [ i * 5 + 1 ] ;
bt - > values . write [ i ] . value . in_handle . y = rv [ i * 5 + 2 ] ;
bt - > values . write [ i ] . value . out_handle . x = rv [ i * 5 + 3 ] ;
bt - > values . write [ i ] . value . out_handle . y = rv [ i * 5 + 4 ] ;
# ifdef TOOLS_ENABLED
bt - > values . write [ i ] . value . handle_mode = static_cast < HandleMode > ( rh [ i ] ) ;
# endif // TOOLS_ENABLED
2018-06-07 15:46:14 +00:00
}
}
return true ;
} else if ( track_get_type ( track ) = = TYPE_AUDIO ) {
AudioTrack * ad = static_cast < AudioTrack * > ( tracks [ track ] ) ;
Dictionary d = p_value ;
ERR_FAIL_COND_V ( ! d . has ( " times " ) , false ) ;
ERR_FAIL_COND_V ( ! d . has ( " clips " ) , false ) ;
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Vector < real_t > times = d [ " times " ] ;
2018-06-07 15:46:14 +00:00
Array clips = d [ " clips " ] ;
ERR_FAIL_COND_V ( clips . size ( ) ! = times . size ( ) , false ) ;
if ( times . size ( ) ) {
int valcount = times . size ( ) ;
2021-08-09 22:15:17 +00:00
const real_t * rt = times . ptr ( ) ;
2018-06-07 15:46:14 +00:00
ad - > values . clear ( ) ;
for ( int i = 0 ; i < valcount ; i + + ) {
2019-02-12 20:10:08 +00:00
Dictionary d2 = clips [ i ] ;
2020-05-14 14:41:43 +00:00
if ( ! d2 . has ( " start_offset " ) ) {
2018-06-07 15:46:14 +00:00
continue ;
2020-05-14 14:41:43 +00:00
}
if ( ! d2 . has ( " end_offset " ) ) {
2018-06-07 15:46:14 +00:00
continue ;
2020-05-14 14:41:43 +00:00
}
if ( ! d2 . has ( " stream " ) ) {
2018-06-07 15:46:14 +00:00
continue ;
2020-05-14 14:41:43 +00:00
}
2018-06-07 15:46:14 +00:00
TKey < AudioKey > ak ;
ak . time = rt [ i ] ;
2019-02-12 20:10:08 +00:00
ak . value . start_offset = d2 [ " start_offset " ] ;
ak . value . end_offset = d2 [ " end_offset " ] ;
ak . value . stream = d2 [ " stream " ] ;
2018-06-07 15:46:14 +00:00
ad - > values . push_back ( ak ) ;
}
}
return true ;
} else if ( track_get_type ( track ) = = TYPE_ANIMATION ) {
AnimationTrack * an = static_cast < AnimationTrack * > ( tracks [ track ] ) ;
Dictionary d = p_value ;
ERR_FAIL_COND_V ( ! d . has ( " times " ) , false ) ;
ERR_FAIL_COND_V ( ! d . has ( " clips " ) , false ) ;
2021-08-09 22:15:17 +00:00
Vector < real_t > times = d [ " times " ] ;
2020-02-17 21:06:54 +00:00
Vector < String > clips = d [ " clips " ] ;
2018-06-07 15:46:14 +00:00
ERR_FAIL_COND_V ( clips . size ( ) ! = times . size ( ) , false ) ;
if ( times . size ( ) ) {
int valcount = times . size ( ) ;
2021-08-09 22:15:17 +00:00
const real_t * rt = times . ptr ( ) ;
2020-02-17 21:06:54 +00:00
const String * rc = clips . ptr ( ) ;
2018-06-07 15:46:14 +00:00
an - > values . resize ( valcount ) ;
for ( int i = 0 ; i < valcount ; i + + ) {
TKey < StringName > ak ;
ak . time = rt [ i ] ;
ak . value = rc [ i ] ;
2018-07-25 01:11:03 +00:00
an - > values . write [ i ] = ak ;
2018-06-07 15:46:14 +00:00
}
}
return true ;
} else {
return false ;
2014-02-10 01:10:30 +00:00
}
2020-05-14 14:41:43 +00:00
} else {
2014-02-10 01:10:30 +00:00
return false ;
2020-05-14 14:41:43 +00:00
}
2023-07-07 12:15:11 +00:00
# ifndef DISABLE_DEPRECATED
} else if ( prop_name = = " loop " & & p_value . operator bool ( ) ) { // Compatibility with Godot 3.x.
loop_mode = Animation : : LoopMode : : LOOP_LINEAR ;
return true ;
# endif // DISABLE_DEPRECATED
2020-05-14 14:41:43 +00:00
} else {
2014-02-10 01:10:30 +00:00
return false ;
2020-05-14 14:41:43 +00:00
}
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return true ;
}
bool Animation : : _get ( const StringName & p_name , Variant & r_ret ) const {
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String prop_name = p_name ;
2014-02-10 01:10:30 +00:00
2021-10-20 23:42:22 +00:00
if ( p_name = = SNAME ( " _compression " ) ) {
ERR_FAIL_COND_V ( ! compression . enabled , false ) ;
Dictionary comp ;
comp [ " fps " ] = compression . fps ;
Array bounds ;
bounds . resize ( compression . bounds . size ( ) ) ;
for ( uint32_t i = 0 ; i < compression . bounds . size ( ) ; i + + ) {
bounds [ i ] = compression . bounds [ i ] ;
}
comp [ " bounds " ] = bounds ;
Array pages ;
pages . resize ( compression . pages . size ( ) ) ;
for ( uint32_t i = 0 ; i < compression . pages . size ( ) ; i + + ) {
Dictionary page ;
page [ " data " ] = compression . pages [ i ] . data ;
page [ " time_offset " ] = compression . pages [ i ] . time_offset ;
pages [ i ] = page ;
}
comp [ " pages " ] = pages ;
comp [ " format_version " ] = Compression : : FORMAT_VERSION ;
r_ret = comp ;
return true ;
2022-09-29 09:53:28 +00:00
} else if ( prop_name = = " length " ) {
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r_ret = length ;
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} else if ( prop_name = = " loop_mode " ) {
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r_ret = loop_mode ;
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} else if ( prop_name = = " step " ) {
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r_ret = step ;
2022-09-29 09:53:28 +00:00
} else if ( prop_name . begins_with ( " tracks/ " ) ) {
int track = prop_name . get_slicec ( ' / ' , 1 ) . to_int ( ) ;
String what = prop_name . get_slicec ( ' / ' , 2 ) ;
2014-02-10 01:10:30 +00:00
ERR_FAIL_INDEX_V ( track , tracks . size ( ) , false ) ;
if ( what = = " type " ) {
switch ( track_get_type ( track ) ) {
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
case TYPE_POSITION_3D :
r_ret = " position_3d " ;
break ;
case TYPE_ROTATION_3D :
r_ret = " rotation_3d " ;
break ;
case TYPE_SCALE_3D :
r_ret = " scale_3d " ;
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break ;
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case TYPE_BLEND_SHAPE :
r_ret = " blend_shape " ;
break ;
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case TYPE_VALUE :
r_ret = " value " ;
break ;
case TYPE_METHOD :
r_ret = " method " ;
break ;
case TYPE_BEZIER :
r_ret = " bezier " ;
break ;
case TYPE_AUDIO :
r_ret = " audio " ;
break ;
case TYPE_ANIMATION :
r_ret = " animation " ;
break ;
2014-02-10 01:10:30 +00:00
}
return true ;
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} else if ( what = = " path " ) {
2014-02-10 01:10:30 +00:00
r_ret = track_get_path ( track ) ;
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} else if ( what = = " compressed_track " ) {
ERR_FAIL_COND_V ( ! compression . enabled , false ) ;
Track * t = tracks [ track ] ;
switch ( t - > type ) {
case TYPE_POSITION_3D : {
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
r_ret = tt - > compressed_track ;
} break ;
case TYPE_ROTATION_3D : {
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
r_ret = rt - > compressed_track ;
} break ;
case TYPE_SCALE_3D : {
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
r_ret = st - > compressed_track ;
} break ;
case TYPE_BLEND_SHAPE : {
BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( t ) ;
r_ret = bst - > compressed_track ;
} break ;
default : {
r_ret = Variant ( ) ;
ERR_FAIL_V ( false ) ;
}
}
return true ;
2023-01-27 18:25:49 +00:00
} else if ( what = = " use_blend " ) {
if ( track_get_type ( track ) = = TYPE_AUDIO ) {
r_ret = audio_track_is_use_blend ( track ) ;
}
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} else if ( what = = " interp " ) {
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r_ret = track_get_interpolation_type ( track ) ;
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} else if ( what = = " loop_wrap " ) {
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r_ret = track_get_interpolation_loop_wrap ( track ) ;
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} else if ( what = = " imported " ) {
2016-06-20 03:19:04 +00:00
r_ret = track_is_imported ( track ) ;
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} else if ( what = = " enabled " ) {
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r_ret = track_is_enabled ( track ) ;
2020-05-14 14:41:43 +00:00
} else if ( what = = " keys " ) {
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
if ( track_get_type ( track ) = = TYPE_POSITION_3D ) {
2021-08-09 22:15:17 +00:00
Vector < real_t > keys ;
2016-03-08 23:00:52 +00:00
int kk = track_get_key_count ( track ) ;
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
keys . resize ( kk * POSITION_TRACK_SIZE ) ;
2014-02-10 01:10:30 +00:00
2020-02-17 21:06:54 +00:00
real_t * w = keys . ptrw ( ) ;
2014-02-10 01:10:30 +00:00
int idx = 0 ;
for ( int i = 0 ; i < track_get_key_count ( track ) ; i + + ) {
Vector3 loc ;
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
position_track_get_key ( track , i , & loc ) ;
2017-03-05 15:44:50 +00:00
2014-02-10 01:10:30 +00:00
w [ idx + + ] = track_get_key_time ( track , i ) ;
w [ idx + + ] = track_get_key_transition ( track , i ) ;
w [ idx + + ] = loc . x ;
w [ idx + + ] = loc . y ;
w [ idx + + ] = loc . z ;
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
}
2017-03-05 15:44:50 +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
r_ret = keys ;
return true ;
} else if ( track_get_type ( track ) = = TYPE_ROTATION_3D ) {
Vector < real_t > keys ;
int kk = track_get_key_count ( track ) ;
keys . resize ( kk * ROTATION_TRACK_SIZE ) ;
real_t * w = keys . ptrw ( ) ;
int idx = 0 ;
for ( int i = 0 ; i < track_get_key_count ( track ) ; i + + ) {
Quaternion rot ;
rotation_track_get_key ( track , i , & rot ) ;
w [ idx + + ] = track_get_key_time ( track , i ) ;
w [ idx + + ] = track_get_key_transition ( track , i ) ;
2014-02-10 01:10:30 +00:00
w [ idx + + ] = rot . x ;
w [ idx + + ] = rot . y ;
w [ idx + + ] = rot . z ;
w [ idx + + ] = rot . w ;
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
}
2017-03-05 15:44:50 +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
r_ret = keys ;
return true ;
} else if ( track_get_type ( track ) = = TYPE_SCALE_3D ) {
Vector < real_t > keys ;
int kk = track_get_key_count ( track ) ;
keys . resize ( kk * SCALE_TRACK_SIZE ) ;
real_t * w = keys . ptrw ( ) ;
int idx = 0 ;
for ( int i = 0 ; i < track_get_key_count ( track ) ; i + + ) {
Vector3 scale ;
scale_track_get_key ( track , i , & scale ) ;
w [ idx + + ] = track_get_key_time ( track , i ) ;
w [ idx + + ] = track_get_key_transition ( track , i ) ;
2014-02-10 01:10:30 +00:00
w [ idx + + ] = scale . x ;
w [ idx + + ] = scale . y ;
w [ idx + + ] = scale . z ;
}
2021-10-15 22:04:35 +00:00
r_ret = keys ;
return true ;
} else if ( track_get_type ( track ) = = TYPE_BLEND_SHAPE ) {
Vector < real_t > keys ;
int kk = track_get_key_count ( track ) ;
keys . resize ( kk * BLEND_SHAPE_TRACK_SIZE ) ;
real_t * w = keys . ptrw ( ) ;
int idx = 0 ;
for ( int i = 0 ; i < track_get_key_count ( track ) ; i + + ) {
float bs ;
blend_shape_track_get_key ( track , i , & bs ) ;
w [ idx + + ] = track_get_key_time ( track , i ) ;
w [ idx + + ] = track_get_key_transition ( track , i ) ;
w [ idx + + ] = bs ;
}
2014-02-10 01:10:30 +00:00
r_ret = keys ;
return true ;
} else if ( track_get_type ( track ) = = TYPE_VALUE ) {
const ValueTrack * vt = static_cast < const ValueTrack * > ( tracks [ track ] ) ;
Dictionary d ;
2021-08-09 22:15:17 +00:00
Vector < real_t > key_times ;
Vector < real_t > key_transitions ;
2014-02-10 01:10:30 +00:00
Array key_values ;
int kk = vt - > values . size ( ) ;
key_times . resize ( kk ) ;
key_transitions . resize ( kk ) ;
key_values . resize ( kk ) ;
2021-08-09 22:15:17 +00:00
real_t * wti = key_times . ptrw ( ) ;
real_t * wtr = key_transitions . ptrw ( ) ;
2014-02-10 01:10:30 +00:00
int idx = 0 ;
const TKey < Variant > * vls = vt - > values . ptr ( ) ;
for ( int i = 0 ; i < kk ; i + + ) {
wti [ idx ] = vls [ i ] . time ;
wtr [ idx ] = vls [ i ] . transition ;
key_values [ idx ] = vls [ i ] . value ;
idx + + ;
}
d [ " times " ] = key_times ;
d [ " transitions " ] = key_transitions ;
d [ " values " ] = key_values ;
if ( track_get_type ( track ) = = TYPE_VALUE ) {
2016-06-19 04:43:02 +00:00
d [ " update " ] = value_track_get_update_mode ( track ) ;
2014-02-10 01:10:30 +00:00
}
r_ret = d ;
return true ;
2018-06-07 15:46:14 +00:00
} else if ( track_get_type ( track ) = = TYPE_METHOD ) {
2014-02-10 01:10:30 +00:00
Dictionary d ;
2021-08-09 22:15:17 +00:00
Vector < real_t > key_times ;
Vector < real_t > key_transitions ;
2014-02-10 01:10:30 +00:00
Array key_values ;
int kk = track_get_key_count ( track ) ;
key_times . resize ( kk ) ;
key_transitions . resize ( kk ) ;
key_values . resize ( kk ) ;
2021-08-09 22:15:17 +00:00
real_t * wti = key_times . ptrw ( ) ;
real_t * wtr = key_transitions . ptrw ( ) ;
2014-02-10 01:10:30 +00:00
int idx = 0 ;
for ( int i = 0 ; i < track_get_key_count ( track ) ; i + + ) {
wti [ idx ] = track_get_key_time ( track , i ) ;
wtr [ idx ] = track_get_key_transition ( track , i ) ;
key_values [ idx ] = track_get_key_value ( track , i ) ;
idx + + ;
}
d [ " times " ] = key_times ;
d [ " transitions " ] = key_transitions ;
d [ " values " ] = key_values ;
if ( track_get_type ( track ) = = TYPE_VALUE ) {
2016-06-19 04:43:02 +00:00
d [ " update " ] = value_track_get_update_mode ( track ) ;
2014-02-10 01:10:30 +00:00
}
r_ret = d ;
2018-06-07 15:46:14 +00:00
return true ;
} else if ( track_get_type ( track ) = = TYPE_BEZIER ) {
const BezierTrack * bt = static_cast < const BezierTrack * > ( tracks [ track ] ) ;
Dictionary d ;
2021-08-09 22:15:17 +00:00
Vector < real_t > key_times ;
Vector < real_t > key_points ;
2018-06-07 15:46:14 +00:00
int kk = bt - > values . size ( ) ;
key_times . resize ( kk ) ;
2022-08-22 10:45:30 +00:00
key_points . resize ( kk * 5 ) ;
2018-06-07 15:46:14 +00:00
2021-08-09 22:15:17 +00:00
real_t * wti = key_times . ptrw ( ) ;
real_t * wpo = key_points . ptrw ( ) ;
2018-06-07 15:46:14 +00:00
2022-08-22 10:45:30 +00:00
# ifdef TOOLS_ENABLED
Vector < int > handle_modes ;
handle_modes . resize ( kk ) ;
int * whm = handle_modes . ptrw ( ) ;
# endif // TOOLS_ENABLED
2018-06-07 15:46:14 +00:00
int idx = 0 ;
const TKey < BezierKey > * vls = bt - > values . ptr ( ) ;
for ( int i = 0 ; i < kk ; i + + ) {
wti [ idx ] = vls [ i ] . time ;
2022-08-22 10:45:30 +00:00
wpo [ idx * 5 + 0 ] = vls [ i ] . value . value ;
wpo [ idx * 5 + 1 ] = vls [ i ] . value . in_handle . x ;
wpo [ idx * 5 + 2 ] = vls [ i ] . value . in_handle . y ;
wpo [ idx * 5 + 3 ] = vls [ i ] . value . out_handle . x ;
wpo [ idx * 5 + 4 ] = vls [ i ] . value . out_handle . y ;
# ifdef TOOLS_ENABLED
whm [ idx ] = static_cast < int > ( vls [ i ] . value . handle_mode ) ;
# endif // TOOLS_ENABLED
2018-06-07 15:46:14 +00:00
idx + + ;
}
d [ " times " ] = key_times ;
d [ " points " ] = key_points ;
2022-08-22 10:45:30 +00:00
# ifdef TOOLS_ENABLED
d [ " handle_modes " ] = handle_modes ;
# endif // TOOLS_ENABLED
2018-06-07 15:46:14 +00:00
r_ret = d ;
return true ;
} else if ( track_get_type ( track ) = = TYPE_AUDIO ) {
const AudioTrack * ad = static_cast < const AudioTrack * > ( tracks [ track ] ) ;
Dictionary d ;
2021-08-09 22:15:17 +00:00
Vector < real_t > key_times ;
2018-06-07 15:46:14 +00:00
Array clips ;
int kk = ad - > values . size ( ) ;
key_times . resize ( kk ) ;
2021-08-09 22:15:17 +00:00
real_t * wti = key_times . ptrw ( ) ;
2018-06-07 15:46:14 +00:00
int idx = 0 ;
const TKey < AudioKey > * vls = ad - > values . ptr ( ) ;
for ( int i = 0 ; i < kk ; i + + ) {
wti [ idx ] = vls [ i ] . time ;
Dictionary clip ;
clip [ " start_offset " ] = vls [ i ] . value . start_offset ;
clip [ " end_offset " ] = vls [ i ] . value . end_offset ;
clip [ " stream " ] = vls [ i ] . value . stream ;
clips . push_back ( clip ) ;
idx + + ;
}
d [ " times " ] = key_times ;
d [ " clips " ] = clips ;
r_ret = d ;
return true ;
} else if ( track_get_type ( track ) = = TYPE_ANIMATION ) {
const AnimationTrack * an = static_cast < const AnimationTrack * > ( tracks [ track ] ) ;
Dictionary d ;
2021-08-09 22:15:17 +00:00
Vector < real_t > key_times ;
2020-02-17 21:06:54 +00:00
Vector < String > clips ;
2018-06-07 15:46:14 +00:00
int kk = an - > values . size ( ) ;
key_times . resize ( kk ) ;
clips . resize ( kk ) ;
2021-08-09 22:15:17 +00:00
real_t * wti = key_times . ptrw ( ) ;
2020-02-17 21:06:54 +00:00
String * wcl = clips . ptrw ( ) ;
2018-06-07 15:46:14 +00:00
const TKey < StringName > * vls = an - > values . ptr ( ) ;
for ( int i = 0 ; i < kk ; i + + ) {
wti [ i ] = vls [ i ] . time ;
wcl [ i ] = vls [ i ] . value ;
}
d [ " times " ] = key_times ;
d [ " clips " ] = clips ;
r_ret = d ;
2014-02-10 01:10:30 +00:00
return true ;
}
2020-05-14 14:41:43 +00:00
} else {
2014-02-10 01:10:30 +00:00
return false ;
2020-05-14 14:41:43 +00:00
}
} else {
2014-02-10 01:10:30 +00:00
return false ;
2020-05-14 14:41:43 +00:00
}
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
return true ;
}
void Animation : : _get_property_list ( List < PropertyInfo > * p_list ) const {
2021-10-20 23:42:22 +00:00
if ( compression . enabled ) {
2021-11-03 22:06:17 +00:00
p_list - > push_back ( PropertyInfo ( Variant : : DICTIONARY , " _compression " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
2021-10-20 23:42:22 +00:00
}
2014-02-10 01:10:30 +00:00
for ( int i = 0 ; i < tracks . size ( ) ; i + + ) {
2021-11-03 22:06:17 +00:00
p_list - > push_back ( PropertyInfo ( Variant : : STRING , " tracks/ " + itos ( i ) + " /type " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : BOOL , " tracks/ " + itos ( i ) + " /imported " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : BOOL , " tracks/ " + itos ( i ) + " /enabled " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : NODE_PATH , " tracks/ " + itos ( i ) + " /path " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
2021-10-20 23:42:22 +00:00
if ( track_is_compressed ( i ) ) {
2021-11-03 22:06:17 +00:00
p_list - > push_back ( PropertyInfo ( Variant : : INT , " tracks/ " + itos ( i ) + " /compressed_track " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
2021-10-20 23:42:22 +00:00
} else {
2021-11-03 22:06:17 +00:00
p_list - > push_back ( PropertyInfo ( Variant : : INT , " tracks/ " + itos ( i ) + " /interp " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : BOOL , " tracks/ " + itos ( i ) + " /loop_wrap " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : ARRAY , " tracks/ " + itos ( i ) + " /keys " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
2021-10-20 23:42:22 +00:00
}
2023-01-27 18:25:49 +00:00
if ( track_get_type ( i ) = = TYPE_AUDIO ) {
p_list - > push_back ( PropertyInfo ( Variant : : BOOL , " tracks/ " + itos ( i ) + " /use_blend " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
}
2014-02-10 01:10:30 +00:00
}
}
2021-02-11 17:18:45 +00:00
void Animation : : reset_state ( ) {
clear ( ) ;
}
2014-02-10 01:10:30 +00:00
int Animation : : add_track ( TrackType p_type , int p_at_pos ) {
2020-05-14 14:41:43 +00:00
if ( p_at_pos < 0 | | p_at_pos > = tracks . size ( ) ) {
2014-02-10 01:10:30 +00:00
p_at_pos = tracks . size ( ) ;
2020-05-14 14:41:43 +00:00
}
2014-02-10 01:10:30 +00:00
switch ( p_type ) {
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
case TYPE_POSITION_3D : {
PositionTrack * tt = memnew ( PositionTrack ) ;
2014-02-10 01:10:30 +00:00
tracks . insert ( p_at_pos , tt ) ;
} break ;
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
case TYPE_ROTATION_3D : {
RotationTrack * rt = memnew ( RotationTrack ) ;
tracks . insert ( p_at_pos , rt ) ;
} break ;
case TYPE_SCALE_3D : {
ScaleTrack * st = memnew ( ScaleTrack ) ;
tracks . insert ( p_at_pos , st ) ;
} break ;
2021-10-15 22:04:35 +00:00
case TYPE_BLEND_SHAPE : {
BlendShapeTrack * bst = memnew ( BlendShapeTrack ) ;
tracks . insert ( p_at_pos , bst ) ;
} break ;
2014-02-10 01:10:30 +00:00
case TYPE_VALUE : {
tracks . insert ( p_at_pos , memnew ( ValueTrack ) ) ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
} break ;
case TYPE_METHOD : {
tracks . insert ( p_at_pos , memnew ( MethodTrack ) ) ;
2016-03-08 23:00:52 +00:00
2018-06-07 15:46:14 +00:00
} break ;
case TYPE_BEZIER : {
tracks . insert ( p_at_pos , memnew ( BezierTrack ) ) ;
} break ;
case TYPE_AUDIO : {
tracks . insert ( p_at_pos , memnew ( AudioTrack ) ) ;
} break ;
case TYPE_ANIMATION : {
tracks . insert ( p_at_pos , memnew ( AnimationTrack ) ) ;
2014-02-10 01:10:30 +00:00
} break ;
default : {
ERR_PRINT ( " Unknown track type " ) ;
}
}
emit_changed ( ) ;
return p_at_pos ;
}
void Animation : : remove_track ( int p_track ) {
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
switch ( t - > type ) {
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
case TYPE_POSITION_3D : {
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND_MSG ( tt - > compressed_track > = 0 , " Compressed tracks can't be manually removed. Call clear() to get rid of compression first. " ) ;
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
_clear ( tt - > positions ) ;
} break ;
case TYPE_ROTATION_3D : {
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND_MSG ( rt - > compressed_track > = 0 , " Compressed tracks can't be manually removed. Call clear() to get rid of compression first. " ) ;
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
_clear ( rt - > rotations ) ;
} break ;
case TYPE_SCALE_3D : {
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND_MSG ( st - > compressed_track > = 0 , " Compressed tracks can't be manually removed. Call clear() to get rid of compression first. " ) ;
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
_clear ( st - > scales ) ;
2016-03-08 23:00:52 +00:00
2021-10-15 22:04:35 +00:00
} break ;
case TYPE_BLEND_SHAPE : {
BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND_MSG ( bst - > compressed_track > = 0 , " Compressed tracks can't be manually removed. Call clear() to get rid of compression first. " ) ;
2021-10-15 22:04:35 +00:00
_clear ( bst - > blend_shapes ) ;
2014-02-10 01:10:30 +00:00
} break ;
case TYPE_VALUE : {
2016-03-08 23:00:52 +00:00
ValueTrack * vt = static_cast < ValueTrack * > ( t ) ;
2014-02-10 01:10:30 +00:00
_clear ( vt - > values ) ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
} break ;
case TYPE_METHOD : {
MethodTrack * mt = static_cast < MethodTrack * > ( t ) ;
_clear ( mt - > methods ) ;
2016-03-08 23:00:52 +00:00
} break ;
2018-06-07 15:46:14 +00:00
case TYPE_BEZIER : {
BezierTrack * bz = static_cast < BezierTrack * > ( t ) ;
_clear ( bz - > values ) ;
} break ;
case TYPE_AUDIO : {
AudioTrack * ad = static_cast < AudioTrack * > ( t ) ;
_clear ( ad - > values ) ;
} break ;
case TYPE_ANIMATION : {
AnimationTrack * an = static_cast < AnimationTrack * > ( t ) ;
_clear ( an - > values ) ;
} break ;
2016-03-08 23:00:52 +00:00
}
2014-02-10 01:10:30 +00:00
memdelete ( t ) ;
2021-07-03 22:17:03 +00:00
tracks . remove_at ( p_track ) ;
2014-02-10 01:10:30 +00:00
emit_changed ( ) ;
2024-05-02 02:23:11 +00:00
_check_capture_included ( ) ;
}
void Animation : : set_capture_included ( bool p_capture_included ) {
capture_included = p_capture_included ;
}
bool Animation : : is_capture_included ( ) const {
return capture_included ;
}
void Animation : : _check_capture_included ( ) {
capture_included = false ;
for ( int i = 0 ; i < tracks . size ( ) ; i + + ) {
if ( tracks [ i ] - > type = = TYPE_VALUE ) {
ValueTrack * vt = static_cast < ValueTrack * > ( tracks [ i ] ) ;
if ( vt - > update_mode = = UPDATE_CAPTURE ) {
capture_included = true ;
break ;
}
}
}
2014-02-10 01:10:30 +00:00
}
int Animation : : get_track_count ( ) const {
return tracks . size ( ) ;
}
Animation : : TrackType Animation : : track_get_type ( int p_track ) const {
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
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , TYPE_VALUE ) ;
2014-02-10 01:10:30 +00:00
return tracks [ p_track ] - > type ;
}
void Animation : : track_set_path ( int p_track , const NodePath & p_path ) {
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
tracks [ p_track ] - > path = p_path ;
2024-01-05 17:21:38 +00:00
_track_update_hash ( p_track ) ;
2014-02-10 01:10:30 +00:00
emit_changed ( ) ;
}
NodePath Animation : : track_get_path ( int p_track ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , NodePath ( ) ) ;
return tracks [ p_track ] - > path ;
}
2021-10-16 01:04:09 +00:00
int Animation : : find_track ( const NodePath & p_path , const TrackType p_type ) const {
2014-02-10 01:10:30 +00:00
for ( int i = 0 ; i < tracks . size ( ) ; i + + ) {
2021-10-16 01:04:09 +00:00
if ( tracks [ i ] - > path = = p_path & & tracks [ i ] - > type = = p_type ) {
2014-02-10 01:10:30 +00:00
return i ;
2020-05-14 14:41:43 +00:00
}
2014-02-10 01:10:30 +00:00
} ;
return - 1 ;
} ;
2024-01-05 17:21:38 +00:00
Animation : : TrackType Animation : : get_cache_type ( TrackType p_type ) {
if ( p_type = = Animation : : TYPE_BEZIER ) {
return Animation : : TYPE_VALUE ;
}
if ( p_type = = Animation : : TYPE_ROTATION_3D | | p_type = = Animation : : TYPE_SCALE_3D ) {
return Animation : : TYPE_POSITION_3D ; // Reference them as position3D tracks, even if they modify rotation or scale.
}
return p_type ;
}
void Animation : : _track_update_hash ( int p_track ) {
NodePath track_path = tracks [ p_track ] - > path ;
TrackType track_cache_type = get_cache_type ( tracks [ p_track ] - > type ) ;
tracks [ p_track ] - > thash = StringName ( String ( track_path . get_concatenated_names ( ) ) + String ( track_path . get_concatenated_subnames ( ) ) + itos ( track_cache_type ) ) . hash ( ) ;
}
Animation : : TypeHash Animation : : track_get_type_hash ( int p_track ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , 0 ) ;
return tracks [ p_track ] - > thash ;
}
2014-02-10 01:10:30 +00:00
void Animation : : track_set_interpolation_type ( int p_track , InterpolationType p_interp ) {
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
tracks [ p_track ] - > interpolation = p_interp ;
emit_changed ( ) ;
}
Animation : : InterpolationType Animation : : track_get_interpolation_type ( int p_track ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , INTERPOLATION_NEAREST ) ;
return tracks [ p_track ] - > interpolation ;
}
2017-01-09 03:41:16 +00:00
void Animation : : track_set_interpolation_loop_wrap ( int p_track , bool p_enable ) {
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
tracks [ p_track ] - > loop_wrap = p_enable ;
emit_changed ( ) ;
}
bool Animation : : track_get_interpolation_loop_wrap ( int p_track ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , INTERPOLATION_NEAREST ) ;
return tracks [ p_track ] - > loop_wrap ;
}
2014-02-10 01:10:30 +00:00
template < typename T , typename V >
2021-05-21 06:42:37 +00:00
int Animation : : _insert ( double p_time , T & p_keys , const V & p_value ) {
2014-02-10 01:10:30 +00:00
int idx = p_keys . size ( ) ;
while ( true ) {
2019-01-15 15:36:22 +00:00
// Condition for replacement.
2021-05-21 06:42:37 +00:00
if ( idx > 0 & & Math : : is_equal_approx ( ( double ) p_keys [ idx - 1 ] . time , p_time ) ) {
2020-07-23 20:59:04 +00:00
float transition = p_keys [ idx - 1 ] . transition ;
2018-07-25 01:11:03 +00:00
p_keys . write [ idx - 1 ] = p_value ;
2020-07-23 20:59:04 +00:00
p_keys . write [ idx - 1 ] . transition = transition ;
2014-02-10 01:10:30 +00:00
return idx - 1 ;
2019-01-15 15:36:22 +00:00
// Condition for insert.
} else if ( idx = = 0 | | p_keys [ idx - 1 ] . time < p_time ) {
p_keys . insert ( idx , p_value ) ;
return idx ;
2014-02-10 01:10:30 +00:00
}
idx - - ;
}
return - 1 ;
}
template < typename T >
void Animation : : _clear ( T & p_keys ) {
p_keys . clear ( ) ;
}
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 Animation : : position_track_insert_key ( int p_track , double p_time , const Vector3 & p_position ) {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , - 1 ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_POSITION_3D , - 1 ) ;
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND_V ( tt - > compressed_track > = 0 , - 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
TKey < Vector3 > tkey ;
tkey . time = p_time ;
tkey . value = p_position ;
int ret = _insert ( p_time , tt - > positions , tkey ) ;
emit_changed ( ) ;
return ret ;
}
Error Animation : : position_track_get_key ( int p_track , int p_key , Vector3 * r_position ) const {
2014-02-10 01:10:30 +00:00
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , ERR_INVALID_PARAMETER ) ;
Track * t = tracks [ p_track ] ;
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
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_POSITION_3D , ERR_INVALID_PARAMETER ) ;
2021-10-20 23:42:22 +00:00
if ( tt - > compressed_track > = 0 ) {
Vector3i key ;
double time ;
bool fetch_success = _fetch_compressed_by_index < 3 > ( tt - > compressed_track , p_key , key , time ) ;
if ( ! fetch_success ) {
return ERR_INVALID_PARAMETER ;
}
* r_position = _uncompress_pos_scale ( tt - > compressed_track , key ) ;
return OK ;
}
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
ERR_FAIL_INDEX_V ( p_key , tt - > positions . size ( ) , ERR_INVALID_PARAMETER ) ;
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
* r_position = tt - > positions [ p_key ] . value ;
return OK ;
}
2023-12-30 06:26:17 +00:00
Error Animation : : try_position_track_interpolate ( int p_track , double p_time , Vector3 * r_interpolation , bool p_backward ) const {
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
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , ERR_INVALID_PARAMETER ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_POSITION_3D , ERR_INVALID_PARAMETER ) ;
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( tt - > compressed_track > = 0 ) {
if ( _pos_scale_interpolate_compressed ( tt - > compressed_track , p_time , * r_interpolation ) ) {
return OK ;
} else {
return ERR_UNAVAILABLE ;
}
}
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 ok = false ;
2023-12-30 06:26:17 +00:00
Vector3 tk = _interpolate ( tt - > positions , p_time , tt - > interpolation , tt - > loop_wrap , & ok , p_backward ) ;
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
if ( ! ok ) {
return ERR_UNAVAILABLE ;
2020-05-14 14:41:43 +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
* r_interpolation = tk ;
return OK ;
}
2023-12-30 06:26:17 +00:00
Vector3 Animation : : position_track_interpolate ( int p_track , double p_time , bool p_backward ) const {
2023-02-21 02:26:23 +00:00
Vector3 ret = Vector3 ( 0 , 0 , 0 ) ;
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , ret ) ;
2023-12-30 06:26:17 +00:00
bool err = try_position_track_interpolate ( p_track , p_time , & ret , p_backward ) ;
2023-02-21 02:26:23 +00:00
ERR_FAIL_COND_V_MSG ( err , ret , " 3D Position Track: ' " + tracks [ p_track ] - > path + " ' is unavailable. " ) ;
return ret ;
}
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 Animation : : rotation_track_insert_key ( int p_track , double p_time , const Quaternion & p_rotation ) {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , - 1 ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_ROTATION_3D , - 1 ) ;
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND_V ( rt - > compressed_track > = 0 , - 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
TKey < Quaternion > tkey ;
tkey . time = p_time ;
tkey . value = p_rotation ;
int ret = _insert ( p_time , rt - > rotations , tkey ) ;
emit_changed ( ) ;
return ret ;
}
Error Animation : : rotation_track_get_key ( int p_track , int p_key , Quaternion * r_rotation ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , ERR_INVALID_PARAMETER ) ;
Track * t = tracks [ p_track ] ;
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_ROTATION_3D , ERR_INVALID_PARAMETER ) ;
2021-10-20 23:42:22 +00:00
if ( rt - > compressed_track > = 0 ) {
Vector3i key ;
double time ;
bool fetch_success = _fetch_compressed_by_index < 3 > ( rt - > compressed_track , p_key , key , time ) ;
if ( ! fetch_success ) {
return ERR_INVALID_PARAMETER ;
}
* r_rotation = _uncompress_quaternion ( key ) ;
return OK ;
}
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
ERR_FAIL_INDEX_V ( p_key , rt - > rotations . size ( ) , ERR_INVALID_PARAMETER ) ;
* r_rotation = rt - > rotations [ p_key ] . value ;
2014-02-10 01:10:30 +00:00
return OK ;
}
2023-12-30 06:26:17 +00:00
Error Animation : : try_rotation_track_interpolate ( int p_track , double p_time , Quaternion * r_interpolation , bool p_backward ) const {
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
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , ERR_INVALID_PARAMETER ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_ROTATION_3D , ERR_INVALID_PARAMETER ) ;
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( rt - > compressed_track > = 0 ) {
if ( _rotation_interpolate_compressed ( rt - > compressed_track , p_time , * r_interpolation ) ) {
return OK ;
} else {
return ERR_UNAVAILABLE ;
}
}
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 ok = false ;
2023-12-30 06:26:17 +00:00
Quaternion tk = _interpolate ( rt - > rotations , p_time , rt - > interpolation , rt - > loop_wrap , & ok , p_backward ) ;
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
if ( ! ok ) {
return ERR_UNAVAILABLE ;
}
* r_interpolation = tk ;
return OK ;
}
2023-12-30 06:26:17 +00:00
Quaternion Animation : : rotation_track_interpolate ( int p_track , double p_time , bool p_backward ) const {
2023-02-21 02:26:23 +00:00
Quaternion ret = Quaternion ( 0 , 0 , 0 , 1 ) ;
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , ret ) ;
2023-12-30 06:26:17 +00:00
bool err = try_rotation_track_interpolate ( p_track , p_time , & ret , p_backward ) ;
2023-02-21 02:26:23 +00:00
ERR_FAIL_COND_V_MSG ( err , ret , " 3D Rotation Track: ' " + tracks [ p_track ] - > path + " ' is unavailable. " ) ;
return ret ;
}
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 Animation : : scale_track_insert_key ( int p_track , double p_time , const Vector3 & p_scale ) {
2014-02-10 01:10:30 +00:00
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , - 1 ) ;
Track * t = tracks [ p_track ] ;
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
ERR_FAIL_COND_V ( t - > type ! = TYPE_SCALE_3D , - 1 ) ;
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
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
2014-02-10 01:10:30 +00:00
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND_V ( st - > compressed_track > = 0 , - 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
TKey < Vector3 > tkey ;
2014-02-10 01:10:30 +00:00
tkey . time = p_time ;
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
tkey . value = p_scale ;
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 ret = _insert ( p_time , st - > scales , tkey ) ;
2014-02-10 01:10:30 +00:00
emit_changed ( ) ;
return ret ;
}
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
Error Animation : : scale_track_get_key ( int p_track , int p_key , Vector3 * r_scale ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , ERR_INVALID_PARAMETER ) ;
Track * t = tracks [ p_track ] ;
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_SCALE_3D , ERR_INVALID_PARAMETER ) ;
2021-10-20 23:42:22 +00:00
if ( st - > compressed_track > = 0 ) {
Vector3i key ;
double time ;
bool fetch_success = _fetch_compressed_by_index < 3 > ( st - > compressed_track , p_key , key , time ) ;
if ( ! fetch_success ) {
return ERR_INVALID_PARAMETER ;
}
* r_scale = _uncompress_pos_scale ( st - > compressed_track , key ) ;
return OK ;
}
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
ERR_FAIL_INDEX_V ( p_key , st - > scales . size ( ) , ERR_INVALID_PARAMETER ) ;
* r_scale = st - > scales [ p_key ] . value ;
return OK ;
}
2023-12-30 06:26:17 +00:00
Error Animation : : try_scale_track_interpolate ( int p_track , double p_time , Vector3 * r_interpolation , bool p_backward ) const {
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
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , ERR_INVALID_PARAMETER ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_SCALE_3D , ERR_INVALID_PARAMETER ) ;
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( st - > compressed_track > = 0 ) {
if ( _pos_scale_interpolate_compressed ( st - > compressed_track , p_time , * r_interpolation ) ) {
return OK ;
} else {
return ERR_UNAVAILABLE ;
}
}
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 ok = false ;
2023-12-30 06:26:17 +00:00
Vector3 tk = _interpolate ( st - > scales , p_time , st - > interpolation , st - > loop_wrap , & ok , p_backward ) ;
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
if ( ! ok ) {
return ERR_UNAVAILABLE ;
}
* r_interpolation = tk ;
return OK ;
}
2023-12-30 06:26:17 +00:00
Vector3 Animation : : scale_track_interpolate ( int p_track , double p_time , bool p_backward ) const {
2023-02-21 02:26:23 +00:00
Vector3 ret = Vector3 ( 1 , 1 , 1 ) ;
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , ret ) ;
2023-12-30 06:26:17 +00:00
bool err = try_scale_track_interpolate ( p_track , p_time , & ret , p_backward ) ;
2023-02-21 02:26:23 +00:00
ERR_FAIL_COND_V_MSG ( err , ret , " 3D Scale Track: ' " + tracks [ p_track ] - > path + " ' is unavailable. " ) ;
return ret ;
}
////
2021-10-15 22:04:35 +00:00
int Animation : : blend_shape_track_insert_key ( int p_track , double p_time , float p_blend_shape ) {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , - 1 ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_BLEND_SHAPE , - 1 ) ;
BlendShapeTrack * st = static_cast < BlendShapeTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND_V ( st - > compressed_track > = 0 , - 1 ) ;
2021-10-15 22:04:35 +00:00
TKey < float > tkey ;
tkey . time = p_time ;
tkey . value = p_blend_shape ;
int ret = _insert ( p_time , st - > blend_shapes , tkey ) ;
emit_changed ( ) ;
return ret ;
}
Error Animation : : blend_shape_track_get_key ( int p_track , int p_key , float * r_blend_shape ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , ERR_INVALID_PARAMETER ) ;
Track * t = tracks [ p_track ] ;
2021-10-20 23:42:22 +00:00
BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( t ) ;
2021-10-15 22:04:35 +00:00
ERR_FAIL_COND_V ( t - > type ! = TYPE_BLEND_SHAPE , ERR_INVALID_PARAMETER ) ;
2021-10-20 23:42:22 +00:00
if ( bst - > compressed_track > = 0 ) {
Vector3i key ;
double time ;
bool fetch_success = _fetch_compressed_by_index < 1 > ( bst - > compressed_track , p_key , key , time ) ;
if ( ! fetch_success ) {
return ERR_INVALID_PARAMETER ;
}
* r_blend_shape = _uncompress_blend_shape ( key ) ;
return OK ;
}
ERR_FAIL_INDEX_V ( p_key , bst - > blend_shapes . size ( ) , ERR_INVALID_PARAMETER ) ;
* r_blend_shape = bst - > blend_shapes [ p_key ] . value ;
2021-10-15 22:04:35 +00:00
return OK ;
}
2023-12-30 06:26:17 +00:00
Error Animation : : try_blend_shape_track_interpolate ( int p_track , double p_time , float * r_interpolation , bool p_backward ) const {
2021-10-15 22:04:35 +00:00
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , ERR_INVALID_PARAMETER ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_BLEND_SHAPE , ERR_INVALID_PARAMETER ) ;
2021-10-20 23:42:22 +00:00
BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( t ) ;
if ( bst - > compressed_track > = 0 ) {
if ( _blend_shape_interpolate_compressed ( bst - > compressed_track , p_time , * r_interpolation ) ) {
return OK ;
} else {
return ERR_UNAVAILABLE ;
}
}
2021-10-15 22:04:35 +00:00
bool ok = false ;
2023-12-30 06:26:17 +00:00
float tk = _interpolate ( bst - > blend_shapes , p_time , bst - > interpolation , bst - > loop_wrap , & ok , p_backward ) ;
2021-10-15 22:04:35 +00:00
if ( ! ok ) {
return ERR_UNAVAILABLE ;
}
* r_interpolation = tk ;
return OK ;
}
2023-12-30 06:26:17 +00:00
float Animation : : blend_shape_track_interpolate ( int p_track , double p_time , bool p_backward ) const {
2023-02-21 02:26:23 +00:00
float ret = 0 ;
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , ret ) ;
2023-12-30 06:26:17 +00:00
bool err = try_blend_shape_track_interpolate ( p_track , p_time , & ret , p_backward ) ;
2023-02-21 02:26:23 +00:00
ERR_FAIL_COND_V_MSG ( err , ret , " Blend Shape Track: ' " + tracks [ p_track ] - > path + " ' is unavailable. " ) ;
return ret ;
}
////
2021-05-21 06:42:37 +00:00
void Animation : : track_remove_key_at_time ( int p_track , double p_time ) {
2022-12-08 12:38:01 +00:00
int idx = track_find_key ( p_track , p_time , FIND_MODE_APPROX ) ;
2014-02-10 01:10:30 +00:00
ERR_FAIL_COND ( idx < 0 ) ;
track_remove_key ( p_track , idx ) ;
}
void Animation : : track_remove_key ( int p_track , int p_idx ) {
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
switch ( t - > type ) {
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
case TYPE_POSITION_3D : {
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( tt - > compressed_track > = 0 ) ;
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
ERR_FAIL_INDEX ( p_idx , tt - > positions . size ( ) ) ;
2021-07-03 22:17:03 +00:00
tt - > positions . remove_at ( p_idx ) ;
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
} break ;
case TYPE_ROTATION_3D : {
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( rt - > compressed_track > = 0 ) ;
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
ERR_FAIL_INDEX ( p_idx , rt - > rotations . size ( ) ) ;
2021-07-03 22:17:03 +00:00
rt - > rotations . remove_at ( p_idx ) ;
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
} break ;
case TYPE_SCALE_3D : {
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( st - > compressed_track > = 0 ) ;
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
ERR_FAIL_INDEX ( p_idx , st - > scales . size ( ) ) ;
2021-07-03 22:17:03 +00:00
st - > scales . remove_at ( p_idx ) ;
2014-02-10 01:10:30 +00:00
2021-10-15 22:04:35 +00:00
} break ;
case TYPE_BLEND_SHAPE : {
BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( bst - > compressed_track > = 0 ) ;
2021-10-15 22:04:35 +00:00
ERR_FAIL_INDEX ( p_idx , bst - > blend_shapes . size ( ) ) ;
2021-07-03 22:17:03 +00:00
bst - > blend_shapes . remove_at ( p_idx ) ;
2021-10-15 22:04:35 +00:00
2014-02-10 01:10:30 +00:00
} break ;
case TYPE_VALUE : {
ValueTrack * vt = static_cast < ValueTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_idx , vt - > values . size ( ) ) ;
2021-07-03 22:17:03 +00:00
vt - > values . remove_at ( p_idx ) ;
2014-02-10 01:10:30 +00:00
} break ;
case TYPE_METHOD : {
MethodTrack * mt = static_cast < MethodTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_idx , mt - > methods . size ( ) ) ;
2021-07-03 22:17:03 +00:00
mt - > methods . remove_at ( p_idx ) ;
2014-02-10 01:10:30 +00:00
} break ;
2018-06-07 15:46:14 +00:00
case TYPE_BEZIER : {
BezierTrack * bz = static_cast < BezierTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_idx , bz - > values . size ( ) ) ;
2021-07-03 22:17:03 +00:00
bz - > values . remove_at ( p_idx ) ;
2018-06-07 15:46:14 +00:00
} break ;
case TYPE_AUDIO : {
AudioTrack * ad = static_cast < AudioTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_idx , ad - > values . size ( ) ) ;
2021-07-03 22:17:03 +00:00
ad - > values . remove_at ( p_idx ) ;
2018-06-07 15:46:14 +00:00
} break ;
case TYPE_ANIMATION : {
AnimationTrack * an = static_cast < AnimationTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_idx , an - > values . size ( ) ) ;
2021-07-03 22:17:03 +00:00
an - > values . remove_at ( p_idx ) ;
2018-06-07 15:46:14 +00:00
} break ;
2014-02-10 01:10:30 +00:00
}
emit_changed ( ) ;
}
2023-12-31 07:05:34 +00:00
int Animation : : track_find_key ( int p_track , double p_time , FindMode p_find_mode , bool p_limit ) const {
2014-02-10 01:10:30 +00:00
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , - 1 ) ;
Track * t = tracks [ p_track ] ;
switch ( t - > type ) {
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
case TYPE_POSITION_3D : {
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( tt - > compressed_track > = 0 ) {
double time ;
double time_next ;
Vector3i key ;
Vector3i key_next ;
uint32_t key_index ;
bool fetch_compressed_success = _fetch_compressed < 3 > ( tt - > compressed_track , p_time , key , time , key_next , time_next , & key_index ) ;
ERR_FAIL_COND_V ( ! fetch_compressed_success , - 1 ) ;
2022-12-08 12:38:01 +00:00
if ( ( p_find_mode = = FIND_MODE_APPROX & & ! Math : : is_equal_approx ( time , p_time ) ) | | ( p_find_mode = = FIND_MODE_EXACT & & time ! = p_time ) ) {
2021-10-20 23:42:22 +00:00
return - 1 ;
}
return key_index ;
}
2023-12-31 07:05:34 +00:00
int k = _find ( tt - > positions , p_time , false , p_limit ) ;
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
if ( k < 0 | | k > = tt - > positions . size ( ) ) {
2014-02-10 01:10:30 +00:00
return - 1 ;
2020-05-14 14:41:43 +00:00
}
2022-12-08 12:38:01 +00:00
if ( ( p_find_mode = = FIND_MODE_APPROX & & ! Math : : is_equal_approx ( tt - > positions [ k ] . time , p_time ) ) | | ( p_find_mode = = FIND_MODE_EXACT & & tt - > positions [ k ] . time ! = p_time ) ) {
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
return - 1 ;
}
return k ;
} break ;
case TYPE_ROTATION_3D : {
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( rt - > compressed_track > = 0 ) {
double time ;
double time_next ;
Vector3i key ;
Vector3i key_next ;
uint32_t key_index ;
bool fetch_compressed_success = _fetch_compressed < 3 > ( rt - > compressed_track , p_time , key , time , key_next , time_next , & key_index ) ;
ERR_FAIL_COND_V ( ! fetch_compressed_success , - 1 ) ;
2022-12-08 12:38:01 +00:00
if ( ( p_find_mode = = FIND_MODE_APPROX & & ! Math : : is_equal_approx ( time , p_time ) ) | | ( p_find_mode = = FIND_MODE_EXACT & & time ! = p_time ) ) {
2021-10-20 23:42:22 +00:00
return - 1 ;
}
return key_index ;
}
2023-12-31 07:05:34 +00:00
int k = _find ( rt - > rotations , p_time , false , p_limit ) ;
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
if ( k < 0 | | k > = rt - > rotations . size ( ) ) {
return - 1 ;
}
2022-12-08 12:38:01 +00:00
if ( ( p_find_mode = = FIND_MODE_APPROX & & ! Math : : is_equal_approx ( rt - > rotations [ k ] . time , p_time ) ) | | ( p_find_mode = = FIND_MODE_EXACT & & rt - > rotations [ k ] . time ! = p_time ) ) {
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
return - 1 ;
}
return k ;
} break ;
case TYPE_SCALE_3D : {
2021-10-15 22:04:35 +00:00
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( st - > compressed_track > = 0 ) {
double time ;
double time_next ;
Vector3i key ;
Vector3i key_next ;
uint32_t key_index ;
bool fetch_compressed_success = _fetch_compressed < 3 > ( st - > compressed_track , p_time , key , time , key_next , time_next , & key_index ) ;
ERR_FAIL_COND_V ( ! fetch_compressed_success , - 1 ) ;
2022-12-08 12:38:01 +00:00
if ( ( p_find_mode = = FIND_MODE_APPROX & & ! Math : : is_equal_approx ( time , p_time ) ) | | ( p_find_mode = = FIND_MODE_EXACT & & time ! = p_time ) ) {
2021-10-20 23:42:22 +00:00
return - 1 ;
}
return key_index ;
}
2023-12-31 07:05:34 +00:00
int k = _find ( st - > scales , p_time , false , p_limit ) ;
2021-10-15 22:04:35 +00:00
if ( k < 0 | | k > = st - > scales . size ( ) ) {
return - 1 ;
}
2022-12-08 12:38:01 +00:00
if ( ( p_find_mode = = FIND_MODE_APPROX & & ! Math : : is_equal_approx ( st - > scales [ k ] . time , p_time ) ) | | ( p_find_mode = = FIND_MODE_EXACT & & st - > scales [ k ] . time ! = p_time ) ) {
2021-10-15 22:04:35 +00:00
return - 1 ;
}
return k ;
} break ;
case TYPE_BLEND_SHAPE : {
BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( bst - > compressed_track > = 0 ) {
double time ;
double time_next ;
Vector3i key ;
Vector3i key_next ;
uint32_t key_index ;
bool fetch_compressed_success = _fetch_compressed < 1 > ( bst - > compressed_track , p_time , key , time , key_next , time_next , & key_index ) ;
ERR_FAIL_COND_V ( ! fetch_compressed_success , - 1 ) ;
2022-12-08 12:38:01 +00:00
if ( ( p_find_mode = = FIND_MODE_APPROX & & ! Math : : is_equal_approx ( time , p_time ) ) | | ( p_find_mode = = FIND_MODE_EXACT & & time ! = p_time ) ) {
2021-10-20 23:42:22 +00:00
return - 1 ;
}
return key_index ;
}
2023-12-31 07:05:34 +00:00
int k = _find ( bst - > blend_shapes , p_time , false , p_limit ) ;
2021-10-15 22:04:35 +00:00
if ( k < 0 | | k > = bst - > blend_shapes . size ( ) ) {
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
return - 1 ;
}
2022-12-08 12:38:01 +00:00
if ( ( p_find_mode = = FIND_MODE_APPROX & & ! Math : : is_equal_approx ( bst - > blend_shapes [ k ] . time , p_time ) ) | | ( p_find_mode = = FIND_MODE_EXACT & & bst - > blend_shapes [ k ] . time ! = p_time ) ) {
2014-02-10 01:10:30 +00:00
return - 1 ;
2020-05-14 14:41:43 +00:00
}
2014-02-10 01:10:30 +00:00
return k ;
} break ;
case TYPE_VALUE : {
ValueTrack * vt = static_cast < ValueTrack * > ( t ) ;
2023-12-31 07:05:34 +00:00
int k = _find ( vt - > values , p_time , false , p_limit ) ;
2020-05-14 14:41:43 +00:00
if ( k < 0 | | k > = vt - > values . size ( ) ) {
2014-02-10 01:10:30 +00:00
return - 1 ;
2020-05-14 14:41:43 +00:00
}
2022-12-08 12:38:01 +00:00
if ( ( p_find_mode = = FIND_MODE_APPROX & & ! Math : : is_equal_approx ( vt - > values [ k ] . time , p_time ) ) | | ( p_find_mode = = FIND_MODE_EXACT & & vt - > values [ k ] . time ! = p_time ) ) {
2014-02-10 01:10:30 +00:00
return - 1 ;
2020-05-14 14:41:43 +00:00
}
2014-02-10 01:10:30 +00:00
return k ;
} break ;
case TYPE_METHOD : {
MethodTrack * mt = static_cast < MethodTrack * > ( t ) ;
2023-12-31 07:05:34 +00:00
int k = _find ( mt - > methods , p_time , false , p_limit ) ;
2020-05-14 14:41:43 +00:00
if ( k < 0 | | k > = mt - > methods . size ( ) ) {
2014-02-10 01:10:30 +00:00
return - 1 ;
2020-05-14 14:41:43 +00:00
}
2022-12-08 12:38:01 +00:00
if ( ( p_find_mode = = FIND_MODE_APPROX & & ! Math : : is_equal_approx ( mt - > methods [ k ] . time , p_time ) ) | | ( p_find_mode = = FIND_MODE_EXACT & & mt - > methods [ k ] . time ! = p_time ) ) {
2014-02-10 01:10:30 +00:00
return - 1 ;
2020-05-14 14:41:43 +00:00
}
2014-02-10 01:10:30 +00:00
return k ;
} break ;
2018-06-07 15:46:14 +00:00
case TYPE_BEZIER : {
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
2023-12-31 07:05:34 +00:00
int k = _find ( bt - > values , p_time , false , p_limit ) ;
2020-05-14 14:41:43 +00:00
if ( k < 0 | | k > = bt - > values . size ( ) ) {
2018-06-07 15:46:14 +00:00
return - 1 ;
2020-05-14 14:41:43 +00:00
}
2022-12-08 12:38:01 +00:00
if ( ( p_find_mode = = FIND_MODE_APPROX & & ! Math : : is_equal_approx ( bt - > values [ k ] . time , p_time ) ) | | ( p_find_mode = = FIND_MODE_EXACT & & bt - > values [ k ] . time ! = p_time ) ) {
2018-06-07 15:46:14 +00:00
return - 1 ;
2020-05-14 14:41:43 +00:00
}
2018-06-07 15:46:14 +00:00
return k ;
} break ;
case TYPE_AUDIO : {
AudioTrack * at = static_cast < AudioTrack * > ( t ) ;
2023-12-31 07:05:34 +00:00
int k = _find ( at - > values , p_time , false , p_limit ) ;
2020-05-14 14:41:43 +00:00
if ( k < 0 | | k > = at - > values . size ( ) ) {
2018-06-07 15:46:14 +00:00
return - 1 ;
2020-05-14 14:41:43 +00:00
}
2022-12-08 12:38:01 +00:00
if ( ( p_find_mode = = FIND_MODE_APPROX & & ! Math : : is_equal_approx ( at - > values [ k ] . time , p_time ) ) | | ( p_find_mode = = FIND_MODE_EXACT & & at - > values [ k ] . time ! = p_time ) ) {
2018-06-07 15:46:14 +00:00
return - 1 ;
2020-05-14 14:41:43 +00:00
}
2018-06-07 15:46:14 +00:00
return k ;
} break ;
case TYPE_ANIMATION : {
AnimationTrack * at = static_cast < AnimationTrack * > ( t ) ;
2023-12-31 07:05:34 +00:00
int k = _find ( at - > values , p_time , false , p_limit ) ;
2020-05-14 14:41:43 +00:00
if ( k < 0 | | k > = at - > values . size ( ) ) {
2018-06-07 15:46:14 +00:00
return - 1 ;
2020-05-14 14:41:43 +00:00
}
2022-12-08 12:38:01 +00:00
if ( ( p_find_mode = = FIND_MODE_APPROX & & ! Math : : is_equal_approx ( at - > values [ k ] . time , p_time ) ) | | ( p_find_mode = = FIND_MODE_EXACT & & at - > values [ k ] . time ! = p_time ) ) {
2018-06-07 15:46:14 +00:00
return - 1 ;
2020-05-14 14:41:43 +00:00
}
2018-06-07 15:46:14 +00:00
return k ;
} break ;
2014-02-10 01:10:30 +00:00
}
return - 1 ;
}
2021-12-20 09:15:21 +00:00
int Animation : : track_insert_key ( int p_track , double p_time , const Variant & p_key , real_t p_transition ) {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , - 1 ) ;
2014-02-10 01:10:30 +00:00
Track * t = tracks [ p_track ] ;
2016-03-08 23:00:52 +00:00
2021-12-20 09:15:21 +00:00
int ret = - 1 ;
2014-02-10 01:10:30 +00:00
switch ( t - > type ) {
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
case TYPE_POSITION_3D : {
2021-12-20 09:15:21 +00:00
ERR_FAIL_COND_V ( ( p_key . get_type ( ) ! = Variant : : VECTOR3 ) & & ( p_key . get_type ( ) ! = Variant : : VECTOR3I ) , - 1 ) ;
ret = position_track_insert_key ( p_track , p_time , p_key ) ;
track_set_key_transition ( p_track , ret , p_transition ) ;
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
} break ;
case TYPE_ROTATION_3D : {
2021-12-20 09:15:21 +00:00
ERR_FAIL_COND_V ( ( p_key . get_type ( ) ! = Variant : : QUATERNION ) & & ( p_key . get_type ( ) ! = Variant : : BASIS ) , - 1 ) ;
ret = rotation_track_insert_key ( p_track , p_time , p_key ) ;
track_set_key_transition ( p_track , ret , p_transition ) ;
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
} break ;
case TYPE_SCALE_3D : {
2021-12-20 09:15:21 +00:00
ERR_FAIL_COND_V ( ( p_key . get_type ( ) ! = Variant : : VECTOR3 ) & & ( p_key . get_type ( ) ! = Variant : : VECTOR3I ) , - 1 ) ;
ret = scale_track_insert_key ( p_track , p_time , p_key ) ;
track_set_key_transition ( p_track , ret , p_transition ) ;
2014-02-10 01:10:30 +00:00
2021-10-15 22:04:35 +00:00
} break ;
case TYPE_BLEND_SHAPE : {
2021-12-20 09:15:21 +00:00
ERR_FAIL_COND_V ( ( p_key . get_type ( ) ! = Variant : : FLOAT ) & & ( p_key . get_type ( ) ! = Variant : : INT ) , - 1 ) ;
ret = blend_shape_track_insert_key ( p_track , p_time , p_key ) ;
track_set_key_transition ( p_track , ret , p_transition ) ;
2021-10-15 22:04:35 +00:00
2014-02-10 01:10:30 +00:00
} break ;
case TYPE_VALUE : {
ValueTrack * vt = static_cast < ValueTrack * > ( t ) ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
TKey < Variant > k ;
k . time = p_time ;
k . transition = p_transition ;
2017-08-11 19:10:05 +00:00
k . value = p_key ;
2021-12-20 09:15:21 +00:00
ret = _insert ( p_time , vt - > values , k ) ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
} break ;
case TYPE_METHOD : {
MethodTrack * mt = static_cast < MethodTrack * > ( t ) ;
2016-03-08 23:00:52 +00:00
2021-12-20 09:15:21 +00:00
ERR_FAIL_COND_V ( p_key . get_type ( ) ! = Variant : : DICTIONARY , - 1 ) ;
2016-03-08 23:00:52 +00:00
2017-08-11 19:10:05 +00:00
Dictionary d = p_key ;
2021-12-20 09:15:21 +00:00
ERR_FAIL_COND_V ( ! d . has ( " method " ) | | ( d [ " method " ] . get_type ( ) ! = Variant : : STRING_NAME & & d [ " method " ] . get_type ( ) ! = Variant : : STRING ) , - 1 ) ;
ERR_FAIL_COND_V ( ! d . has ( " args " ) | | ! d [ " args " ] . is_array ( ) , - 1 ) ;
2014-02-10 01:10:30 +00:00
MethodKey k ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
k . time = p_time ;
k . transition = p_transition ;
k . method = d [ " method " ] ;
k . params = d [ " args " ] ;
2021-12-20 09:15:21 +00:00
ret = _insert ( p_time , mt - > methods , k ) ;
2016-03-08 23:00:52 +00:00
} break ;
2018-06-07 15:46:14 +00:00
case TYPE_BEZIER : {
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
Array arr = p_key ;
2022-08-22 10:45:30 +00:00
ERR_FAIL_COND_V ( arr . size ( ) ! = 5 , - 1 ) ;
2018-06-07 15:46:14 +00:00
TKey < BezierKey > k ;
k . time = p_time ;
k . value . value = arr [ 0 ] ;
k . value . in_handle . x = arr [ 1 ] ;
k . value . in_handle . y = arr [ 2 ] ;
k . value . out_handle . x = arr [ 3 ] ;
k . value . out_handle . y = arr [ 4 ] ;
2021-12-20 09:15:21 +00:00
ret = _insert ( p_time , bt - > values , k ) ;
2018-06-07 15:46:14 +00:00
2022-08-22 10:45:30 +00:00
Vector < int > key_neighborhood ;
key_neighborhood . push_back ( ret ) ;
if ( ret > 0 ) {
key_neighborhood . push_back ( ret - 1 ) ;
}
if ( ret < track_get_key_count ( p_track ) - 1 ) {
key_neighborhood . push_back ( ret + 1 ) ;
}
2018-06-07 15:46:14 +00:00
} break ;
case TYPE_AUDIO : {
AudioTrack * at = static_cast < AudioTrack * > ( t ) ;
Dictionary k = p_key ;
2021-12-20 09:15:21 +00:00
ERR_FAIL_COND_V ( ! k . has ( " start_offset " ) , - 1 ) ;
ERR_FAIL_COND_V ( ! k . has ( " end_offset " ) , - 1 ) ;
ERR_FAIL_COND_V ( ! k . has ( " stream " ) , - 1 ) ;
2018-06-07 15:46:14 +00:00
TKey < AudioKey > ak ;
ak . time = p_time ;
ak . value . start_offset = k [ " start_offset " ] ;
ak . value . end_offset = k [ " end_offset " ] ;
ak . value . stream = k [ " stream " ] ;
2021-12-20 09:15:21 +00:00
ret = _insert ( p_time , at - > values , ak ) ;
2018-06-07 15:46:14 +00:00
} break ;
case TYPE_ANIMATION : {
AnimationTrack * at = static_cast < AnimationTrack * > ( t ) ;
TKey < StringName > ak ;
ak . time = p_time ;
ak . value = p_key ;
2021-12-20 09:15:21 +00:00
ret = _insert ( p_time , at - > values , ak ) ;
2018-06-07 15:46:14 +00:00
} break ;
2014-02-10 01:10:30 +00:00
}
emit_changed ( ) ;
2021-12-20 09:15:21 +00:00
return ret ;
2014-02-10 01:10:30 +00:00
}
int Animation : : track_get_key_count ( int p_track ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , - 1 ) ;
Track * t = tracks [ p_track ] ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
switch ( t - > type ) {
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
case TYPE_POSITION_3D : {
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( tt - > compressed_track > = 0 ) {
return _get_compressed_key_count ( tt - > compressed_track ) ;
}
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
return tt - > positions . size ( ) ;
} break ;
case TYPE_ROTATION_3D : {
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( rt - > compressed_track > = 0 ) {
return _get_compressed_key_count ( rt - > compressed_track ) ;
}
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
return rt - > rotations . size ( ) ;
} break ;
case TYPE_SCALE_3D : {
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( st - > compressed_track > = 0 ) {
return _get_compressed_key_count ( st - > compressed_track ) ;
}
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
return st - > scales . size ( ) ;
2014-02-10 01:10:30 +00:00
} break ;
2021-10-15 22:04:35 +00:00
case TYPE_BLEND_SHAPE : {
BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( bst - > compressed_track > = 0 ) {
return _get_compressed_key_count ( bst - > compressed_track ) ;
}
2021-10-15 22:04:35 +00:00
return bst - > blend_shapes . size ( ) ;
} break ;
2014-02-10 01:10:30 +00:00
case TYPE_VALUE : {
ValueTrack * vt = static_cast < ValueTrack * > ( t ) ;
return vt - > values . size ( ) ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
} break ;
case TYPE_METHOD : {
MethodTrack * mt = static_cast < MethodTrack * > ( t ) ;
return mt - > methods . size ( ) ;
2016-03-08 23:00:52 +00:00
} break ;
2018-06-07 15:46:14 +00:00
case TYPE_BEZIER : {
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
return bt - > values . size ( ) ;
} break ;
case TYPE_AUDIO : {
AudioTrack * at = static_cast < AudioTrack * > ( t ) ;
return at - > values . size ( ) ;
} break ;
case TYPE_ANIMATION : {
AnimationTrack * at = static_cast < AnimationTrack * > ( t ) ;
return at - > values . size ( ) ;
} break ;
2014-02-10 01:10:30 +00:00
}
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
ERR_FAIL_V ( - 1 ) ;
}
Variant Animation : : track_get_key_value ( int p_track , int p_key_idx ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , Variant ( ) ) ;
Track * t = tracks [ p_track ] ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
switch ( t - > type ) {
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
case TYPE_POSITION_3D : {
2021-10-20 23:42:22 +00:00
Vector3 value ;
position_track_get_key ( p_track , p_key_idx , & value ) ;
return value ;
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
} break ;
case TYPE_ROTATION_3D : {
2021-10-20 23:42:22 +00:00
Quaternion value ;
rotation_track_get_key ( p_track , p_key_idx , & value ) ;
return value ;
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
} break ;
case TYPE_SCALE_3D : {
2021-10-20 23:42:22 +00:00
Vector3 value ;
scale_track_get_key ( p_track , p_key_idx , & value ) ;
return value ;
2014-02-10 01:10:30 +00:00
} break ;
2021-10-15 22:04:35 +00:00
case TYPE_BLEND_SHAPE : {
2021-10-20 23:42:22 +00:00
float value ;
blend_shape_track_get_key ( p_track , p_key_idx , & value ) ;
return value ;
2021-10-15 22:04:35 +00:00
} break ;
2014-02-10 01:10:30 +00:00
case TYPE_VALUE : {
2016-03-08 23:00:52 +00:00
ValueTrack * vt = static_cast < ValueTrack * > ( t ) ;
2014-02-10 01:10:30 +00:00
ERR_FAIL_INDEX_V ( p_key_idx , vt - > values . size ( ) , Variant ( ) ) ;
return vt - > values [ p_key_idx ] . value ;
} break ;
case TYPE_METHOD : {
MethodTrack * mt = static_cast < MethodTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_key_idx , mt - > methods . size ( ) , Variant ( ) ) ;
Dictionary d ;
d [ " method " ] = mt - > methods [ p_key_idx ] . method ;
d [ " args " ] = mt - > methods [ p_key_idx ] . params ;
2016-03-08 23:00:52 +00:00
return d ;
} break ;
2018-06-07 15:46:14 +00:00
case TYPE_BEZIER : {
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_key_idx , bt - > values . size ( ) , Variant ( ) ) ;
Array arr ;
2022-08-22 10:45:30 +00:00
arr . resize ( 5 ) ;
2018-06-07 15:46:14 +00:00
arr [ 0 ] = bt - > values [ p_key_idx ] . value . value ;
arr [ 1 ] = bt - > values [ p_key_idx ] . value . in_handle . x ;
arr [ 2 ] = bt - > values [ p_key_idx ] . value . in_handle . y ;
arr [ 3 ] = bt - > values [ p_key_idx ] . value . out_handle . x ;
arr [ 4 ] = bt - > values [ p_key_idx ] . value . out_handle . y ;
return arr ;
} break ;
case TYPE_AUDIO : {
AudioTrack * at = static_cast < AudioTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_key_idx , at - > values . size ( ) , Variant ( ) ) ;
Dictionary k ;
k [ " start_offset " ] = at - > values [ p_key_idx ] . value . start_offset ;
k [ " end_offset " ] = at - > values [ p_key_idx ] . value . end_offset ;
k [ " stream " ] = at - > values [ p_key_idx ] . value . stream ;
return k ;
} break ;
case TYPE_ANIMATION : {
AnimationTrack * at = static_cast < AnimationTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_key_idx , at - > values . size ( ) , Variant ( ) ) ;
return at - > values [ p_key_idx ] . value ;
} break ;
2014-02-10 01:10:30 +00:00
}
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
ERR_FAIL_V ( Variant ( ) ) ;
}
2021-05-21 06:42:37 +00:00
double Animation : : track_get_key_time ( int p_track , int p_key_idx ) const {
2014-02-10 01:10:30 +00:00
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , - 1 ) ;
Track * t = tracks [ p_track ] ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
switch ( t - > type ) {
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
case TYPE_POSITION_3D : {
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( tt - > compressed_track > = 0 ) {
Vector3i value ;
double time ;
bool fetch_compressed_success = _fetch_compressed_by_index < 3 > ( tt - > compressed_track , p_key_idx , value , time ) ;
ERR_FAIL_COND_V ( ! fetch_compressed_success , false ) ;
return time ;
}
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
ERR_FAIL_INDEX_V ( p_key_idx , tt - > positions . size ( ) , - 1 ) ;
return tt - > positions [ p_key_idx ] . time ;
} break ;
case TYPE_ROTATION_3D : {
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( rt - > compressed_track > = 0 ) {
Vector3i value ;
double time ;
bool fetch_compressed_success = _fetch_compressed_by_index < 3 > ( rt - > compressed_track , p_key_idx , value , time ) ;
ERR_FAIL_COND_V ( ! fetch_compressed_success , false ) ;
return time ;
}
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
ERR_FAIL_INDEX_V ( p_key_idx , rt - > rotations . size ( ) , - 1 ) ;
return rt - > rotations [ p_key_idx ] . time ;
} break ;
case TYPE_SCALE_3D : {
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( st - > compressed_track > = 0 ) {
Vector3i value ;
double time ;
bool fetch_compressed_success = _fetch_compressed_by_index < 3 > ( st - > compressed_track , p_key_idx , value , time ) ;
ERR_FAIL_COND_V ( ! fetch_compressed_success , false ) ;
return time ;
}
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
ERR_FAIL_INDEX_V ( p_key_idx , st - > scales . size ( ) , - 1 ) ;
return st - > scales [ p_key_idx ] . time ;
2014-02-10 01:10:30 +00:00
} break ;
2021-10-15 22:04:35 +00:00
case TYPE_BLEND_SHAPE : {
BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( bst - > compressed_track > = 0 ) {
Vector3i value ;
double time ;
bool fetch_compressed_success = _fetch_compressed_by_index < 1 > ( bst - > compressed_track , p_key_idx , value , time ) ;
ERR_FAIL_COND_V ( ! fetch_compressed_success , false ) ;
return time ;
}
2021-10-15 22:04:35 +00:00
ERR_FAIL_INDEX_V ( p_key_idx , bst - > blend_shapes . size ( ) , - 1 ) ;
return bst - > blend_shapes [ p_key_idx ] . time ;
} break ;
2014-02-10 01:10:30 +00:00
case TYPE_VALUE : {
2016-03-08 23:00:52 +00:00
ValueTrack * vt = static_cast < ValueTrack * > ( t ) ;
2014-02-10 01:10:30 +00:00
ERR_FAIL_INDEX_V ( p_key_idx , vt - > values . size ( ) , - 1 ) ;
return vt - > values [ p_key_idx ] . time ;
} break ;
case TYPE_METHOD : {
MethodTrack * mt = static_cast < MethodTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_key_idx , mt - > methods . size ( ) , - 1 ) ;
return mt - > methods [ p_key_idx ] . time ;
2016-03-08 23:00:52 +00:00
} break ;
2018-06-07 15:46:14 +00:00
case TYPE_BEZIER : {
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_key_idx , bt - > values . size ( ) , - 1 ) ;
return bt - > values [ p_key_idx ] . time ;
} break ;
case TYPE_AUDIO : {
AudioTrack * at = static_cast < AudioTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_key_idx , at - > values . size ( ) , - 1 ) ;
return at - > values [ p_key_idx ] . time ;
} break ;
case TYPE_ANIMATION : {
AnimationTrack * at = static_cast < AnimationTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_key_idx , at - > values . size ( ) , - 1 ) ;
return at - > values [ p_key_idx ] . time ;
} break ;
2014-02-10 01:10:30 +00:00
}
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
ERR_FAIL_V ( - 1 ) ;
}
2021-05-21 06:42:37 +00:00
void Animation : : track_set_key_time ( int p_track , int p_key_idx , double p_time ) {
2019-05-30 22:39:00 +00:00
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
switch ( t - > type ) {
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
case TYPE_POSITION_3D : {
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( tt - > compressed_track > = 0 ) ;
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
ERR_FAIL_INDEX ( p_key_idx , tt - > positions . size ( ) ) ;
TKey < Vector3 > key = tt - > positions [ p_key_idx ] ;
2019-05-30 22:39:00 +00:00
key . time = p_time ;
2021-07-03 22:17:03 +00:00
tt - > positions . remove_at ( p_key_idx ) ;
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
_insert ( p_time , tt - > positions , key ) ;
return ;
}
case TYPE_ROTATION_3D : {
RotationTrack * tt = static_cast < RotationTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( tt - > compressed_track > = 0 ) ;
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
ERR_FAIL_INDEX ( p_key_idx , tt - > rotations . size ( ) ) ;
TKey < Quaternion > key = tt - > rotations [ p_key_idx ] ;
key . time = p_time ;
2021-07-03 22:17:03 +00:00
tt - > rotations . remove_at ( p_key_idx ) ;
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
_insert ( p_time , tt - > rotations , key ) ;
return ;
}
case TYPE_SCALE_3D : {
ScaleTrack * tt = static_cast < ScaleTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( tt - > compressed_track > = 0 ) ;
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
ERR_FAIL_INDEX ( p_key_idx , tt - > scales . size ( ) ) ;
TKey < Vector3 > key = tt - > scales [ p_key_idx ] ;
key . time = p_time ;
2021-07-03 22:17:03 +00:00
tt - > scales . remove_at ( p_key_idx ) ;
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
_insert ( p_time , tt - > scales , key ) ;
2019-05-30 22:39:00 +00:00
return ;
}
2021-10-15 22:04:35 +00:00
case TYPE_BLEND_SHAPE : {
BlendShapeTrack * tt = static_cast < BlendShapeTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( tt - > compressed_track > = 0 ) ;
2021-10-15 22:04:35 +00:00
ERR_FAIL_INDEX ( p_key_idx , tt - > blend_shapes . size ( ) ) ;
TKey < float > key = tt - > blend_shapes [ p_key_idx ] ;
key . time = p_time ;
2021-07-03 22:17:03 +00:00
tt - > blend_shapes . remove_at ( p_key_idx ) ;
2021-10-15 22:04:35 +00:00
_insert ( p_time , tt - > blend_shapes , key ) ;
return ;
}
2019-05-30 22:39:00 +00:00
case TYPE_VALUE : {
ValueTrack * vt = static_cast < ValueTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_key_idx , vt - > values . size ( ) ) ;
TKey < Variant > key = vt - > values [ p_key_idx ] ;
key . time = p_time ;
2021-07-03 22:17:03 +00:00
vt - > values . remove_at ( p_key_idx ) ;
2019-05-30 22:39:00 +00:00
_insert ( p_time , vt - > values , key ) ;
return ;
}
case TYPE_METHOD : {
MethodTrack * mt = static_cast < MethodTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_key_idx , mt - > methods . size ( ) ) ;
MethodKey key = mt - > methods [ p_key_idx ] ;
key . time = p_time ;
2021-07-03 22:17:03 +00:00
mt - > methods . remove_at ( p_key_idx ) ;
2019-05-30 22:39:00 +00:00
_insert ( p_time , mt - > methods , key ) ;
return ;
}
case TYPE_BEZIER : {
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_key_idx , bt - > values . size ( ) ) ;
TKey < BezierKey > key = bt - > values [ p_key_idx ] ;
key . time = p_time ;
2021-07-03 22:17:03 +00:00
bt - > values . remove_at ( p_key_idx ) ;
2019-05-30 22:39:00 +00:00
_insert ( p_time , bt - > values , key ) ;
return ;
}
case TYPE_AUDIO : {
AudioTrack * at = static_cast < AudioTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_key_idx , at - > values . size ( ) ) ;
TKey < AudioKey > key = at - > values [ p_key_idx ] ;
key . time = p_time ;
2021-07-03 22:17:03 +00:00
at - > values . remove_at ( p_key_idx ) ;
2019-05-30 22:39:00 +00:00
_insert ( p_time , at - > values , key ) ;
return ;
}
case TYPE_ANIMATION : {
AnimationTrack * at = static_cast < AnimationTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_key_idx , at - > values . size ( ) ) ;
TKey < StringName > key = at - > values [ p_key_idx ] ;
key . time = p_time ;
2021-07-03 22:17:03 +00:00
at - > values . remove_at ( p_key_idx ) ;
2019-05-30 22:39:00 +00:00
_insert ( p_time , at - > values , key ) ;
return ;
}
}
ERR_FAIL ( ) ;
}
2021-08-09 22:15:17 +00:00
real_t Animation : : track_get_key_transition ( int p_track , int p_key_idx ) const {
2014-02-10 01:10:30 +00:00
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , - 1 ) ;
Track * t = tracks [ p_track ] ;
switch ( t - > type ) {
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
case TYPE_POSITION_3D : {
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( tt - > compressed_track > = 0 ) {
return 1.0 ;
}
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
ERR_FAIL_INDEX_V ( p_key_idx , tt - > positions . size ( ) , - 1 ) ;
return tt - > positions [ p_key_idx ] . transition ;
} break ;
case TYPE_ROTATION_3D : {
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( rt - > compressed_track > = 0 ) {
return 1.0 ;
}
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
ERR_FAIL_INDEX_V ( p_key_idx , rt - > rotations . size ( ) , - 1 ) ;
return rt - > rotations [ p_key_idx ] . transition ;
} break ;
case TYPE_SCALE_3D : {
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( st - > compressed_track > = 0 ) {
return 1.0 ;
}
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
ERR_FAIL_INDEX_V ( p_key_idx , st - > scales . size ( ) , - 1 ) ;
return st - > scales [ p_key_idx ] . transition ;
2014-02-10 01:10:30 +00:00
} break ;
2021-10-15 22:04:35 +00:00
case TYPE_BLEND_SHAPE : {
BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
if ( bst - > compressed_track > = 0 ) {
return 1.0 ;
}
2021-10-15 22:04:35 +00:00
ERR_FAIL_INDEX_V ( p_key_idx , bst - > blend_shapes . size ( ) , - 1 ) ;
return bst - > blend_shapes [ p_key_idx ] . transition ;
} break ;
2014-02-10 01:10:30 +00:00
case TYPE_VALUE : {
ValueTrack * vt = static_cast < ValueTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_key_idx , vt - > values . size ( ) , - 1 ) ;
return vt - > values [ p_key_idx ] . transition ;
} break ;
case TYPE_METHOD : {
MethodTrack * mt = static_cast < MethodTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_key_idx , mt - > methods . size ( ) , - 1 ) ;
return mt - > methods [ p_key_idx ] . transition ;
} break ;
2018-06-07 15:46:14 +00:00
case TYPE_BEZIER : {
return 1 ; //bezier does not really use transitions
} break ;
case TYPE_AUDIO : {
return 1 ; //audio does not really use transitions
} break ;
case TYPE_ANIMATION : {
return 1 ; //animation does not really use transitions
} break ;
2014-02-10 01:10:30 +00:00
}
ERR_FAIL_V ( 0 ) ;
}
2021-10-20 23:42:22 +00:00
bool Animation : : track_is_compressed ( int p_track ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , false ) ;
Track * t = tracks [ p_track ] ;
switch ( t - > type ) {
case TYPE_POSITION_3D : {
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
return tt - > compressed_track > = 0 ;
} break ;
case TYPE_ROTATION_3D : {
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
return rt - > compressed_track > = 0 ;
} break ;
case TYPE_SCALE_3D : {
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
return st - > compressed_track > = 0 ;
} break ;
case TYPE_BLEND_SHAPE : {
BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( t ) ;
return bst - > compressed_track > = 0 ;
} break ;
default : {
2022-09-28 14:20:29 +00:00
return false ; // Animation does not really use transitions.
2021-10-20 23:42:22 +00:00
} break ;
}
}
2014-02-10 01:10:30 +00:00
void Animation : : track_set_key_value ( int p_track , int p_key_idx , const Variant & p_value ) {
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
switch ( t - > type ) {
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
case TYPE_POSITION_3D : {
ERR_FAIL_COND ( ( p_value . get_type ( ) ! = Variant : : VECTOR3 ) & & ( p_value . get_type ( ) ! = Variant : : VECTOR3I ) ) ;
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( tt - > compressed_track > = 0 ) ;
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
ERR_FAIL_INDEX ( p_key_idx , tt - > positions . size ( ) ) ;
2019-06-18 20:12:32 +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
tt - > positions . write [ p_key_idx ] . value = p_value ;
2019-06-18 20:12:32 +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
} break ;
case TYPE_ROTATION_3D : {
ERR_FAIL_COND ( ( p_value . get_type ( ) ! = Variant : : QUATERNION ) & & ( p_value . get_type ( ) ! = Variant : : BASIS ) ) ;
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( rt - > compressed_track > = 0 ) ;
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
ERR_FAIL_INDEX ( p_key_idx , rt - > rotations . size ( ) ) ;
rt - > rotations . write [ p_key_idx ] . value = p_value ;
} break ;
case TYPE_SCALE_3D : {
ERR_FAIL_COND ( ( p_value . get_type ( ) ! = Variant : : VECTOR3 ) & & ( p_value . get_type ( ) ! = Variant : : VECTOR3I ) ) ;
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( st - > compressed_track > = 0 ) ;
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
ERR_FAIL_INDEX ( p_key_idx , st - > scales . size ( ) ) ;
st - > scales . write [ p_key_idx ] . value = p_value ;
2014-02-10 01:10:30 +00:00
2021-10-15 22:04:35 +00:00
} break ;
case TYPE_BLEND_SHAPE : {
ERR_FAIL_COND ( ( p_value . get_type ( ) ! = Variant : : FLOAT ) & & ( p_value . get_type ( ) ! = Variant : : INT ) ) ;
BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( bst - > compressed_track > = 0 ) ;
2021-10-15 22:04:35 +00:00
ERR_FAIL_INDEX ( p_key_idx , bst - > blend_shapes . size ( ) ) ;
bst - > blend_shapes . write [ p_key_idx ] . value = p_value ;
2014-02-10 01:10:30 +00:00
} break ;
case TYPE_VALUE : {
ValueTrack * vt = static_cast < ValueTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_key_idx , vt - > values . size ( ) ) ;
2019-06-18 20:12:32 +00:00
2018-07-25 01:11:03 +00:00
vt - > values . write [ p_key_idx ] . value = p_value ;
2014-02-10 01:10:30 +00:00
} break ;
case TYPE_METHOD : {
MethodTrack * mt = static_cast < MethodTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_key_idx , mt - > methods . size ( ) ) ;
2019-06-18 20:12:32 +00:00
2014-02-10 01:10:30 +00:00
Dictionary d = p_value ;
2019-06-18 20:12:32 +00:00
2020-05-14 14:41:43 +00:00
if ( d . has ( " method " ) ) {
2018-07-25 01:11:03 +00:00
mt - > methods . write [ p_key_idx ] . method = d [ " method " ] ;
2020-05-14 14:41:43 +00:00
}
if ( d . has ( " args " ) ) {
2018-07-25 01:11:03 +00:00
mt - > methods . write [ p_key_idx ] . params = d [ " args " ] ;
2020-05-14 14:41:43 +00:00
}
2019-06-18 20:12:32 +00:00
2014-02-10 01:10:30 +00:00
} break ;
2018-06-07 15:46:14 +00:00
case TYPE_BEZIER : {
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_key_idx , bt - > values . size ( ) ) ;
Array arr = p_value ;
2022-08-22 10:45:30 +00:00
ERR_FAIL_COND ( arr . size ( ) ! = 5 ) ;
2018-06-07 15:46:14 +00:00
2018-07-25 01:11:03 +00:00
bt - > values . write [ p_key_idx ] . value . value = arr [ 0 ] ;
bt - > values . write [ p_key_idx ] . value . in_handle . x = arr [ 1 ] ;
bt - > values . write [ p_key_idx ] . value . in_handle . y = arr [ 2 ] ;
bt - > values . write [ p_key_idx ] . value . out_handle . x = arr [ 3 ] ;
bt - > values . write [ p_key_idx ] . value . out_handle . y = arr [ 4 ] ;
2018-06-07 15:46:14 +00:00
} break ;
case TYPE_AUDIO : {
AudioTrack * at = static_cast < AudioTrack * > ( t ) ;
2019-06-18 20:12:32 +00:00
ERR_FAIL_INDEX ( p_key_idx , at - > values . size ( ) ) ;
2018-06-07 15:46:14 +00:00
Dictionary k = p_value ;
ERR_FAIL_COND ( ! k . has ( " start_offset " ) ) ;
ERR_FAIL_COND ( ! k . has ( " end_offset " ) ) ;
ERR_FAIL_COND ( ! k . has ( " stream " ) ) ;
2018-07-25 01:11:03 +00:00
at - > values . write [ p_key_idx ] . value . start_offset = k [ " start_offset " ] ;
at - > values . write [ p_key_idx ] . value . end_offset = k [ " end_offset " ] ;
at - > values . write [ p_key_idx ] . value . stream = k [ " stream " ] ;
2018-06-07 15:46:14 +00:00
} break ;
case TYPE_ANIMATION : {
AnimationTrack * at = static_cast < AnimationTrack * > ( t ) ;
2019-06-18 20:12:32 +00:00
ERR_FAIL_INDEX ( p_key_idx , at - > values . size ( ) ) ;
2018-06-07 15:46:14 +00:00
2018-07-25 01:11:03 +00:00
at - > values . write [ p_key_idx ] . value = p_value ;
2018-06-07 15:46:14 +00:00
} break ;
2014-02-10 01:10:30 +00:00
}
2019-02-14 13:19:03 +00:00
emit_changed ( ) ;
2014-02-10 01:10:30 +00:00
}
2021-08-09 22:15:17 +00:00
void Animation : : track_set_key_transition ( int p_track , int p_key_idx , real_t p_transition ) {
2014-02-10 01:10:30 +00:00
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
switch ( t - > type ) {
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
case TYPE_POSITION_3D : {
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( tt - > compressed_track > = 0 ) ;
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
ERR_FAIL_INDEX ( p_key_idx , tt - > positions . size ( ) ) ;
tt - > positions . write [ p_key_idx ] . transition = p_transition ;
} break ;
case TYPE_ROTATION_3D : {
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( rt - > compressed_track > = 0 ) ;
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
ERR_FAIL_INDEX ( p_key_idx , rt - > rotations . size ( ) ) ;
rt - > rotations . write [ p_key_idx ] . transition = p_transition ;
} break ;
case TYPE_SCALE_3D : {
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( st - > compressed_track > = 0 ) ;
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
ERR_FAIL_INDEX ( p_key_idx , st - > scales . size ( ) ) ;
st - > scales . write [ p_key_idx ] . transition = p_transition ;
2014-02-10 01:10:30 +00:00
} break ;
2021-10-15 22:04:35 +00:00
case TYPE_BLEND_SHAPE : {
BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( t ) ;
2021-10-20 23:42:22 +00:00
ERR_FAIL_COND ( bst - > compressed_track > = 0 ) ;
2021-10-15 22:04:35 +00:00
ERR_FAIL_INDEX ( p_key_idx , bst - > blend_shapes . size ( ) ) ;
bst - > blend_shapes . write [ p_key_idx ] . transition = p_transition ;
} break ;
2014-02-10 01:10:30 +00:00
case TYPE_VALUE : {
ValueTrack * vt = static_cast < ValueTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_key_idx , vt - > values . size ( ) ) ;
2018-07-25 01:11:03 +00:00
vt - > values . write [ p_key_idx ] . transition = p_transition ;
2014-02-10 01:10:30 +00:00
} break ;
case TYPE_METHOD : {
MethodTrack * mt = static_cast < MethodTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_key_idx , mt - > methods . size ( ) ) ;
2018-07-25 01:11:03 +00:00
mt - > methods . write [ p_key_idx ] . transition = p_transition ;
2014-02-10 01:10:30 +00:00
} break ;
2018-06-07 15:46:14 +00:00
case TYPE_BEZIER :
case TYPE_AUDIO :
case TYPE_ANIMATION : {
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// they don't use transition
2018-06-07 15:46:14 +00:00
} break ;
2014-02-10 01:10:30 +00:00
}
2019-02-14 13:19:03 +00:00
emit_changed ( ) ;
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}
template < typename K >
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int Animation : : _find ( const Vector < K > & p_keys , double p_time , bool p_backward , bool p_limit ) const {
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int len = p_keys . size ( ) ;
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if ( len = = 0 ) {
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return - 2 ;
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}
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
int low = 0 ;
int high = len - 1 ;
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int middle = 0 ;
2019-04-05 21:20:20 +00:00
# ifdef DEBUG_ENABLED
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if ( low > high ) {
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ERR_PRINT ( " low > high, this may be a bug. " ) ;
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}
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# endif
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
const K * keys = & p_keys [ 0 ] ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
while ( low < = high ) {
middle = ( low + high ) / 2 ;
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if ( Math : : is_equal_approx ( p_time , ( double ) keys [ middle ] . time ) ) { //match
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return middle ;
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} else if ( p_time < keys [ middle ] . time ) {
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high = middle - 1 ; //search low end of array
2020-05-14 14:41:43 +00:00
} else {
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low = middle + 1 ; //search high end of array
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}
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}
2021-10-15 13:25:00 +00:00
if ( ! p_backward ) {
if ( keys [ middle ] . time > p_time ) {
middle - - ;
}
} else {
if ( keys [ middle ] . time < p_time ) {
middle + + ;
}
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}
2016-03-08 23:00:52 +00:00
2023-12-31 07:05:34 +00:00
if ( p_limit ) {
double diff = length - keys [ middle ] . time ;
if ( ( signbit ( keys [ middle ] . time ) & & ! Math : : is_zero_approx ( keys [ middle ] . time ) ) | | ( signbit ( diff ) & & ! Math : : is_zero_approx ( diff ) ) ) {
ERR_PRINT_ONCE_ED ( " Found the key outside the animation range. Consider using the clean-up option in AnimationTrackEditor to fix it. " ) ;
return - 1 ;
}
}
2014-02-10 01:10:30 +00:00
return middle ;
}
2022-07-28 19:55:10 +00:00
// Linear interpolation for anytype.
2021-08-09 22:15:17 +00:00
Vector3 Animation : : _interpolate ( const Vector3 & p_a , const Vector3 & p_b , real_t p_c ) const {
2020-03-16 09:07:33 +00:00
return p_a . lerp ( p_b , p_c ) ;
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}
2020-05-14 12:29:06 +00:00
2021-08-09 22:15:17 +00:00
Quaternion Animation : : _interpolate ( const Quaternion & p_a , const Quaternion & p_b , real_t p_c ) const {
2014-02-10 01:10:30 +00:00
return p_a . slerp ( p_b , p_c ) ;
}
2020-05-14 12:29:06 +00:00
2021-08-09 22:15:17 +00:00
Variant Animation : : _interpolate ( const Variant & p_a , const Variant & p_b , real_t p_c ) const {
2022-09-06 03:24:06 +00:00
return interpolate_variant ( p_a , p_b , p_c ) ;
2014-02-10 01:10:30 +00:00
}
2021-08-09 22:15:17 +00:00
real_t Animation : : _interpolate ( const real_t & p_a , const real_t & p_b , real_t p_c ) const {
2022-08-26 02:42:00 +00:00
return Math : : lerp ( p_a , p_b , p_c ) ;
}
Variant Animation : : _interpolate_angle ( const Variant & p_a , const Variant & p_b , real_t p_c ) const {
Variant : : Type type_a = p_a . get_type ( ) ;
Variant : : Type type_b = p_b . get_type ( ) ;
uint32_t vformat = 1 < < type_a ;
vformat | = 1 < < type_b ;
if ( vformat = = ( ( 1 < < Variant : : INT ) | ( 1 < < Variant : : FLOAT ) ) | | vformat = = ( 1 < < Variant : : FLOAT ) ) {
real_t a = p_a ;
real_t b = p_b ;
return Math : : fposmod ( ( float ) Math : : lerp_angle ( a , b , p_c ) , ( float ) Math_TAU ) ;
}
return _interpolate ( p_a , p_b , p_c ) ;
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}
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// Cubic interpolation for anytype.
Vector3 Animation : : _cubic_interpolate_in_time ( const Vector3 & p_pre_a , const Vector3 & p_a , const Vector3 & p_b , const Vector3 & p_post_b , real_t p_c , real_t p_pre_a_t , real_t p_b_t , real_t p_post_b_t ) const {
return p_a . cubic_interpolate_in_time ( p_b , p_pre_a , p_post_b , p_c , p_b_t , p_pre_a_t , p_post_b_t ) ;
}
Quaternion Animation : : _cubic_interpolate_in_time ( const Quaternion & p_pre_a , const Quaternion & p_a , const Quaternion & p_b , const Quaternion & p_post_b , real_t p_c , real_t p_pre_a_t , real_t p_b_t , real_t p_post_b_t ) const {
return p_a . spherical_cubic_interpolate_in_time ( p_b , p_pre_a , p_post_b , p_c , p_b_t , p_pre_a_t , p_post_b_t ) ;
}
Variant Animation : : _cubic_interpolate_in_time ( const Variant & p_pre_a , const Variant & p_a , const Variant & p_b , const Variant & p_post_b , real_t p_c , real_t p_pre_a_t , real_t p_b_t , real_t p_post_b_t ) const {
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return cubic_interpolate_in_time_variant ( p_pre_a , p_a , p_b , p_post_b , p_c , p_pre_a_t , p_b_t , p_post_b_t ) ;
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}
real_t Animation : : _cubic_interpolate_in_time ( 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 , real_t p_pre_a_t , real_t p_b_t , real_t p_post_b_t ) const {
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return Math : : cubic_interpolate_in_time ( p_a , p_b , p_pre_a , p_post_b , p_c , p_b_t , p_pre_a_t , p_post_b_t ) ;
}
Variant Animation : : _cubic_interpolate_angle_in_time ( const Variant & p_pre_a , const Variant & p_a , const Variant & p_b , const Variant & p_post_b , real_t p_c , real_t p_pre_a_t , real_t p_b_t , real_t p_post_b_t ) const {
Variant : : Type type_a = p_a . get_type ( ) ;
Variant : : Type type_b = p_b . get_type ( ) ;
Variant : : Type type_pa = p_pre_a . get_type ( ) ;
Variant : : Type type_pb = p_post_b . get_type ( ) ;
uint32_t vformat = 1 < < type_a ;
vformat | = 1 < < type_b ;
vformat | = 1 < < type_pa ;
vformat | = 1 < < type_pb ;
if ( vformat = = ( ( 1 < < Variant : : INT ) | ( 1 < < Variant : : FLOAT ) ) | | vformat = = ( 1 < < Variant : : FLOAT ) ) {
real_t a = p_a ;
real_t b = p_b ;
real_t pa = p_pre_a ;
real_t pb = p_post_b ;
return Math : : fposmod ( ( float ) Math : : cubic_interpolate_angle_in_time ( a , b , pa , pb , p_c , p_b_t , p_pre_a_t , p_post_b_t ) , ( float ) Math_TAU ) ;
}
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return _cubic_interpolate_in_time ( p_pre_a , p_a , p_b , p_post_b , p_c , p_pre_a_t , p_b_t , p_post_b_t ) ;
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}
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template < typename T >
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T Animation : : _interpolate ( const Vector < TKey < T > > & p_keys , double p_time , InterpolationType p_interp , bool p_loop_wrap , bool * p_ok , bool p_backward ) const {
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int len = _find ( p_keys , length ) + 1 ; // try to find last key (there may be more past the end)
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if ( len < = 0 ) {
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// (-1 or -2 returned originally) (plus one above)
// meaning no keys, or only key time is larger than length
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if ( p_ok ) {
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* p_ok = false ;
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}
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return T ( ) ;
} else if ( len = = 1 ) { // one key found (0+1), return it
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if ( p_ok ) {
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* p_ok = true ;
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}
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return p_keys [ 0 ] . value ;
}
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int idx = _find ( p_keys , p_time , p_backward ) ;
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ERR_FAIL_COND_V ( idx = = - 2 , T ( ) ) ;
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int maxi = len - 1 ;
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bool is_start_edge = p_backward ? idx > = len : idx = = - 1 ;
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bool is_end_edge = p_backward ? idx = = 0 : idx > = maxi ;
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real_t c = 0.0 ;
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// Prepare for all cases of interpolation.
real_t delta = 0.0 ;
real_t from = 0.0 ;
int pre = - 1 ;
int next = - 1 ;
int post = - 1 ;
real_t pre_t = 0.0 ;
real_t to_t = 0.0 ;
real_t post_t = 0.0 ;
bool use_cubic = p_interp = = INTERPOLATION_CUBIC | | p_interp = = INTERPOLATION_CUBIC_ANGLE ;
if ( ! p_loop_wrap | | loop_mode = = LOOP_NONE ) {
if ( is_start_edge ) {
idx = p_backward ? maxi : 0 ;
}
next = CLAMP ( idx + ( p_backward ? - 1 : 1 ) , 0 , maxi ) ;
if ( use_cubic ) {
pre = CLAMP ( idx + ( p_backward ? 1 : - 1 ) , 0 , maxi ) ;
post = CLAMP ( idx + ( p_backward ? - 2 : 2 ) , 0 , maxi ) ;
}
} else if ( loop_mode = = LOOP_LINEAR ) {
if ( is_start_edge ) {
idx = p_backward ? 0 : maxi ;
}
next = Math : : posmod ( idx + ( p_backward ? - 1 : 1 ) , len ) ;
if ( use_cubic ) {
pre = Math : : posmod ( idx + ( p_backward ? 1 : - 1 ) , len ) ;
post = Math : : posmod ( idx + ( p_backward ? - 2 : 2 ) , len ) ;
}
if ( is_start_edge ) {
if ( ! p_backward ) {
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real_t endtime = ( length - p_keys [ idx ] . time ) ;
if ( endtime < 0 ) { // may be keys past the end
endtime = 0 ;
}
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delta = endtime + p_keys [ next ] . time ;
from = endtime + p_time ;
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} else {
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real_t endtime = p_keys [ idx ] . time ;
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if ( endtime > length ) { // may be keys past the end
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endtime = length ;
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}
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delta = endtime + length - p_keys [ next ] . time ;
from = endtime + length - p_time ;
}
} else if ( is_end_edge ) {
if ( ! p_backward ) {
delta = ( length - p_keys [ idx ] . time ) + p_keys [ next ] . time ;
from = p_time - p_keys [ idx ] . time ;
} else {
delta = p_keys [ idx ] . time + ( length - p_keys [ next ] . time ) ;
from = ( length - p_time ) - ( length - p_keys [ idx ] . time ) ;
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}
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}
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} else {
if ( is_start_edge ) {
idx = p_backward ? len : - 1 ;
}
next = ( int ) Math : : round ( Math : : pingpong ( ( float ) ( idx + ( p_backward ? - 1 : 1 ) ) + 0.5f , ( float ) len ) - 0.5f ) ;
if ( use_cubic ) {
pre = ( int ) Math : : round ( Math : : pingpong ( ( float ) ( idx + ( p_backward ? 1 : - 1 ) ) + 0.5f , ( float ) len ) - 0.5f ) ;
post = ( int ) Math : : round ( Math : : pingpong ( ( float ) ( idx + ( p_backward ? - 2 : 2 ) ) + 0.5f , ( float ) len ) - 0.5f ) ;
}
idx = ( int ) Math : : round ( Math : : pingpong ( ( float ) idx + 0.5f , ( float ) len ) - 0.5f ) ;
if ( is_start_edge ) {
if ( ! p_backward ) {
real_t endtime = p_keys [ idx ] . time ;
if ( endtime < 0 ) { // may be keys past the end
endtime = 0 ;
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}
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delta = endtime + p_keys [ next ] . time ;
from = endtime + p_time ;
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} else {
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real_t endtime = length - p_keys [ idx ] . time ;
if ( endtime > length ) { // may be keys past the end
endtime = length ;
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}
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delta = endtime + length - p_keys [ next ] . time ;
from = endtime + length - p_time ;
}
} else if ( is_end_edge ) {
if ( ! p_backward ) {
delta = length * 2.0 - p_keys [ idx ] . time - p_keys [ next ] . time ;
from = p_time - p_keys [ idx ] . time ;
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} else {
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delta = p_keys [ idx ] . time + p_keys [ next ] . time ;
from = ( length - p_time ) - ( length - p_keys [ idx ] . time ) ;
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}
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}
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}
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if ( ! is_start_edge & & ! is_end_edge ) {
if ( ! p_backward ) {
delta = p_keys [ next ] . time - p_keys [ idx ] . time ;
from = p_time - p_keys [ idx ] . time ;
} else {
delta = ( length - p_keys [ next ] . time ) - ( length - p_keys [ idx ] . time ) ;
from = ( length - p_time ) - ( length - p_keys [ idx ] . time ) ;
}
}
if ( Math : : is_zero_approx ( delta ) ) {
c = 0 ;
} else {
c = from / delta ;
}
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if ( p_ok ) {
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* p_ok = true ;
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}
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real_t tr = p_keys [ idx ] . transition ;
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if ( tr = = 0 ) {
// Don't interpolate if not needed.
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return p_keys [ idx ] . value ;
}
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if ( tr ! = 1.0 ) {
c = Math : : ease ( c , tr ) ;
}
switch ( p_interp ) {
case INTERPOLATION_NEAREST : {
return p_keys [ idx ] . value ;
} break ;
case INTERPOLATION_LINEAR : {
return _interpolate ( p_keys [ idx ] . value , p_keys [ next ] . value , c ) ;
} break ;
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case INTERPOLATION_LINEAR_ANGLE : {
return _interpolate_angle ( p_keys [ idx ] . value , p_keys [ next ] . value , c ) ;
} break ;
case INTERPOLATION_CUBIC :
case INTERPOLATION_CUBIC_ANGLE : {
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if ( ! p_loop_wrap | | loop_mode = = LOOP_NONE ) {
pre_t = p_keys [ pre ] . time - p_keys [ idx ] . time ;
to_t = p_keys [ next ] . time - p_keys [ idx ] . time ;
post_t = p_keys [ post ] . time - p_keys [ idx ] . time ;
} else if ( loop_mode = = LOOP_LINEAR ) {
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pre_t = pre > idx ? - length + p_keys [ pre ] . time - p_keys [ idx ] . time : p_keys [ pre ] . time - p_keys [ idx ] . time ;
to_t = next < idx ? length + p_keys [ next ] . time - p_keys [ idx ] . time : p_keys [ next ] . time - p_keys [ idx ] . time ;
post_t = next < idx | | post < = idx ? length + p_keys [ post ] . time - p_keys [ idx ] . time : p_keys [ post ] . time - p_keys [ idx ] . time ;
} else {
pre_t = p_keys [ pre ] . time - p_keys [ idx ] . time ;
to_t = p_keys [ next ] . time - p_keys [ idx ] . time ;
post_t = p_keys [ post ] . time - p_keys [ idx ] . time ;
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if ( ( pre > idx & & idx = = next & & post < next ) | | ( pre < idx & & idx = = next & & post > next ) ) {
pre_t = p_keys [ idx ] . time - p_keys [ pre ] . time ;
} else if ( pre = = idx ) {
pre_t = idx < next ? - p_keys [ idx ] . time * 2.0 : ( length - p_keys [ idx ] . time ) * 2.0 ;
}
if ( idx = = next ) {
to_t = pre < idx ? ( length - p_keys [ idx ] . time ) * 2.0 : - p_keys [ idx ] . time * 2.0 ;
post_t = p_keys [ next ] . time - p_keys [ post ] . time + to_t ;
} else if ( next = = post ) {
post_t = idx < next ? ( length - p_keys [ next ] . time ) * 2.0 + to_t : - p_keys [ next ] . time * 2.0 + to_t ;
}
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}
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if ( p_interp = = INTERPOLATION_CUBIC_ANGLE ) {
return _cubic_interpolate_angle_in_time (
p_keys [ pre ] . value , p_keys [ idx ] . value , p_keys [ next ] . value , p_keys [ post ] . value , c ,
pre_t , to_t , post_t ) ;
}
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return _cubic_interpolate_in_time (
p_keys [ pre ] . value , p_keys [ idx ] . value , p_keys [ next ] . value , p_keys [ post ] . value , c ,
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pre_t , to_t , post_t ) ;
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} break ;
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default :
return p_keys [ idx ] . value ;
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}
// do a barrel roll
}
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Variant Animation : : value_track_interpolate ( int p_track , double p_time , bool p_backward ) const {
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ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , 0 ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_VALUE , Variant ( ) ) ;
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ValueTrack * vt = static_cast < ValueTrack * > ( t ) ;
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bool ok = false ;
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Variant res = _interpolate ( vt - > values , p_time , vt - > update_mode = = UPDATE_DISCRETE ? INTERPOLATION_NEAREST : vt - > interpolation , vt - > loop_wrap , & ok , p_backward ) ;
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if ( ok ) {
return res ;
}
return Variant ( ) ;
}
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void Animation : : value_track_set_update_mode ( int p_track , UpdateMode p_mode ) {
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ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND ( t - > type ! = TYPE_VALUE ) ;
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ERR_FAIL_INDEX ( ( int ) p_mode , 3 ) ;
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ValueTrack * vt = static_cast < ValueTrack * > ( t ) ;
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vt - > update_mode = p_mode ;
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_check_capture_included ( ) ;
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emit_changed ( ) ;
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}
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Animation : : UpdateMode Animation : : value_track_get_update_mode ( int p_track ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , UPDATE_CONTINUOUS ) ;
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Track * t = tracks [ p_track ] ;
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ERR_FAIL_COND_V ( t - > type ! = TYPE_VALUE , UPDATE_CONTINUOUS ) ;
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ValueTrack * vt = static_cast < ValueTrack * > ( t ) ;
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return vt - > update_mode ;
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}
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template < typename T >
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void Animation : : _track_get_key_indices_in_range ( const Vector < T > & p_array , double from_time , double to_time , List < int > * p_indices , bool p_is_backward ) const {
int len = p_array . size ( ) ;
if ( len = = 0 ) {
return ;
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}
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int from = 0 ;
int to = len - 1 ;
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if ( ! p_is_backward ) {
while ( p_array [ from ] . time < from_time | | Math : : is_equal_approx ( p_array [ from ] . time , from_time ) ) {
from + + ;
if ( to < from ) {
return ;
}
}
while ( p_array [ to ] . time > to_time & & ! Math : : is_equal_approx ( p_array [ to ] . time , to_time ) ) {
to - - ;
if ( to < from ) {
return ;
}
}
} else {
while ( p_array [ from ] . time < from_time & & ! Math : : is_equal_approx ( p_array [ from ] . time , from_time ) ) {
from + + ;
if ( to < from ) {
return ;
}
}
while ( p_array [ to ] . time > to_time | | Math : : is_equal_approx ( p_array [ to ] . time , to_time ) ) {
to - - ;
if ( to < from ) {
return ;
}
}
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}
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if ( from = = to ) {
p_indices - > push_back ( from ) ;
return ;
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}
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if ( ! p_is_backward ) {
for ( int i = from ; i < = to ; i + + ) {
p_indices - > push_back ( i ) ;
}
} else {
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for ( int i = to ; i > = from ; i - - ) {
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p_indices - > push_back ( i ) ;
}
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}
}
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void Animation : : track_get_key_indices_in_range ( int p_track , double p_time , double p_delta , List < int > * p_indices , Animation : : LoopedFlag p_looped_flag ) const {
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ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
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if ( p_delta = = 0 ) {
return ; // Prevent to get key continuously.
}
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const Track * t = tracks [ p_track ] ;
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double from_time = p_time - p_delta ;
double to_time = p_time ;
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bool is_backward = false ;
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if ( from_time > to_time ) {
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is_backward = true ;
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SWAP ( from_time , to_time ) ;
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}
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switch ( loop_mode ) {
case LOOP_NONE : {
if ( from_time < 0 ) {
from_time = 0 ;
}
if ( from_time > length ) {
from_time = length ;
}
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if ( to_time < 0 ) {
to_time = 0 ;
}
if ( to_time > length ) {
to_time = length ;
}
} break ;
case LOOP_LINEAR : {
if ( from_time > length | | from_time < 0 ) {
from_time = Math : : fposmod ( from_time , length ) ;
}
if ( to_time > length | | to_time < 0 ) {
to_time = Math : : fposmod ( to_time , length ) ;
}
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.
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if ( from_time > to_time ) {
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// Handle loop by splitting.
double anim_end = length + CMP_EPSILON ;
double anim_start = - CMP_EPSILON ;
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switch ( t - > type ) {
case TYPE_POSITION_3D : {
const PositionTrack * tt = static_cast < const PositionTrack * > ( t ) ;
if ( tt - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 3 > ( tt - > compressed_track , from_time , length , p_indices ) ;
_get_compressed_key_indices_in_range < 3 > ( tt - > compressed_track , 0 , to_time , p_indices ) ;
} else {
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if ( ! is_backward ) {
_track_get_key_indices_in_range ( tt - > positions , from_time , anim_end , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( tt - > positions , anim_start , to_time , p_indices , is_backward ) ;
} else {
_track_get_key_indices_in_range ( tt - > positions , anim_start , to_time , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( tt - > positions , from_time , anim_end , p_indices , is_backward ) ;
}
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}
} break ;
case TYPE_ROTATION_3D : {
const RotationTrack * rt = static_cast < const RotationTrack * > ( t ) ;
if ( rt - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 3 > ( rt - > compressed_track , from_time , length , p_indices ) ;
_get_compressed_key_indices_in_range < 3 > ( rt - > compressed_track , 0 , to_time , p_indices ) ;
} else {
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if ( ! is_backward ) {
_track_get_key_indices_in_range ( rt - > rotations , from_time , anim_end , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( rt - > rotations , anim_start , to_time , p_indices , is_backward ) ;
} else {
_track_get_key_indices_in_range ( rt - > rotations , anim_start , to_time , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( rt - > rotations , from_time , anim_end , p_indices , is_backward ) ;
}
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}
} break ;
case TYPE_SCALE_3D : {
const ScaleTrack * st = static_cast < const ScaleTrack * > ( t ) ;
if ( st - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 3 > ( st - > compressed_track , from_time , length , p_indices ) ;
_get_compressed_key_indices_in_range < 3 > ( st - > compressed_track , 0 , to_time , p_indices ) ;
} else {
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if ( ! is_backward ) {
_track_get_key_indices_in_range ( st - > scales , from_time , anim_end , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( st - > scales , anim_start , to_time , p_indices , is_backward ) ;
} else {
_track_get_key_indices_in_range ( st - > scales , anim_start , to_time , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( st - > scales , from_time , anim_end , p_indices , is_backward ) ;
}
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}
} break ;
case TYPE_BLEND_SHAPE : {
const BlendShapeTrack * bst = static_cast < const BlendShapeTrack * > ( t ) ;
if ( bst - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 1 > ( bst - > compressed_track , from_time , length , p_indices ) ;
_get_compressed_key_indices_in_range < 1 > ( bst - > compressed_track , 0 , to_time , p_indices ) ;
} else {
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if ( ! is_backward ) {
_track_get_key_indices_in_range ( bst - > blend_shapes , from_time , anim_end , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( bst - > blend_shapes , anim_start , to_time , p_indices , is_backward ) ;
} else {
_track_get_key_indices_in_range ( bst - > blend_shapes , anim_start , to_time , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( bst - > blend_shapes , from_time , anim_end , p_indices , is_backward ) ;
}
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}
} break ;
case TYPE_VALUE : {
const ValueTrack * vt = static_cast < const ValueTrack * > ( t ) ;
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if ( ! is_backward ) {
_track_get_key_indices_in_range ( vt - > values , from_time , anim_end , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( vt - > values , anim_start , to_time , p_indices , is_backward ) ;
} else {
_track_get_key_indices_in_range ( vt - > values , anim_start , to_time , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( vt - > values , from_time , anim_end , p_indices , is_backward ) ;
}
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} break ;
case TYPE_METHOD : {
const MethodTrack * mt = static_cast < const MethodTrack * > ( t ) ;
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if ( ! is_backward ) {
_track_get_key_indices_in_range ( mt - > methods , from_time , anim_end , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( mt - > methods , anim_start , to_time , p_indices , is_backward ) ;
} else {
_track_get_key_indices_in_range ( mt - > methods , anim_start , to_time , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( mt - > methods , from_time , anim_end , p_indices , is_backward ) ;
}
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} break ;
case TYPE_BEZIER : {
const BezierTrack * bz = static_cast < const BezierTrack * > ( t ) ;
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if ( ! is_backward ) {
_track_get_key_indices_in_range ( bz - > values , from_time , anim_end , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( bz - > values , anim_start , to_time , p_indices , is_backward ) ;
} else {
_track_get_key_indices_in_range ( bz - > values , anim_start , to_time , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( bz - > values , from_time , anim_end , p_indices , is_backward ) ;
}
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} break ;
case TYPE_AUDIO : {
const AudioTrack * ad = static_cast < const AudioTrack * > ( t ) ;
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if ( ! is_backward ) {
_track_get_key_indices_in_range ( ad - > values , from_time , anim_end , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( ad - > values , anim_start , to_time , p_indices , is_backward ) ;
} else {
_track_get_key_indices_in_range ( ad - > values , anim_start , to_time , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( ad - > values , from_time , anim_end , p_indices , is_backward ) ;
}
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} break ;
case TYPE_ANIMATION : {
const AnimationTrack * an = static_cast < const AnimationTrack * > ( t ) ;
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if ( ! is_backward ) {
_track_get_key_indices_in_range ( an - > values , from_time , anim_end , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( an - > values , anim_start , to_time , p_indices , is_backward ) ;
} else {
_track_get_key_indices_in_range ( an - > values , anim_start , to_time , p_indices , is_backward ) ;
_track_get_key_indices_in_range ( an - > values , from_time , anim_end , p_indices , is_backward ) ;
}
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} break ;
}
return ;
}
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// Not from_time > to_time but most recent of looping...
if ( p_looped_flag ! = Animation : : LOOPED_FLAG_NONE ) {
if ( ! is_backward & & Math : : is_equal_approx ( from_time , 0 ) ) {
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int edge = track_find_key ( p_track , 0 , FIND_MODE_EXACT ) ;
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if ( edge > = 0 ) {
p_indices - > push_back ( edge ) ;
}
} else if ( is_backward & & Math : : is_equal_approx ( to_time , length ) ) {
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int edge = track_find_key ( p_track , length , FIND_MODE_EXACT ) ;
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if ( edge > = 0 ) {
p_indices - > push_back ( edge ) ;
}
}
}
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} break ;
case LOOP_PINGPONG : {
if ( from_time > length | | from_time < 0 ) {
from_time = Math : : pingpong ( from_time , length ) ;
}
if ( to_time > length | | to_time < 0 ) {
to_time = Math : : pingpong ( to_time , length ) ;
}
2021-10-20 23:42:22 +00:00
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if ( p_looped_flag = = Animation : : LOOPED_FLAG_START ) {
// Handle loop by splitting.
switch ( t - > type ) {
case TYPE_POSITION_3D : {
const PositionTrack * tt = static_cast < const PositionTrack * > ( t ) ;
if ( tt - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 3 > ( tt - > compressed_track , 0 , from_time , p_indices ) ;
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_get_compressed_key_indices_in_range < 3 > ( tt - > compressed_track , 0 , to_time , p_indices ) ;
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} else {
_track_get_key_indices_in_range ( tt - > positions , 0 , from_time , p_indices , true ) ;
_track_get_key_indices_in_range ( tt - > positions , 0 , to_time , p_indices , false ) ;
}
} break ;
case TYPE_ROTATION_3D : {
const RotationTrack * rt = static_cast < const RotationTrack * > ( t ) ;
if ( rt - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 3 > ( rt - > compressed_track , 0 , from_time , p_indices ) ;
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_get_compressed_key_indices_in_range < 3 > ( rt - > compressed_track , 0 , to_time , p_indices ) ;
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} else {
_track_get_key_indices_in_range ( rt - > rotations , 0 , from_time , p_indices , true ) ;
_track_get_key_indices_in_range ( rt - > rotations , 0 , to_time , p_indices , false ) ;
}
} break ;
case TYPE_SCALE_3D : {
const ScaleTrack * st = static_cast < const ScaleTrack * > ( t ) ;
if ( st - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 3 > ( st - > compressed_track , 0 , from_time , p_indices ) ;
_get_compressed_key_indices_in_range < 3 > ( st - > compressed_track , 0 , to_time , p_indices ) ;
} else {
_track_get_key_indices_in_range ( st - > scales , 0 , from_time , p_indices , true ) ;
_track_get_key_indices_in_range ( st - > scales , 0 , to_time , p_indices , false ) ;
}
} break ;
case TYPE_BLEND_SHAPE : {
const BlendShapeTrack * bst = static_cast < const BlendShapeTrack * > ( t ) ;
if ( bst - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 1 > ( bst - > compressed_track , 0 , from_time , p_indices ) ;
_get_compressed_key_indices_in_range < 1 > ( bst - > compressed_track , 0 , to_time , p_indices ) ;
} else {
_track_get_key_indices_in_range ( bst - > blend_shapes , 0 , from_time , p_indices , true ) ;
_track_get_key_indices_in_range ( bst - > blend_shapes , 0 , to_time , p_indices , false ) ;
}
} break ;
case TYPE_VALUE : {
const ValueTrack * vt = static_cast < const ValueTrack * > ( t ) ;
_track_get_key_indices_in_range ( vt - > values , 0 , from_time , p_indices , true ) ;
_track_get_key_indices_in_range ( vt - > values , 0 , to_time , p_indices , false ) ;
} break ;
case TYPE_METHOD : {
const MethodTrack * mt = static_cast < const MethodTrack * > ( t ) ;
_track_get_key_indices_in_range ( mt - > methods , 0 , from_time , p_indices , true ) ;
_track_get_key_indices_in_range ( mt - > methods , 0 , to_time , p_indices , false ) ;
} break ;
case TYPE_BEZIER : {
const BezierTrack * bz = static_cast < const BezierTrack * > ( t ) ;
_track_get_key_indices_in_range ( bz - > values , 0 , from_time , p_indices , true ) ;
_track_get_key_indices_in_range ( bz - > values , 0 , to_time , p_indices , false ) ;
} break ;
case TYPE_AUDIO : {
const AudioTrack * ad = static_cast < const AudioTrack * > ( t ) ;
_track_get_key_indices_in_range ( ad - > values , 0 , from_time , p_indices , true ) ;
_track_get_key_indices_in_range ( ad - > values , 0 , to_time , p_indices , false ) ;
} break ;
case TYPE_ANIMATION : {
const AnimationTrack * an = static_cast < const AnimationTrack * > ( t ) ;
_track_get_key_indices_in_range ( an - > values , 0 , from_time , p_indices , true ) ;
_track_get_key_indices_in_range ( an - > values , 0 , to_time , p_indices , false ) ;
} break ;
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}
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return ;
}
if ( p_looped_flag = = Animation : : LOOPED_FLAG_END ) {
// Handle loop by splitting.
switch ( t - > type ) {
case TYPE_POSITION_3D : {
const PositionTrack * tt = static_cast < const PositionTrack * > ( t ) ;
if ( tt - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 3 > ( tt - > compressed_track , from_time , length , p_indices ) ;
_get_compressed_key_indices_in_range < 3 > ( tt - > compressed_track , to_time , length , p_indices ) ;
} else {
_track_get_key_indices_in_range ( tt - > positions , from_time , length , p_indices , false ) ;
_track_get_key_indices_in_range ( tt - > positions , to_time , length , p_indices , true ) ;
}
} break ;
case TYPE_ROTATION_3D : {
const RotationTrack * rt = static_cast < const RotationTrack * > ( t ) ;
if ( rt - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 3 > ( rt - > compressed_track , from_time , length , p_indices ) ;
_get_compressed_key_indices_in_range < 3 > ( rt - > compressed_track , to_time , length , p_indices ) ;
} else {
_track_get_key_indices_in_range ( rt - > rotations , from_time , length , p_indices , false ) ;
_track_get_key_indices_in_range ( rt - > rotations , to_time , length , p_indices , true ) ;
}
} break ;
case TYPE_SCALE_3D : {
const ScaleTrack * st = static_cast < const ScaleTrack * > ( t ) ;
if ( st - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 3 > ( st - > compressed_track , from_time , length , p_indices ) ;
_get_compressed_key_indices_in_range < 3 > ( st - > compressed_track , to_time , length , p_indices ) ;
} else {
_track_get_key_indices_in_range ( st - > scales , from_time , length , p_indices , false ) ;
_track_get_key_indices_in_range ( st - > scales , to_time , length , p_indices , true ) ;
}
} break ;
case TYPE_BLEND_SHAPE : {
const BlendShapeTrack * bst = static_cast < const BlendShapeTrack * > ( t ) ;
if ( bst - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 1 > ( bst - > compressed_track , from_time , length , p_indices ) ;
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_get_compressed_key_indices_in_range < 1 > ( bst - > compressed_track , to_time , length , p_indices ) ;
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} else {
_track_get_key_indices_in_range ( bst - > blend_shapes , from_time , length , p_indices , false ) ;
_track_get_key_indices_in_range ( bst - > blend_shapes , to_time , length , p_indices , true ) ;
}
} break ;
case TYPE_VALUE : {
const ValueTrack * vt = static_cast < const ValueTrack * > ( t ) ;
_track_get_key_indices_in_range ( vt - > values , from_time , length , p_indices , false ) ;
_track_get_key_indices_in_range ( vt - > values , to_time , length , p_indices , true ) ;
} break ;
case TYPE_METHOD : {
const MethodTrack * mt = static_cast < const MethodTrack * > ( t ) ;
_track_get_key_indices_in_range ( mt - > methods , from_time , length , p_indices , false ) ;
_track_get_key_indices_in_range ( mt - > methods , to_time , length , p_indices , true ) ;
} break ;
case TYPE_BEZIER : {
const BezierTrack * bz = static_cast < const BezierTrack * > ( t ) ;
_track_get_key_indices_in_range ( bz - > values , from_time , length , p_indices , false ) ;
_track_get_key_indices_in_range ( bz - > values , to_time , length , p_indices , true ) ;
} break ;
case TYPE_AUDIO : {
const AudioTrack * ad = static_cast < const AudioTrack * > ( t ) ;
_track_get_key_indices_in_range ( ad - > values , from_time , length , p_indices , false ) ;
_track_get_key_indices_in_range ( ad - > values , to_time , length , p_indices , true ) ;
} break ;
case TYPE_ANIMATION : {
const AnimationTrack * an = static_cast < const AnimationTrack * > ( t ) ;
_track_get_key_indices_in_range ( an - > values , from_time , length , p_indices , false ) ;
_track_get_key_indices_in_range ( an - > values , to_time , length , p_indices , true ) ;
} break ;
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}
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return ;
}
// The edge will be pingponged in the next frame and processed there, so let's ignore it now...
if ( ! is_backward & & Math : : is_equal_approx ( to_time , length ) ) {
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to_time - = CMP_EPSILON ;
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} else if ( is_backward & & Math : : is_equal_approx ( from_time , 0 ) ) {
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from_time + = CMP_EPSILON ;
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}
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} break ;
2018-06-07 15:46:14 +00:00
}
switch ( t - > type ) {
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
case TYPE_POSITION_3D : {
const PositionTrack * tt = static_cast < const PositionTrack * > ( t ) ;
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if ( tt - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 3 > ( tt - > compressed_track , from_time , to_time - from_time , p_indices ) ;
} else {
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_track_get_key_indices_in_range ( tt - > positions , from_time , to_time , p_indices , is_backward ) ;
2021-10-20 23:42:22 +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
} break ;
case TYPE_ROTATION_3D : {
const RotationTrack * rt = static_cast < const RotationTrack * > ( t ) ;
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if ( rt - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 3 > ( rt - > compressed_track , from_time , to_time - from_time , p_indices ) ;
} else {
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_track_get_key_indices_in_range ( rt - > rotations , from_time , to_time , p_indices , is_backward ) ;
2021-10-20 23:42:22 +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
} break ;
case TYPE_SCALE_3D : {
const ScaleTrack * st = static_cast < const ScaleTrack * > ( t ) ;
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if ( st - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 3 > ( st - > compressed_track , from_time , to_time - from_time , p_indices ) ;
} else {
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_track_get_key_indices_in_range ( st - > scales , from_time , to_time , p_indices , is_backward ) ;
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}
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} break ;
case TYPE_BLEND_SHAPE : {
const BlendShapeTrack * bst = static_cast < const BlendShapeTrack * > ( t ) ;
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if ( bst - > compressed_track > = 0 ) {
_get_compressed_key_indices_in_range < 1 > ( bst - > compressed_track , from_time , to_time - from_time , p_indices ) ;
} else {
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_track_get_key_indices_in_range ( bst - > blend_shapes , from_time , to_time , p_indices , is_backward ) ;
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}
2018-06-07 15:46:14 +00:00
} break ;
case TYPE_VALUE : {
const ValueTrack * vt = static_cast < const ValueTrack * > ( t ) ;
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_track_get_key_indices_in_range ( vt - > values , from_time , to_time , p_indices , is_backward ) ;
2018-06-07 15:46:14 +00:00
} break ;
case TYPE_METHOD : {
const MethodTrack * mt = static_cast < const MethodTrack * > ( t ) ;
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_track_get_key_indices_in_range ( mt - > methods , from_time , to_time , p_indices , is_backward ) ;
2018-06-07 15:46:14 +00:00
} break ;
case TYPE_BEZIER : {
const BezierTrack * bz = static_cast < const BezierTrack * > ( t ) ;
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_track_get_key_indices_in_range ( bz - > values , from_time , to_time , p_indices , is_backward ) ;
2018-06-07 15:46:14 +00:00
} break ;
case TYPE_AUDIO : {
const AudioTrack * ad = static_cast < const AudioTrack * > ( t ) ;
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_track_get_key_indices_in_range ( ad - > values , from_time , to_time , p_indices , is_backward ) ;
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} break ;
case TYPE_ANIMATION : {
const AnimationTrack * an = static_cast < const AnimationTrack * > ( t ) ;
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_track_get_key_indices_in_range ( an - > values , from_time , to_time , p_indices , is_backward ) ;
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} break ;
}
}
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Vector < Variant > Animation : : method_track_get_params ( int p_track , int p_key_idx ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , Vector < Variant > ( ) ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_METHOD , Vector < Variant > ( ) ) ;
MethodTrack * pm = static_cast < MethodTrack * > ( t ) ;
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ERR_FAIL_INDEX_V ( p_key_idx , pm - > methods . size ( ) , Vector < Variant > ( ) ) ;
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const MethodKey & mk = pm - > methods [ p_key_idx ] ;
return mk . params ;
}
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StringName Animation : : method_track_get_name ( int p_track , int p_key_idx ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , StringName ( ) ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_METHOD , StringName ( ) ) ;
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MethodTrack * pm = static_cast < MethodTrack * > ( t ) ;
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ERR_FAIL_INDEX_V ( p_key_idx , pm - > methods . size ( ) , StringName ( ) ) ;
return pm - > methods [ p_key_idx ] . method ;
}
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int Animation : : bezier_track_insert_key ( int p_track , double p_time , real_t p_value , const Vector2 & p_in_handle , const Vector2 & p_out_handle ) {
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ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , - 1 ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_BEZIER , - 1 ) ;
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
TKey < BezierKey > k ;
k . time = p_time ;
k . value . value = p_value ;
k . value . in_handle = p_in_handle ;
if ( k . value . in_handle . x > 0 ) {
k . value . in_handle . x = 0 ;
}
k . value . out_handle = p_out_handle ;
if ( k . value . out_handle . x < 0 ) {
k . value . out_handle . x = 0 ;
}
int key = _insert ( p_time , bt - > values , k ) ;
emit_changed ( ) ;
return key ;
}
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void Animation : : bezier_track_set_key_value ( int p_track , int p_index , real_t p_value ) {
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ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND ( t - > type ! = TYPE_BEZIER ) ;
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_index , bt - > values . size ( ) ) ;
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bt - > values . write [ p_index ] . value . value = p_value ;
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emit_changed ( ) ;
}
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void Animation : : bezier_track_set_key_in_handle ( int p_track , int p_index , const Vector2 & p_handle , real_t p_balanced_value_time_ratio ) {
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ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND ( t - > type ! = TYPE_BEZIER ) ;
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_index , bt - > values . size ( ) ) ;
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Vector2 in_handle = p_handle ;
if ( in_handle . x > 0 ) {
in_handle . x = 0 ;
}
bt - > values . write [ p_index ] . value . in_handle = in_handle ;
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# ifdef TOOLS_ENABLED
if ( bt - > values [ p_index ] . value . handle_mode = = HANDLE_MODE_LINEAR ) {
bt - > values . write [ p_index ] . value . in_handle = Vector2 ( ) ;
bt - > values . write [ p_index ] . value . out_handle = Vector2 ( ) ;
} else if ( bt - > values [ p_index ] . value . handle_mode = = HANDLE_MODE_BALANCED ) {
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Transform2D xform ;
xform . set_scale ( Vector2 ( 1.0 , 1.0 / p_balanced_value_time_ratio ) ) ;
Vector2 vec_out = xform . xform ( bt - > values [ p_index ] . value . out_handle ) ;
Vector2 vec_in = xform . xform ( in_handle ) ;
bt - > values . write [ p_index ] . value . out_handle = xform . affine_inverse ( ) . xform ( - vec_in . normalized ( ) * vec_out . length ( ) ) ;
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} else if ( bt - > values [ p_index ] . value . handle_mode = = HANDLE_MODE_MIRRORED ) {
bt - > values . write [ p_index ] . value . out_handle = - in_handle ;
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}
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# endif // TOOLS_ENABLED
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emit_changed ( ) ;
}
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void Animation : : bezier_track_set_key_out_handle ( int p_track , int p_index , const Vector2 & p_handle , real_t p_balanced_value_time_ratio ) {
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ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND ( t - > type ! = TYPE_BEZIER ) ;
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_index , bt - > values . size ( ) ) ;
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Vector2 out_handle = p_handle ;
if ( out_handle . x < 0 ) {
out_handle . x = 0 ;
}
bt - > values . write [ p_index ] . value . out_handle = out_handle ;
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# ifdef TOOLS_ENABLED
if ( bt - > values [ p_index ] . value . handle_mode = = HANDLE_MODE_LINEAR ) {
bt - > values . write [ p_index ] . value . in_handle = Vector2 ( ) ;
bt - > values . write [ p_index ] . value . out_handle = Vector2 ( ) ;
} else if ( bt - > values [ p_index ] . value . handle_mode = = HANDLE_MODE_BALANCED ) {
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Transform2D xform ;
xform . set_scale ( Vector2 ( 1.0 , 1.0 / p_balanced_value_time_ratio ) ) ;
Vector2 vec_in = xform . xform ( bt - > values [ p_index ] . value . in_handle ) ;
Vector2 vec_out = xform . xform ( out_handle ) ;
bt - > values . write [ p_index ] . value . in_handle = xform . affine_inverse ( ) . xform ( - vec_out . normalized ( ) * vec_in . length ( ) ) ;
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} else if ( bt - > values [ p_index ] . value . handle_mode = = HANDLE_MODE_MIRRORED ) {
bt - > values . write [ p_index ] . value . in_handle = - out_handle ;
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}
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# endif // TOOLS_ENABLED
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emit_changed ( ) ;
}
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real_t Animation : : bezier_track_get_key_value ( int p_track , int p_index ) const {
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ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , 0 ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_BEZIER , 0 ) ;
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_index , bt - > values . size ( ) , 0 ) ;
return bt - > values [ p_index ] . value . value ;
}
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Vector2 Animation : : bezier_track_get_key_in_handle ( int p_track , int p_index ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , Vector2 ( ) ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_BEZIER , Vector2 ( ) ) ;
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_index , bt - > values . size ( ) , Vector2 ( ) ) ;
return bt - > values [ p_index ] . value . in_handle ;
}
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Vector2 Animation : : bezier_track_get_key_out_handle ( int p_track , int p_index ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , Vector2 ( ) ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_BEZIER , Vector2 ( ) ) ;
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_index , bt - > values . size ( ) , Vector2 ( ) ) ;
return bt - > values [ p_index ] . value . out_handle ;
}
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# ifdef TOOLS_ENABLED
void Animation : : bezier_track_set_key_handle_mode ( int p_track , int p_index , HandleMode p_mode , HandleSetMode p_set_mode ) {
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND ( t - > type ! = TYPE_BEZIER ) ;
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_index , bt - > values . size ( ) ) ;
bt - > values . write [ p_index ] . value . handle_mode = p_mode ;
switch ( p_mode ) {
case HANDLE_MODE_LINEAR : {
bt - > values . write [ p_index ] . value . in_handle = Vector2 ( 0 , 0 ) ;
bt - > values . write [ p_index ] . value . out_handle = Vector2 ( 0 , 0 ) ;
} break ;
case HANDLE_MODE_BALANCED :
case HANDLE_MODE_MIRRORED : {
int prev_key = MAX ( 0 , p_index - 1 ) ;
int next_key = MIN ( bt - > values . size ( ) - 1 , p_index + 1 ) ;
if ( prev_key = = next_key ) {
break ; // Exists only one key.
}
real_t in_handle_x = 0 ;
real_t in_handle_y = 0 ;
real_t out_handle_x = 0 ;
real_t out_handle_y = 0 ;
if ( p_mode = = HANDLE_MODE_BALANCED ) {
// Note:
// If p_set_mode == HANDLE_SET_MODE_NONE, I don't know if it should change the Tangent implicitly.
// At the least, we need to avoid corrupting the handles when loading animation from the resource.
// However, changes made by the Inspector do not go through the BezierEditor,
// so if you change from Free to Balanced or Mirrored in Inspector, there is no guarantee that
// it is Balanced or Mirrored until there is a handle operation.
if ( p_set_mode = = HANDLE_SET_MODE_RESET ) {
real_t handle_length = 1.0 / 3.0 ;
in_handle_x = ( bt - > values [ prev_key ] . time - bt - > values [ p_index ] . time ) * handle_length ;
in_handle_y = 0 ;
out_handle_x = ( bt - > values [ next_key ] . time - bt - > values [ p_index ] . time ) * handle_length ;
out_handle_y = 0 ;
bt - > values . write [ p_index ] . value . in_handle = Vector2 ( in_handle_x , in_handle_y ) ;
bt - > values . write [ p_index ] . value . out_handle = Vector2 ( out_handle_x , out_handle_y ) ;
} else if ( p_set_mode = = HANDLE_SET_MODE_AUTO ) {
real_t handle_length = 1.0 / 6.0 ;
real_t tangent = ( bt - > values [ next_key ] . value . value - bt - > values [ prev_key ] . value . value ) / ( bt - > values [ next_key ] . time - bt - > values [ prev_key ] . time ) ;
in_handle_x = ( bt - > values [ prev_key ] . time - bt - > values [ p_index ] . time ) * handle_length ;
in_handle_y = in_handle_x * tangent ;
out_handle_x = ( bt - > values [ next_key ] . time - bt - > values [ p_index ] . time ) * handle_length ;
out_handle_y = out_handle_x * tangent ;
bt - > values . write [ p_index ] . value . in_handle = Vector2 ( in_handle_x , in_handle_y ) ;
bt - > values . write [ p_index ] . value . out_handle = Vector2 ( out_handle_x , out_handle_y ) ;
}
} else {
real_t handle_length = 1.0 / 4.0 ;
real_t prev_interval = Math : : abs ( bt - > values [ p_index ] . time - bt - > values [ prev_key ] . time ) ;
real_t next_interval = Math : : abs ( bt - > values [ p_index ] . time - bt - > values [ next_key ] . time ) ;
real_t min_time = 0 ;
if ( Math : : is_zero_approx ( prev_interval ) ) {
min_time = next_interval ;
} else if ( Math : : is_zero_approx ( next_interval ) ) {
min_time = prev_interval ;
} else {
min_time = MIN ( prev_interval , next_interval ) ;
}
if ( p_set_mode = = HANDLE_SET_MODE_RESET ) {
in_handle_x = - min_time * handle_length ;
in_handle_y = 0 ;
out_handle_x = min_time * handle_length ;
out_handle_y = 0 ;
bt - > values . write [ p_index ] . value . in_handle = Vector2 ( in_handle_x , in_handle_y ) ;
bt - > values . write [ p_index ] . value . out_handle = Vector2 ( out_handle_x , out_handle_y ) ;
} else if ( p_set_mode = = HANDLE_SET_MODE_AUTO ) {
real_t tangent = ( bt - > values [ next_key ] . value . value - bt - > values [ prev_key ] . value . value ) / min_time ;
in_handle_x = - min_time * handle_length ;
in_handle_y = in_handle_x * tangent ;
out_handle_x = min_time * handle_length ;
out_handle_y = out_handle_x * tangent ;
bt - > values . write [ p_index ] . value . in_handle = Vector2 ( in_handle_x , in_handle_y ) ;
bt - > values . write [ p_index ] . value . out_handle = Vector2 ( out_handle_x , out_handle_y ) ;
}
}
} break ;
default : {
} break ;
}
emit_changed ( ) ;
}
Animation : : HandleMode Animation : : bezier_track_get_key_handle_mode ( int p_track , int p_index ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , HANDLE_MODE_FREE ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_BEZIER , HANDLE_MODE_FREE ) ;
BezierTrack * bt = static_cast < BezierTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_index , bt - > values . size ( ) , HANDLE_MODE_FREE ) ;
return bt - > values [ p_index ] . value . handle_mode ;
}
# endif // TOOLS_ENABLED
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real_t Animation : : bezier_track_interpolate ( int p_track , double p_time ) const {
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//this uses a different interpolation scheme
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , 0 ) ;
Track * track = tracks [ p_track ] ;
ERR_FAIL_COND_V ( track - > type ! = TYPE_BEZIER , 0 ) ;
BezierTrack * bt = static_cast < BezierTrack * > ( track ) ;
int len = _find ( bt - > values , length ) + 1 ; // try to find last key (there may be more past the end)
if ( len < = 0 ) {
// (-1 or -2 returned originally) (plus one above)
return 0 ;
} else if ( len = = 1 ) { // one key found (0+1), return it
return bt - > values [ 0 ] . value . value ;
}
int idx = _find ( bt - > values , p_time ) ;
ERR_FAIL_COND_V ( idx = = - 2 , 0 ) ;
//there really is no looping interpolation on bezier
if ( idx < 0 ) {
return bt - > values [ 0 ] . value . value ;
}
if ( idx > = bt - > values . size ( ) - 1 ) {
return bt - > values [ bt - > values . size ( ) - 1 ] . value . value ;
}
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double t = p_time - bt - > values [ idx ] . time ;
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int iterations = 10 ;
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real_t duration = bt - > values [ idx + 1 ] . time - bt - > values [ idx ] . time ; // time duration between our two keyframes
real_t low = 0.0 ; // 0% of the current animation segment
real_t high = 1.0 ; // 100% of the current animation segment
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Vector2 start ( 0 , bt - > values [ idx ] . value . value ) ;
Vector2 start_out = start + bt - > values [ idx ] . value . out_handle ;
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Vector2 end ( duration , bt - > values [ idx + 1 ] . value . value ) ;
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Vector2 end_in = end + bt - > values [ idx + 1 ] . value . in_handle ;
//narrow high and low as much as possible
for ( int i = 0 ; i < iterations ; i + + ) {
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real_t middle = ( low + high ) / 2 ;
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Vector2 interp = start . bezier_interpolate ( start_out , end_in , end , middle ) ;
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if ( interp . x < t ) {
low = middle ;
} else {
high = middle ;
}
}
//interpolate the result:
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Vector2 low_pos = start . bezier_interpolate ( start_out , end_in , end , low ) ;
Vector2 high_pos = start . bezier_interpolate ( start_out , end_in , end , high ) ;
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real_t c = ( t - low_pos . x ) / ( high_pos . x - low_pos . x ) ;
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return low_pos . lerp ( high_pos , c ) . y ;
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}
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int Animation : : audio_track_insert_key ( int p_track , double p_time , const Ref < Resource > & p_stream , real_t p_start_offset , real_t p_end_offset ) {
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ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , - 1 ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_AUDIO , - 1 ) ;
AudioTrack * at = static_cast < AudioTrack * > ( t ) ;
TKey < AudioKey > k ;
k . time = p_time ;
k . value . stream = p_stream ;
k . value . start_offset = p_start_offset ;
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if ( k . value . start_offset < 0 ) {
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k . value . start_offset = 0 ;
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}
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k . value . end_offset = p_end_offset ;
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if ( k . value . end_offset < 0 ) {
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k . value . end_offset = 0 ;
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}
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int key = _insert ( p_time , at - > values , k ) ;
emit_changed ( ) ;
return key ;
}
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void Animation : : audio_track_set_key_stream ( int p_track , int p_key , const Ref < Resource > & p_stream ) {
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ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND ( t - > type ! = TYPE_AUDIO ) ;
AudioTrack * at = static_cast < AudioTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_key , at - > values . size ( ) ) ;
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at - > values . write [ p_key ] . value . stream = p_stream ;
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emit_changed ( ) ;
}
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void Animation : : audio_track_set_key_start_offset ( int p_track , int p_key , real_t p_offset ) {
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ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND ( t - > type ! = TYPE_AUDIO ) ;
AudioTrack * at = static_cast < AudioTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_key , at - > values . size ( ) ) ;
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if ( p_offset < 0 ) {
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p_offset = 0 ;
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}
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at - > values . write [ p_key ] . value . start_offset = p_offset ;
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emit_changed ( ) ;
}
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void Animation : : audio_track_set_key_end_offset ( int p_track , int p_key , real_t p_offset ) {
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ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND ( t - > type ! = TYPE_AUDIO ) ;
AudioTrack * at = static_cast < AudioTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_key , at - > values . size ( ) ) ;
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if ( p_offset < 0 ) {
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p_offset = 0 ;
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}
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at - > values . write [ p_key ] . value . end_offset = p_offset ;
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emit_changed ( ) ;
}
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Ref < Resource > Animation : : audio_track_get_key_stream ( int p_track , int p_key ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , Ref < Resource > ( ) ) ;
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const Track * t = tracks [ p_track ] ;
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ERR_FAIL_COND_V ( t - > type ! = TYPE_AUDIO , Ref < Resource > ( ) ) ;
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const AudioTrack * at = static_cast < const AudioTrack * > ( t ) ;
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ERR_FAIL_INDEX_V ( p_key , at - > values . size ( ) , Ref < Resource > ( ) ) ;
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return at - > values [ p_key ] . value . stream ;
}
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real_t Animation : : audio_track_get_key_start_offset ( int p_track , int p_key ) const {
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ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , 0 ) ;
const Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_AUDIO , 0 ) ;
const AudioTrack * at = static_cast < const AudioTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_key , at - > values . size ( ) , 0 ) ;
return at - > values [ p_key ] . value . start_offset ;
}
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real_t Animation : : audio_track_get_key_end_offset ( int p_track , int p_key ) const {
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ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , 0 ) ;
const Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_AUDIO , 0 ) ;
const AudioTrack * at = static_cast < const AudioTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_key , at - > values . size ( ) , 0 ) ;
return at - > values [ p_key ] . value . end_offset ;
}
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void Animation : : audio_track_set_use_blend ( int p_track , bool p_enable ) {
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND ( t - > type ! = TYPE_AUDIO ) ;
AudioTrack * at = static_cast < AudioTrack * > ( t ) ;
at - > use_blend = p_enable ;
emit_changed ( ) ;
}
bool Animation : : audio_track_is_use_blend ( int p_track ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , false ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_AUDIO , false ) ;
AudioTrack * at = static_cast < AudioTrack * > ( t ) ;
return at - > use_blend ;
}
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//
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int Animation : : animation_track_insert_key ( int p_track , double p_time , const StringName & p_animation ) {
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ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , - 1 ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_ANIMATION , - 1 ) ;
AnimationTrack * at = static_cast < AnimationTrack * > ( t ) ;
TKey < StringName > k ;
k . time = p_time ;
k . value = p_animation ;
int key = _insert ( p_time , at - > values , k ) ;
emit_changed ( ) ;
return key ;
}
void Animation : : animation_track_set_key_animation ( int p_track , int p_key , const StringName & p_animation ) {
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
Track * t = tracks [ p_track ] ;
ERR_FAIL_COND ( t - > type ! = TYPE_ANIMATION ) ;
AnimationTrack * at = static_cast < AnimationTrack * > ( t ) ;
ERR_FAIL_INDEX ( p_key , at - > values . size ( ) ) ;
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at - > values . write [ p_key ] . value = p_animation ;
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emit_changed ( ) ;
}
StringName Animation : : animation_track_get_key_animation ( int p_track , int p_key ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , StringName ( ) ) ;
const Track * t = tracks [ p_track ] ;
ERR_FAIL_COND_V ( t - > type ! = TYPE_ANIMATION , StringName ( ) ) ;
const AnimationTrack * at = static_cast < const AnimationTrack * > ( t ) ;
ERR_FAIL_INDEX_V ( p_key , at - > values . size ( ) , StringName ( ) ) ;
return at - > values [ p_key ] . value ;
}
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void Animation : : set_length ( real_t p_length ) {
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if ( p_length < ANIM_MIN_LENGTH ) {
p_length = ANIM_MIN_LENGTH ;
}
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length = p_length ;
emit_changed ( ) ;
}
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real_t Animation : : get_length ( ) const {
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return length ;
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}
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void Animation : : set_loop_mode ( Animation : : LoopMode p_loop_mode ) {
loop_mode = p_loop_mode ;
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emit_changed ( ) ;
}
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Animation : : LoopMode Animation : : get_loop_mode ( ) const {
return loop_mode ;
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}
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void Animation : : track_set_imported ( int p_track , bool p_imported ) {
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
tracks [ p_track ] - > imported = p_imported ;
}
bool Animation : : track_is_imported ( int p_track ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , false ) ;
return tracks [ p_track ] - > imported ;
}
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void Animation : : track_set_enabled ( int p_track , bool p_enabled ) {
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
tracks [ p_track ] - > enabled = p_enabled ;
emit_changed ( ) ;
}
bool Animation : : track_is_enabled ( int p_track ) const {
ERR_FAIL_INDEX_V ( p_track , tracks . size ( ) , false ) ;
return tracks [ p_track ] - > enabled ;
}
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void Animation : : track_move_up ( int p_track ) {
if ( p_track > = 0 & & p_track < ( tracks . size ( ) - 1 ) ) {
SWAP ( tracks . write [ p_track ] , tracks . write [ p_track + 1 ] ) ;
}
emit_changed ( ) ;
}
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void Animation : : track_move_down ( int p_track ) {
if ( p_track > 0 & & p_track < tracks . size ( ) ) {
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SWAP ( tracks . write [ p_track ] , tracks . write [ p_track - 1 ] ) ;
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}
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emit_changed ( ) ;
}
void Animation : : track_move_to ( int p_track , int p_to_index ) {
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
ERR_FAIL_INDEX ( p_to_index , tracks . size ( ) + 1 ) ;
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if ( p_track = = p_to_index | | p_track = = p_to_index - 1 ) {
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return ;
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}
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Track * track = tracks . get ( p_track ) ;
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tracks . remove_at ( p_track ) ;
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// Take into account that the position of the tracks that come after the one removed will change.
tracks . insert ( p_to_index > p_track ? p_to_index - 1 : p_to_index , track ) ;
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emit_changed ( ) ;
}
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void Animation : : track_swap ( int p_track , int p_with_track ) {
ERR_FAIL_INDEX ( p_track , tracks . size ( ) ) ;
ERR_FAIL_INDEX ( p_with_track , tracks . size ( ) ) ;
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if ( p_track = = p_with_track ) {
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return ;
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}
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SWAP ( tracks . write [ p_track ] , tracks . write [ p_with_track ] ) ;
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emit_changed ( ) ;
}
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void Animation : : set_step ( real_t p_step ) {
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step = p_step ;
emit_changed ( ) ;
}
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real_t Animation : : get_step ( ) const {
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return step ;
}
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void Animation : : copy_track ( int p_track , Ref < Animation > p_to_animation ) {
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ERR_FAIL_COND ( p_to_animation . is_null ( ) ) ;
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ERR_FAIL_INDEX ( p_track , get_track_count ( ) ) ;
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int dst_track = p_to_animation - > get_track_count ( ) ;
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p_to_animation - > add_track ( track_get_type ( p_track ) ) ;
p_to_animation - > track_set_path ( dst_track , track_get_path ( p_track ) ) ;
p_to_animation - > track_set_imported ( dst_track , track_is_imported ( p_track ) ) ;
p_to_animation - > track_set_enabled ( dst_track , track_is_enabled ( p_track ) ) ;
p_to_animation - > track_set_interpolation_type ( dst_track , track_get_interpolation_type ( p_track ) ) ;
p_to_animation - > track_set_interpolation_loop_wrap ( dst_track , track_get_interpolation_loop_wrap ( p_track ) ) ;
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if ( track_get_type ( p_track ) = = TYPE_VALUE ) {
p_to_animation - > value_track_set_update_mode ( dst_track , value_track_get_update_mode ( p_track ) ) ;
}
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for ( int i = 0 ; i < track_get_key_count ( p_track ) ; i + + ) {
p_to_animation - > track_insert_key ( dst_track , track_get_key_time ( p_track , i ) , track_get_key_value ( p_track , i ) , track_get_key_transition ( p_track , i ) ) ;
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}
}
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void Animation : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " add_track " , " type " , " at_position " ) , & Animation : : add_track , DEFVAL ( - 1 ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " remove_track " , " track_idx " ) , & Animation : : remove_track ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_track_count " ) , & Animation : : get_track_count ) ;
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ClassDB : : bind_method ( D_METHOD ( " track_get_type " , " track_idx " ) , & Animation : : track_get_type ) ;
ClassDB : : bind_method ( D_METHOD ( " track_get_path " , " track_idx " ) , & Animation : : track_get_path ) ;
ClassDB : : bind_method ( D_METHOD ( " track_set_path " , " track_idx " , " path " ) , & Animation : : track_set_path ) ;
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ClassDB : : bind_method ( D_METHOD ( " find_track " , " path " , " type " ) , & Animation : : find_track ) ;
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ClassDB : : bind_method ( D_METHOD ( " track_move_up " , " track_idx " ) , & Animation : : track_move_up ) ;
ClassDB : : bind_method ( D_METHOD ( " track_move_down " , " track_idx " ) , & Animation : : track_move_down ) ;
ClassDB : : bind_method ( D_METHOD ( " track_move_to " , " track_idx " , " to_idx " ) , & Animation : : track_move_to ) ;
ClassDB : : bind_method ( D_METHOD ( " track_swap " , " track_idx " , " with_idx " ) , & Animation : : track_swap ) ;
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ClassDB : : bind_method ( D_METHOD ( " track_set_imported " , " track_idx " , " imported " ) , & Animation : : track_set_imported ) ;
ClassDB : : bind_method ( D_METHOD ( " track_is_imported " , " track_idx " ) , & Animation : : track_is_imported ) ;
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ClassDB : : bind_method ( D_METHOD ( " track_set_enabled " , " track_idx " , " enabled " ) , & Animation : : track_set_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " track_is_enabled " , " track_idx " ) , & Animation : : track_is_enabled ) ;
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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
ClassDB : : bind_method ( D_METHOD ( " position_track_insert_key " , " track_idx " , " time " , " position " ) , & Animation : : position_track_insert_key ) ;
ClassDB : : bind_method ( D_METHOD ( " rotation_track_insert_key " , " track_idx " , " time " , " rotation " ) , & Animation : : rotation_track_insert_key ) ;
ClassDB : : bind_method ( D_METHOD ( " scale_track_insert_key " , " track_idx " , " time " , " scale " ) , & Animation : : scale_track_insert_key ) ;
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ClassDB : : bind_method ( D_METHOD ( " blend_shape_track_insert_key " , " track_idx " , " time " , " amount " ) , & Animation : : blend_shape_track_insert_key ) ;
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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ClassDB : : bind_method ( D_METHOD ( " position_track_interpolate " , " track_idx " , " time_sec " , " backward " ) , & Animation : : position_track_interpolate , DEFVAL ( false ) ) ;
ClassDB : : bind_method ( D_METHOD ( " rotation_track_interpolate " , " track_idx " , " time_sec " , " backward " ) , & Animation : : rotation_track_interpolate , DEFVAL ( false ) ) ;
ClassDB : : bind_method ( D_METHOD ( " scale_track_interpolate " , " track_idx " , " time_sec " , " backward " ) , & Animation : : scale_track_interpolate , DEFVAL ( false ) ) ;
ClassDB : : bind_method ( D_METHOD ( " blend_shape_track_interpolate " , " track_idx " , " time_sec " , " backward " ) , & Animation : : blend_shape_track_interpolate , DEFVAL ( false ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " track_insert_key " , " track_idx " , " time " , " key " , " transition " ) , & Animation : : track_insert_key , DEFVAL ( 1 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " track_remove_key " , " track_idx " , " key_idx " ) , & Animation : : track_remove_key ) ;
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ClassDB : : bind_method ( D_METHOD ( " track_remove_key_at_time " , " track_idx " , " time " ) , & Animation : : track_remove_key_at_time ) ;
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ClassDB : : bind_method ( D_METHOD ( " track_set_key_value " , " track_idx " , " key " , " value " ) , & Animation : : track_set_key_value ) ;
ClassDB : : bind_method ( D_METHOD ( " track_set_key_transition " , " track_idx " , " key_idx " , " transition " ) , & Animation : : track_set_key_transition ) ;
ClassDB : : bind_method ( D_METHOD ( " track_set_key_time " , " track_idx " , " key_idx " , " time " ) , & Animation : : track_set_key_time ) ;
ClassDB : : bind_method ( D_METHOD ( " track_get_key_transition " , " track_idx " , " key_idx " ) , & Animation : : track_get_key_transition ) ;
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ClassDB : : bind_method ( D_METHOD ( " track_get_key_count " , " track_idx " ) , & Animation : : track_get_key_count ) ;
ClassDB : : bind_method ( D_METHOD ( " track_get_key_value " , " track_idx " , " key_idx " ) , & Animation : : track_get_key_value ) ;
ClassDB : : bind_method ( D_METHOD ( " track_get_key_time " , " track_idx " , " key_idx " ) , & Animation : : track_get_key_time ) ;
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ClassDB : : bind_method ( D_METHOD ( " track_find_key " , " track_idx " , " time " , " find_mode " , " limit " ) , & Animation : : track_find_key , DEFVAL ( FIND_MODE_NEAREST ) , DEFVAL ( false ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " track_set_interpolation_type " , " track_idx " , " interpolation " ) , & Animation : : track_set_interpolation_type ) ;
ClassDB : : bind_method ( D_METHOD ( " track_get_interpolation_type " , " track_idx " ) , & Animation : : track_get_interpolation_type ) ;
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ClassDB : : bind_method ( D_METHOD ( " track_set_interpolation_loop_wrap " , " track_idx " , " interpolation " ) , & Animation : : track_set_interpolation_loop_wrap ) ;
ClassDB : : bind_method ( D_METHOD ( " track_get_interpolation_loop_wrap " , " track_idx " ) , & Animation : : track_get_interpolation_loop_wrap ) ;
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ClassDB : : bind_method ( D_METHOD ( " track_is_compressed " , " track_idx " ) , & Animation : : track_is_compressed ) ;
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ClassDB : : bind_method ( D_METHOD ( " value_track_set_update_mode " , " track_idx " , " mode " ) , & Animation : : value_track_set_update_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " value_track_get_update_mode " , " track_idx " ) , & Animation : : value_track_get_update_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " value_track_interpolate " , " track_idx " , " time_sec " , " backward " ) , & Animation : : value_track_interpolate , DEFVAL ( false ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " method_track_get_name " , " track_idx " , " key_idx " ) , & Animation : : method_track_get_name ) ;
ClassDB : : bind_method ( D_METHOD ( " method_track_get_params " , " track_idx " , " key_idx " ) , & Animation : : method_track_get_params ) ;
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ClassDB : : bind_method ( D_METHOD ( " bezier_track_insert_key " , " track_idx " , " time " , " value " , " in_handle " , " out_handle " ) , & Animation : : bezier_track_insert_key , DEFVAL ( Vector2 ( ) ) , DEFVAL ( Vector2 ( ) ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " bezier_track_set_key_value " , " track_idx " , " key_idx " , " value " ) , & Animation : : bezier_track_set_key_value ) ;
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ClassDB : : bind_method ( D_METHOD ( " bezier_track_set_key_in_handle " , " track_idx " , " key_idx " , " in_handle " , " balanced_value_time_ratio " ) , & Animation : : bezier_track_set_key_in_handle , DEFVAL ( 1.0 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " bezier_track_set_key_out_handle " , " track_idx " , " key_idx " , " out_handle " , " balanced_value_time_ratio " ) , & Animation : : bezier_track_set_key_out_handle , DEFVAL ( 1.0 ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " bezier_track_get_key_value " , " track_idx " , " key_idx " ) , & Animation : : bezier_track_get_key_value ) ;
ClassDB : : bind_method ( D_METHOD ( " bezier_track_get_key_in_handle " , " track_idx " , " key_idx " ) , & Animation : : bezier_track_get_key_in_handle ) ;
ClassDB : : bind_method ( D_METHOD ( " bezier_track_get_key_out_handle " , " track_idx " , " key_idx " ) , & Animation : : bezier_track_get_key_out_handle ) ;
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ClassDB : : bind_method ( D_METHOD ( " bezier_track_interpolate " , " track_idx " , " time " ) , & Animation : : bezier_track_interpolate ) ;
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ClassDB : : bind_method ( D_METHOD ( " audio_track_insert_key " , " track_idx " , " time " , " stream " , " start_offset " , " end_offset " ) , & Animation : : audio_track_insert_key , DEFVAL ( 0 ) , DEFVAL ( 0 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " audio_track_set_key_stream " , " track_idx " , " key_idx " , " stream " ) , & Animation : : audio_track_set_key_stream ) ;
ClassDB : : bind_method ( D_METHOD ( " audio_track_set_key_start_offset " , " track_idx " , " key_idx " , " offset " ) , & Animation : : audio_track_set_key_start_offset ) ;
ClassDB : : bind_method ( D_METHOD ( " audio_track_set_key_end_offset " , " track_idx " , " key_idx " , " offset " ) , & Animation : : audio_track_set_key_end_offset ) ;
ClassDB : : bind_method ( D_METHOD ( " audio_track_get_key_stream " , " track_idx " , " key_idx " ) , & Animation : : audio_track_get_key_stream ) ;
ClassDB : : bind_method ( D_METHOD ( " audio_track_get_key_start_offset " , " track_idx " , " key_idx " ) , & Animation : : audio_track_get_key_start_offset ) ;
ClassDB : : bind_method ( D_METHOD ( " audio_track_get_key_end_offset " , " track_idx " , " key_idx " ) , & Animation : : audio_track_get_key_end_offset ) ;
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ClassDB : : bind_method ( D_METHOD ( " audio_track_set_use_blend " , " track_idx " , " enable " ) , & Animation : : audio_track_set_use_blend ) ;
ClassDB : : bind_method ( D_METHOD ( " audio_track_is_use_blend " , " track_idx " ) , & Animation : : audio_track_is_use_blend ) ;
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ClassDB : : bind_method ( D_METHOD ( " animation_track_insert_key " , " track_idx " , " time " , " animation " ) , & Animation : : animation_track_insert_key ) ;
ClassDB : : bind_method ( D_METHOD ( " animation_track_set_key_animation " , " track_idx " , " key_idx " , " animation " ) , & Animation : : animation_track_set_key_animation ) ;
ClassDB : : bind_method ( D_METHOD ( " animation_track_get_key_animation " , " track_idx " , " key_idx " ) , & Animation : : animation_track_get_key_animation ) ;
2018-06-07 15:46:14 +00:00
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ClassDB : : bind_method ( D_METHOD ( " set_length " , " time_sec " ) , & Animation : : set_length ) ;
ClassDB : : bind_method ( D_METHOD ( " get_length " ) , & Animation : : get_length ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_loop_mode " , " loop_mode " ) , & Animation : : set_loop_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_loop_mode " ) , & Animation : : get_loop_mode ) ;
2014-02-10 01:10:30 +00:00
2017-02-13 11:47:24 +00:00
ClassDB : : bind_method ( D_METHOD ( " set_step " , " size_sec " ) , & Animation : : set_step ) ;
ClassDB : : bind_method ( D_METHOD ( " get_step " ) , & Animation : : get_step ) ;
2014-02-10 01:10:30 +00:00
ClassDB : : bind_method ( D_METHOD ( " clear " ) , & Animation : : clear ) ;
2019-10-14 22:08:41 +00:00
ClassDB : : bind_method ( D_METHOD ( " copy_track " , " track_idx " , " to_animation " ) , & Animation : : copy_track ) ;
2016-03-08 23:00:52 +00:00
2021-10-20 23:42:22 +00:00
ClassDB : : bind_method ( D_METHOD ( " compress " , " page_size " , " fps " , " split_tolerance " ) , & Animation : : compress , DEFVAL ( 8192 ) , DEFVAL ( 120 ) , DEFVAL ( 4.0 ) ) ;
2024-05-02 02:23:11 +00:00
ClassDB : : bind_method ( D_METHOD ( " _set_capture_included " , " capture_included " ) , & Animation : : set_capture_included ) ;
ClassDB : : bind_method ( D_METHOD ( " is_capture_included " ) , & Animation : : is_capture_included ) ;
2021-12-03 00:09:19 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " length " , PROPERTY_HINT_RANGE , " 0.001,99999,0.001,suffix:s " ) , " set_length " , " get_length " ) ;
2022-04-07 22:19:32 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " loop_mode " , PROPERTY_HINT_ENUM , " None,Linear,Ping-Pong " ) , " set_loop_mode " , " get_loop_mode " ) ;
2022-05-20 05:24:41 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " step " , PROPERTY_HINT_RANGE , " 0,4096,0.001,suffix:s " ) , " set_step " , " get_step " ) ;
2024-05-02 20:36:36 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " capture_included " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_READ_ONLY | PROPERTY_USAGE_NO_EDITOR ) , " _set_capture_included " , " is_capture_included " ) ;
2018-01-11 22:35:12 +00:00
2017-08-20 15:45:01 +00:00
BIND_ENUM_CONSTANT ( TYPE_VALUE ) ;
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
BIND_ENUM_CONSTANT ( TYPE_POSITION_3D ) ;
BIND_ENUM_CONSTANT ( TYPE_ROTATION_3D ) ;
BIND_ENUM_CONSTANT ( TYPE_SCALE_3D ) ;
2021-10-15 22:04:35 +00:00
BIND_ENUM_CONSTANT ( TYPE_BLEND_SHAPE ) ;
2017-08-20 15:45:01 +00:00
BIND_ENUM_CONSTANT ( TYPE_METHOD ) ;
2018-06-07 15:46:14 +00:00
BIND_ENUM_CONSTANT ( TYPE_BEZIER ) ;
BIND_ENUM_CONSTANT ( TYPE_AUDIO ) ;
BIND_ENUM_CONSTANT ( TYPE_ANIMATION ) ;
2016-06-19 04:43:02 +00:00
2017-08-20 15:45:01 +00:00
BIND_ENUM_CONSTANT ( INTERPOLATION_NEAREST ) ;
BIND_ENUM_CONSTANT ( INTERPOLATION_LINEAR ) ;
BIND_ENUM_CONSTANT ( INTERPOLATION_CUBIC ) ;
2022-08-26 02:42:00 +00:00
BIND_ENUM_CONSTANT ( INTERPOLATION_LINEAR_ANGLE ) ;
BIND_ENUM_CONSTANT ( INTERPOLATION_CUBIC_ANGLE ) ;
2016-06-19 04:43:02 +00:00
2017-08-20 15:45:01 +00:00
BIND_ENUM_CONSTANT ( UPDATE_CONTINUOUS ) ;
BIND_ENUM_CONSTANT ( UPDATE_DISCRETE ) ;
2018-06-07 15:46:14 +00:00
BIND_ENUM_CONSTANT ( UPDATE_CAPTURE ) ;
2021-10-15 13:25:00 +00:00
BIND_ENUM_CONSTANT ( LOOP_NONE ) ;
BIND_ENUM_CONSTANT ( LOOP_LINEAR ) ;
BIND_ENUM_CONSTANT ( LOOP_PINGPONG ) ;
2022-11-29 09:51:45 +00:00
BIND_ENUM_CONSTANT ( LOOPED_FLAG_NONE ) ;
BIND_ENUM_CONSTANT ( LOOPED_FLAG_END ) ;
BIND_ENUM_CONSTANT ( LOOPED_FLAG_START ) ;
2022-12-08 12:38:01 +00:00
BIND_ENUM_CONSTANT ( FIND_MODE_NEAREST ) ;
BIND_ENUM_CONSTANT ( FIND_MODE_APPROX ) ;
BIND_ENUM_CONSTANT ( FIND_MODE_EXACT ) ;
2014-02-10 01:10:30 +00:00
}
void Animation : : clear ( ) {
2020-05-14 14:41:43 +00:00
for ( int i = 0 ; i < tracks . size ( ) ; i + + ) {
2014-02-10 01:10:30 +00:00
memdelete ( tracks [ i ] ) ;
2020-05-14 14:41:43 +00:00
}
2014-02-10 01:10:30 +00:00
tracks . clear ( ) ;
2021-10-15 13:25:00 +00:00
loop_mode = LOOP_NONE ;
2014-02-10 01:10:30 +00:00
length = 1 ;
2021-10-20 23:42:22 +00:00
compression . enabled = false ;
compression . bounds . clear ( ) ;
compression . pages . clear ( ) ;
compression . fps = 120 ;
2019-02-14 13:19:03 +00:00
emit_changed ( ) ;
2014-02-10 01:10:30 +00:00
}
2022-08-26 22:55:08 +00:00
bool Animation : : _float_track_optimize_key ( const TKey < float > t0 , const TKey < float > t1 , const TKey < float > t2 , real_t p_allowed_velocity_err , real_t p_allowed_precision_error ) {
2022-08-07 01:55:37 +00:00
// Remove overlapping keys.
if ( Math : : is_equal_approx ( t0 . time , t1 . time ) | | Math : : is_equal_approx ( t1 . time , t2 . time ) ) {
return true ;
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
}
2022-08-26 22:55:08 +00:00
if ( abs ( t0 . value - t1 . value ) < p_allowed_precision_error & & abs ( t1 . value - t2 . value ) < p_allowed_precision_error ) {
2022-08-07 01:55:37 +00:00
return true ;
}
// Calc velocities.
2022-08-26 22:55:08 +00:00
double v0 = ( t1 . value - t0 . value ) / ( t1 . time - t0 . time ) ;
double v1 = ( t2 . value - t1 . value ) / ( t2 . time - t1 . time ) ;
2022-08-07 01:55:37 +00:00
// Avoid zero div but check equality.
if ( abs ( v0 - v1 ) < p_allowed_precision_error ) {
return true ;
} else if ( abs ( v0 ) < p_allowed_precision_error | | abs ( v1 ) < p_allowed_precision_error ) {
return false ;
}
2022-08-26 22:55:08 +00:00
if ( ! signbit ( v0 * v1 ) ) {
v0 = abs ( v0 ) ;
v1 = abs ( v1 ) ;
double ratio = v0 < v1 ? v0 / v1 : v1 / v0 ;
2022-08-07 01:55:37 +00:00
if ( ratio > = 1.0 - p_allowed_velocity_err ) {
return true ;
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
}
}
2022-08-07 01:55:37 +00:00
return false ;
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
}
2014-02-10 01:10:30 +00:00
2022-08-26 22:55:08 +00:00
bool Animation : : _vector2_track_optimize_key ( const TKey < Vector2 > t0 , const TKey < Vector2 > t1 , const TKey < Vector2 > t2 , real_t p_allowed_velocity_err , real_t p_allowed_angular_error , real_t p_allowed_precision_error ) {
2022-08-07 01:55:37 +00:00
// Remove overlapping keys.
if ( Math : : is_equal_approx ( t0 . time , t1 . time ) | | Math : : is_equal_approx ( t1 . time , t2 . time ) ) {
return true ;
}
if ( ( t0 . value - t1 . value ) . length ( ) < p_allowed_precision_error & & ( t1 . value - t2 . value ) . length ( ) < p_allowed_precision_error ) {
return true ;
}
2022-08-26 22:55:08 +00:00
// Calc velocities.
Vector2 vc0 = ( t1 . value - t0 . value ) / ( t1 . time - t0 . time ) ;
Vector2 vc1 = ( t2 . value - t1 . value ) / ( t2 . time - t1 . time ) ;
double v0 = vc0 . length ( ) ;
double v1 = vc1 . length ( ) ;
// Avoid zero div but check equality.
if ( abs ( v0 - v1 ) < p_allowed_precision_error ) {
return true ;
} else if ( abs ( v0 ) < p_allowed_precision_error | | abs ( v1 ) < p_allowed_precision_error ) {
return false ;
}
2022-08-07 01:55:37 +00:00
// Check axis.
2022-08-26 22:55:08 +00:00
if ( vc0 . normalized ( ) . dot ( vc1 . normalized ( ) ) > = 1.0 - p_allowed_angular_error * 2.0 ) {
v0 = abs ( v0 ) ;
v1 = abs ( v1 ) ;
double ratio = v0 < v1 ? v0 / v1 : v1 / v0 ;
2022-08-07 01:55:37 +00:00
if ( ratio > = 1.0 - p_allowed_velocity_err ) {
return true ;
2014-02-10 01:10:30 +00:00
}
2014-11-12 14:23:23 +00:00
}
2022-08-07 01:55:37 +00:00
return false ;
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
}
2014-02-10 01:10:30 +00:00
2022-08-26 22:55:08 +00:00
bool Animation : : _vector3_track_optimize_key ( const TKey < Vector3 > t0 , const TKey < Vector3 > t1 , const TKey < Vector3 > t2 , real_t p_allowed_velocity_err , real_t p_allowed_angular_error , real_t p_allowed_precision_error ) {
2022-08-07 01:55:37 +00:00
// Remove overlapping keys.
if ( Math : : is_equal_approx ( t0 . time , t1 . time ) | | Math : : is_equal_approx ( t1 . time , t2 . time ) ) {
return true ;
}
2022-08-26 22:55:08 +00:00
if ( ( t0 . value - t1 . value ) . length ( ) < p_allowed_precision_error & & ( t1 . value - t2 . value ) . length ( ) < p_allowed_precision_error ) {
2022-08-07 01:55:37 +00:00
return true ;
}
// Calc velocities.
2022-08-26 22:55:08 +00:00
Vector3 vc0 = ( t1 . value - t0 . value ) / ( t1 . time - t0 . time ) ;
Vector3 vc1 = ( t2 . value - t1 . value ) / ( t2 . time - t1 . time ) ;
double v0 = vc0 . length ( ) ;
double v1 = vc1 . length ( ) ;
2022-08-07 01:55:37 +00:00
// Avoid zero div but check equality.
if ( abs ( v0 - v1 ) < p_allowed_precision_error ) {
return true ;
} else if ( abs ( v0 ) < p_allowed_precision_error | | abs ( v1 ) < p_allowed_precision_error ) {
return false ;
}
2022-08-26 22:55:08 +00:00
// Check axis.
if ( vc0 . normalized ( ) . dot ( vc1 . normalized ( ) ) > = 1.0 - p_allowed_angular_error * 2.0 ) {
v0 = abs ( v0 ) ;
v1 = abs ( v1 ) ;
double ratio = v0 < v1 ? v0 / v1 : v1 / v0 ;
if ( ratio > = 1.0 - p_allowed_velocity_err ) {
return true ;
}
}
return false ;
}
bool Animation : : _quaternion_track_optimize_key ( const TKey < Quaternion > t0 , const TKey < Quaternion > t1 , const TKey < Quaternion > t2 , real_t p_allowed_velocity_err , real_t p_allowed_angular_error , real_t p_allowed_precision_error ) {
// Remove overlapping keys.
if ( Math : : is_equal_approx ( t0 . time , t1 . time ) | | Math : : is_equal_approx ( t1 . time , t2 . time ) ) {
return true ;
}
if ( ( t0 . value - t1 . value ) . length ( ) < p_allowed_precision_error & & ( t1 . value - t2 . value ) . length ( ) < p_allowed_precision_error ) {
return true ;
}
// Check axis.
Quaternion q0 = t0 . value * t1 . value * t0 . value . inverse ( ) ;
Quaternion q1 = t1 . value * t2 . value * t1 . value . inverse ( ) ;
if ( q0 . get_axis ( ) . dot ( q1 . get_axis ( ) ) > = 1.0 - p_allowed_angular_error * 2.0 ) {
double a0 = Math : : acos ( t0 . value . dot ( t1 . value ) ) ;
double a1 = Math : : acos ( t1 . value . dot ( t2 . value ) ) ;
2024-02-01 08:39:31 +00:00
if ( a0 + a1 > = Math_PI / 2 ) {
2022-08-26 22:55:08 +00:00
return false ; // Rotation is more than 180 deg, keep key.
}
// Calc velocities.
double v0 = a0 / ( t1 . time - t0 . time ) ;
double v1 = a1 / ( t2 . time - t1 . time ) ;
// Avoid zero div but check equality.
if ( abs ( v0 - v1 ) < p_allowed_precision_error ) {
return true ;
} else if ( abs ( v0 ) < p_allowed_precision_error | | abs ( v1 ) < p_allowed_precision_error ) {
return false ;
}
double ratio = v0 < v1 ? v0 / v1 : v1 / v0 ;
2022-08-07 01:55:37 +00:00
if ( ratio > = 1.0 - p_allowed_velocity_err ) {
return true ;
2021-10-15 22:04:35 +00:00
}
}
2022-08-07 01:55:37 +00:00
return false ;
2021-10-15 22:04:35 +00:00
}
2022-08-07 01:55:37 +00:00
void Animation : : _position_track_optimize ( int p_idx , real_t p_allowed_velocity_err , real_t p_allowed_angular_err , real_t p_allowed_precision_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
ERR_FAIL_INDEX ( p_idx , tracks . size ( ) ) ;
ERR_FAIL_COND ( tracks [ p_idx ] - > type ! = TYPE_POSITION_3D ) ;
PositionTrack * tt = static_cast < PositionTrack * > ( tracks [ p_idx ] ) ;
2022-08-07 01:55:37 +00:00
int i = 0 ;
while ( i < tt - > positions . size ( ) - 2 ) {
TKey < Vector3 > t0 = tt - > positions [ i ] ;
TKey < Vector3 > t1 = tt - > positions [ i + 1 ] ;
TKey < Vector3 > t2 = tt - > positions [ i + 2 ] ;
2014-02-10 01:10:30 +00:00
2022-08-07 01:55:37 +00:00
bool erase = _vector3_track_optimize_key ( t0 , t1 , t2 , p_allowed_velocity_err , p_allowed_angular_err , p_allowed_precision_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
if ( erase ) {
2022-08-07 01:55:37 +00:00
tt - > positions . remove_at ( i + 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
} else {
2022-08-07 01:55:37 +00:00
i + + ;
}
}
if ( tt - > positions . size ( ) = = 2 ) {
if ( ( tt - > positions [ 0 ] . value - tt - > positions [ 1 ] . value ) . length ( ) < p_allowed_precision_error ) {
tt - > positions . remove_at ( 1 ) ;
2014-02-10 01:10:30 +00:00
}
2014-11-12 14:23:23 +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
}
2014-02-10 01:10:30 +00:00
2022-08-07 01:55:37 +00:00
void Animation : : _rotation_track_optimize ( int p_idx , real_t p_allowed_velocity_err , real_t p_allowed_angular_err , real_t p_allowed_precision_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
ERR_FAIL_INDEX ( p_idx , tracks . size ( ) ) ;
ERR_FAIL_COND ( tracks [ p_idx ] - > type ! = TYPE_ROTATION_3D ) ;
2022-08-29 01:44:00 +00:00
RotationTrack * rt = static_cast < RotationTrack * > ( tracks [ p_idx ] ) ;
2014-02-10 01:10:30 +00:00
2022-08-07 01:55:37 +00:00
int i = 0 ;
2022-08-29 01:44:00 +00:00
while ( i < rt - > rotations . size ( ) - 2 ) {
TKey < Quaternion > t0 = rt - > rotations [ i ] ;
TKey < Quaternion > t1 = rt - > rotations [ i + 1 ] ;
TKey < Quaternion > t2 = rt - > rotations [ i + 2 ] ;
2014-02-10 01:10:30 +00:00
2022-08-07 01:55:37 +00:00
bool erase = _quaternion_track_optimize_key ( t0 , t1 , t2 , p_allowed_velocity_err , p_allowed_angular_err , p_allowed_precision_error ) ;
2014-11-12 14:23:23 +00:00
if ( erase ) {
2022-08-29 01:44:00 +00:00
rt - > rotations . remove_at ( i + 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
} else {
2022-08-07 01:55:37 +00:00
i + + ;
}
}
2022-08-29 01:44:00 +00:00
if ( rt - > rotations . size ( ) = = 2 ) {
if ( ( rt - > rotations [ 0 ] . value - rt - > rotations [ 1 ] . value ) . length ( ) < p_allowed_precision_error ) {
rt - > rotations . remove_at ( 1 ) ;
2014-11-12 14:23:23 +00:00
}
}
}
2022-08-07 01:55:37 +00:00
void Animation : : _scale_track_optimize ( int p_idx , real_t p_allowed_velocity_err , real_t p_allowed_angular_err , real_t p_allowed_precision_error ) {
2014-11-12 14:23:23 +00:00
ERR_FAIL_INDEX ( p_idx , tracks . size ( ) ) ;
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
ERR_FAIL_COND ( tracks [ p_idx ] - > type ! = TYPE_SCALE_3D ) ;
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ScaleTrack * st = static_cast < ScaleTrack * > ( tracks [ p_idx ] ) ;
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int i = 0 ;
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while ( i < st - > scales . size ( ) - 2 ) {
TKey < Vector3 > t0 = st - > scales [ i ] ;
TKey < Vector3 > t1 = st - > scales [ i + 1 ] ;
TKey < Vector3 > t2 = st - > scales [ i + 2 ] ;
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bool erase = _vector3_track_optimize_key ( t0 , t1 , t2 , p_allowed_velocity_err , p_allowed_angular_err , p_allowed_precision_error ) ;
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if ( erase ) {
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st - > scales . remove_at ( i + 1 ) ;
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} else {
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i + + ;
}
}
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if ( st - > scales . size ( ) = = 2 ) {
if ( ( st - > scales [ 0 ] . value - st - > scales [ 1 ] . value ) . length ( ) < p_allowed_precision_error ) {
st - > scales . remove_at ( 1 ) ;
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}
}
}
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void Animation : : _blend_shape_track_optimize ( int p_idx , real_t p_allowed_velocity_err , real_t p_allowed_precision_error ) {
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ERR_FAIL_INDEX ( p_idx , tracks . size ( ) ) ;
ERR_FAIL_COND ( tracks [ p_idx ] - > type ! = TYPE_BLEND_SHAPE ) ;
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BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( tracks [ p_idx ] ) ;
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int i = 0 ;
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while ( i < bst - > blend_shapes . size ( ) - 2 ) {
TKey < float > t0 = bst - > blend_shapes [ i ] ;
TKey < float > t1 = bst - > blend_shapes [ i + 1 ] ;
TKey < float > t2 = bst - > blend_shapes [ i + 2 ] ;
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bool erase = _float_track_optimize_key ( t0 , t1 , t2 , p_allowed_velocity_err , p_allowed_precision_error ) ;
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if ( erase ) {
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bst - > blend_shapes . remove_at ( i + 1 ) ;
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} else {
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i + + ;
}
}
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if ( bst - > blend_shapes . size ( ) = = 2 ) {
if ( abs ( bst - > blend_shapes [ 0 ] . value - bst - > blend_shapes [ 1 ] . value ) < p_allowed_precision_error ) {
bst - > blend_shapes . remove_at ( 1 ) ;
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}
}
}
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void Animation : : _value_track_optimize ( int p_idx , real_t p_allowed_velocity_err , real_t p_allowed_angular_err , real_t p_allowed_precision_error ) {
ERR_FAIL_INDEX ( p_idx , tracks . size ( ) ) ;
ERR_FAIL_COND ( tracks [ p_idx ] - > type ! = TYPE_VALUE ) ;
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ValueTrack * vt = static_cast < ValueTrack * > ( tracks [ p_idx ] ) ;
if ( vt - > values . size ( ) = = 0 ) {
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return ;
}
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Variant : : Type type = vt - > values [ 0 ] . value . get_type ( ) ;
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// Special case for angle interpolation.
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bool is_using_angle = vt - > interpolation = = Animation : : INTERPOLATION_LINEAR_ANGLE | | vt - > interpolation = = Animation : : INTERPOLATION_CUBIC_ANGLE ;
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int i = 0 ;
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while ( i < vt - > values . size ( ) - 2 ) {
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bool erase = false ;
switch ( type ) {
case Variant : : FLOAT : {
TKey < float > t0 ;
TKey < float > t1 ;
TKey < float > t2 ;
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t0 . time = vt - > values [ i ] . time ;
t1 . time = vt - > values [ i + 1 ] . time ;
t2 . time = vt - > values [ i + 2 ] . time ;
t0 . value = vt - > values [ i ] . value ;
t1 . value = vt - > values [ i + 1 ] . value ;
t2 . value = vt - > values [ i + 2 ] . value ;
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if ( is_using_angle ) {
float diff1 = fmod ( t1 . value - t0 . value , Math_TAU ) ;
t1 . value = t0 . value + fmod ( 2.0 * diff1 , Math_TAU ) - diff1 ;
float diff2 = fmod ( t2 . value - t1 . value , Math_TAU ) ;
t2 . value = t1 . value + fmod ( 2.0 * diff2 , Math_TAU ) - diff2 ;
if ( abs ( abs ( diff1 ) + abs ( diff2 ) ) > = Math_PI ) {
break ; // Rotation is more than 180 deg, keep key.
}
}
erase = _float_track_optimize_key ( t0 , t1 , t2 , p_allowed_velocity_err , p_allowed_precision_error ) ;
} break ;
case Variant : : VECTOR2 : {
TKey < Vector2 > t0 ;
TKey < Vector2 > t1 ;
TKey < Vector2 > t2 ;
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t0 . time = vt - > values [ i ] . time ;
t1 . time = vt - > values [ i + 1 ] . time ;
t2 . time = vt - > values [ i + 2 ] . time ;
t0 . value = vt - > values [ i ] . value ;
t1 . value = vt - > values [ i + 1 ] . value ;
t2 . value = vt - > values [ i + 2 ] . value ;
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erase = _vector2_track_optimize_key ( t0 , t1 , t2 , p_allowed_velocity_err , p_allowed_angular_err , p_allowed_precision_error ) ;
} break ;
case Variant : : VECTOR3 : {
TKey < Vector3 > t0 ;
TKey < Vector3 > t1 ;
TKey < Vector3 > t2 ;
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t0 . time = vt - > values [ i ] . time ;
t1 . time = vt - > values [ i + 1 ] . time ;
t2 . time = vt - > values [ i + 2 ] . time ;
t0 . value = vt - > values [ i ] . value ;
t1 . value = vt - > values [ i + 1 ] . value ;
t2 . value = vt - > values [ i + 2 ] . value ;
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erase = _vector3_track_optimize_key ( t0 , t1 , t2 , p_allowed_velocity_err , p_allowed_angular_err , p_allowed_precision_error ) ;
} break ;
case Variant : : QUATERNION : {
TKey < Quaternion > t0 ;
TKey < Quaternion > t1 ;
TKey < Quaternion > t2 ;
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t0 . time = vt - > values [ i ] . time ;
t1 . time = vt - > values [ i + 1 ] . time ;
t2 . time = vt - > values [ i + 2 ] . time ;
t0 . value = vt - > values [ i ] . value ;
t1 . value = vt - > values [ i + 1 ] . value ;
t2 . value = vt - > values [ i + 2 ] . value ;
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erase = _quaternion_track_optimize_key ( t0 , t1 , t2 , p_allowed_velocity_err , p_allowed_angular_err , p_allowed_precision_error ) ;
} break ;
default : {
} break ;
}
if ( erase ) {
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vt - > values . remove_at ( i + 1 ) ;
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} else {
i + + ;
}
}
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if ( vt - > values . size ( ) = = 2 ) {
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bool single_key = false ;
switch ( type ) {
case Variant : : FLOAT : {
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float val_0 = vt - > values [ 0 ] . value ;
float val_1 = vt - > values [ 1 ] . value ;
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if ( is_using_angle ) {
float diff1 = fmod ( val_1 - val_0 , Math_TAU ) ;
val_1 = val_0 + fmod ( 2.0 * diff1 , Math_TAU ) - diff1 ;
}
single_key = abs ( val_0 - val_1 ) < p_allowed_precision_error ;
} break ;
case Variant : : VECTOR2 : {
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Vector2 val_0 = vt - > values [ 0 ] . value ;
Vector2 val_1 = vt - > values [ 1 ] . value ;
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single_key = ( val_0 - val_1 ) . length ( ) < p_allowed_precision_error ;
} break ;
case Variant : : VECTOR3 : {
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Vector3 val_0 = vt - > values [ 0 ] . value ;
Vector3 val_1 = vt - > values [ 1 ] . value ;
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single_key = ( val_0 - val_1 ) . length ( ) < p_allowed_precision_error ;
} break ;
case Variant : : QUATERNION : {
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Quaternion val_0 = vt - > values [ 0 ] . value ;
Quaternion val_1 = vt - > values [ 1 ] . value ;
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single_key = ( val_0 - val_1 ) . length ( ) < p_allowed_precision_error ;
} break ;
default : {
} break ;
}
if ( single_key ) {
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vt - > values . remove_at ( 1 ) ;
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}
}
}
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void Animation : : optimize ( real_t p_allowed_velocity_err , real_t p_allowed_angular_err , int p_precision ) {
real_t precision = Math : : pow ( 0.1 , p_precision ) ;
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for ( int i = 0 ; i < tracks . size ( ) ; i + + ) {
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if ( track_is_compressed ( i ) ) {
continue ; //not possible to optimize compressed track
}
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
if ( tracks [ i ] - > type = = TYPE_POSITION_3D ) {
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_position_track_optimize ( i , p_allowed_velocity_err , p_allowed_angular_err , precision ) ;
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
} else if ( tracks [ i ] - > type = = TYPE_ROTATION_3D ) {
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_rotation_track_optimize ( i , p_allowed_velocity_err , p_allowed_angular_err , precision ) ;
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
} else if ( tracks [ i ] - > type = = TYPE_SCALE_3D ) {
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_scale_track_optimize ( i , p_allowed_velocity_err , p_allowed_angular_err , precision ) ;
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} else if ( tracks [ i ] - > type = = TYPE_BLEND_SHAPE ) {
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_blend_shape_track_optimize ( i , p_allowed_velocity_err , precision ) ;
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} else if ( tracks [ i ] - > type = = TYPE_VALUE ) {
_value_track_optimize ( i , p_allowed_velocity_err , p_allowed_angular_err , precision ) ;
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}
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}
}
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# define print_animc(m_str)
//#define print_animc(m_str) print_line(m_str);
struct AnimationCompressionDataState {
enum {
MIN_OPTIMIZE_PACKETS = 5 ,
MAX_PACKETS = 16
} ;
uint32_t components = 3 ;
Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
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LocalVector < uint8_t > data ; // Committed packets.
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struct PacketData {
int32_t data [ 3 ] = { 0 , 0 , 0 } ;
uint32_t frame = 0 ;
} ;
float split_tolerance = 1.5 ;
LocalVector < PacketData > temp_packets ;
//used for rollback if the new frame does not fit
int32_t validated_packet_count = - 1 ;
static int32_t _compute_delta16_signed ( int32_t p_from , int32_t p_to ) {
int32_t delta = p_to - p_from ;
if ( delta > 32767 ) {
return delta - 65536 ; // use wrap around
} else if ( delta < - 32768 ) {
return 65536 + delta ; // use wrap around
}
return delta ;
}
static uint32_t _compute_shift_bits_signed ( int32_t p_delta ) {
if ( p_delta = = 0 ) {
return 0 ;
} else if ( p_delta < 0 ) {
p_delta = ABS ( p_delta ) - 1 ;
if ( p_delta = = 0 ) {
return 1 ;
}
}
return nearest_shift ( p_delta ) ;
}
void _compute_max_shifts ( uint32_t p_from , uint32_t p_to , uint32_t * max_shifts , uint32_t & max_frame_delta_shift ) const {
for ( uint32_t j = 0 ; j < components ; j + + ) {
max_shifts [ j ] = 0 ;
}
max_frame_delta_shift = 0 ;
for ( uint32_t i = p_from + 1 ; i < = p_to ; i + + ) {
int32_t frame_delta = temp_packets [ i ] . frame - temp_packets [ i - 1 ] . frame ;
max_frame_delta_shift = MAX ( max_frame_delta_shift , nearest_shift ( frame_delta ) ) ;
for ( uint32_t j = 0 ; j < components ; j + + ) {
int32_t diff = _compute_delta16_signed ( temp_packets [ i - 1 ] . data [ j ] , temp_packets [ i ] . data [ j ] ) ;
uint32_t shift = _compute_shift_bits_signed ( diff ) ;
max_shifts [ j ] = MAX ( shift , max_shifts [ j ] ) ;
}
}
}
bool insert_key ( uint32_t p_frame , const Vector3i & p_key ) {
if ( temp_packets . size ( ) = = MAX_PACKETS ) {
commit_temp_packets ( ) ;
}
PacketData packet ;
packet . frame = p_frame ;
for ( int i = 0 ; i < 3 ; i + + ) {
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ERR_FAIL_COND_V ( p_key [ i ] > 65535 , false ) ; // Safety checks.
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packet . data [ i ] = p_key [ i ] ;
}
temp_packets . push_back ( packet ) ;
if ( temp_packets . size ( ) > = MIN_OPTIMIZE_PACKETS ) {
uint32_t max_shifts [ 3 ] = { 0 , 0 , 0 } ; // Base sizes, 16 bit
uint32_t max_frame_delta_shift = 0 ;
// Compute the average shift before the packet was added
_compute_max_shifts ( 0 , temp_packets . size ( ) - 2 , max_shifts , max_frame_delta_shift ) ;
float prev_packet_size_avg = 0 ;
prev_packet_size_avg = float ( 1 < < max_frame_delta_shift ) ;
for ( uint32_t i = 0 ; i < components ; i + + ) {
prev_packet_size_avg + = float ( 1 < < max_shifts [ i ] ) ;
}
prev_packet_size_avg / = float ( 1 + components ) ;
_compute_max_shifts ( temp_packets . size ( ) - 2 , temp_packets . size ( ) - 1 , max_shifts , max_frame_delta_shift ) ;
float new_packet_size_avg = 0 ;
new_packet_size_avg = float ( 1 < < max_frame_delta_shift ) ;
for ( uint32_t i = 0 ; i < components ; i + + ) {
new_packet_size_avg + = float ( 1 < < max_shifts [ i ] ) ;
}
new_packet_size_avg / = float ( 1 + components ) ;
print_animc ( " packet count: " + rtos ( temp_packets . size ( ) - 1 ) + " size avg " + rtos ( prev_packet_size_avg ) + " new avg " + rtos ( new_packet_size_avg ) ) ;
float ratio = ( prev_packet_size_avg < new_packet_size_avg ) ? ( new_packet_size_avg / prev_packet_size_avg ) : ( prev_packet_size_avg / new_packet_size_avg ) ;
if ( ratio > split_tolerance ) {
print_animc ( " split! " ) ;
temp_packets . resize ( temp_packets . size ( ) - 1 ) ;
commit_temp_packets ( ) ;
temp_packets . push_back ( packet ) ;
}
}
return temp_packets . size ( ) = = 1 ; // First key
}
uint32_t get_temp_packet_size ( ) const {
if ( temp_packets . size ( ) = = 0 ) {
return 0 ;
} else if ( temp_packets . size ( ) = = 1 ) {
return components = = 1 ? 4 : 8 ; // 1 component packet is 16 bits and 16 bits unused. 3 component packets is 48 bits and 16 bits unused
}
uint32_t max_shifts [ 3 ] = { 0 , 0 , 0 } ; //base sizes, 16 bit
uint32_t max_frame_delta_shift = 0 ;
_compute_max_shifts ( 0 , temp_packets . size ( ) - 1 , max_shifts , max_frame_delta_shift ) ;
uint32_t size_bits = 16 ; //base value (all 4 bits of shift sizes for x,y,z,time)
size_bits + = max_frame_delta_shift * ( temp_packets . size ( ) - 1 ) ; //times
for ( uint32_t j = 0 ; j < components ; j + + ) {
size_bits + = 16 ; //base value
uint32_t shift = max_shifts [ j ] ;
if ( shift > 0 ) {
shift + = 1 ; //if not zero, add sign bit
}
size_bits + = shift * ( temp_packets . size ( ) - 1 ) ;
}
if ( size_bits % 8 ! = 0 ) { //wrap to 8 bits
size_bits + = 8 - ( size_bits % 8 ) ;
}
uint32_t size_bytes = size_bits / 8 ; //wrap to words
if ( size_bytes % 4 ! = 0 ) {
size_bytes + = 4 - ( size_bytes % 4 ) ;
}
return size_bytes ;
}
static void _push_bits ( LocalVector < uint8_t > & data , uint32_t & r_buffer , uint32_t & r_bits_used , uint32_t p_value , uint32_t p_bits ) {
r_buffer | = p_value < < r_bits_used ;
r_bits_used + = p_bits ;
while ( r_bits_used > = 8 ) {
uint8_t byte = r_buffer & 0xFF ;
data . push_back ( byte ) ;
r_buffer > > = 8 ;
r_bits_used - = 8 ;
}
}
void commit_temp_packets ( ) {
if ( temp_packets . size ( ) = = 0 ) {
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return ; // Nothing to do.
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}
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//#define DEBUG_PACKET_PUSH
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# ifdef DEBUG_PACKET_PUSH
# ifndef _MSC_VER
# warning Debugging packet push, disable this code in production to gain a bit more import performance.
# endif
uint32_t debug_packet_push = get_temp_packet_size ( ) ;
uint32_t debug_data_size = data . size ( ) ;
# endif
// Store header
uint8_t header [ 8 ] ;
uint32_t header_bytes = 0 ;
for ( uint32_t i = 0 ; i < components ; i + + ) {
encode_uint16 ( temp_packets [ 0 ] . data [ i ] , & header [ header_bytes ] ) ;
header_bytes + = 2 ;
}
uint32_t max_shifts [ 3 ] = { 0 , 0 , 0 } ; //base sizes, 16 bit
uint32_t max_frame_delta_shift = 0 ;
if ( temp_packets . size ( ) > 1 ) {
_compute_max_shifts ( 0 , temp_packets . size ( ) - 1 , max_shifts , max_frame_delta_shift ) ;
uint16_t shift_header = ( max_frame_delta_shift - 1 ) < < 12 ;
for ( uint32_t i = 0 ; i < components ; i + + ) {
shift_header | = max_shifts [ i ] < < ( 4 * i ) ;
}
encode_uint16 ( shift_header , & header [ header_bytes ] ) ;
header_bytes + = 2 ;
}
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while ( header_bytes < 8 & & header_bytes % 4 ! = 0 ) { // First cond needed to silence wrong GCC warning.
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header [ header_bytes + + ] = 0 ;
}
for ( uint32_t i = 0 ; i < header_bytes ; i + + ) {
data . push_back ( header [ i ] ) ;
}
if ( temp_packets . size ( ) = = 1 ) {
temp_packets . clear ( ) ;
validated_packet_count = 0 ;
return ; //only header stored, nothing else to do
}
uint32_t bit_buffer = 0 ;
uint32_t bits_used = 0 ;
for ( uint32_t i = 1 ; i < temp_packets . size ( ) ; i + + ) {
uint32_t frame_delta = temp_packets [ i ] . frame - temp_packets [ i - 1 ] . frame ;
_push_bits ( data , bit_buffer , bits_used , frame_delta , max_frame_delta_shift ) ;
for ( uint32_t j = 0 ; j < components ; j + + ) {
if ( max_shifts [ j ] = = 0 ) {
continue ; // Zero delta, do not store
}
int32_t delta = _compute_delta16_signed ( temp_packets [ i - 1 ] . data [ j ] , temp_packets [ i ] . data [ j ] ) ;
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ERR_FAIL_COND ( delta < - 32768 | | delta > 32767 ) ; // Safety check.
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uint16_t deltau ;
if ( delta < 0 ) {
deltau = ( ABS ( delta ) - 1 ) | ( 1 < < max_shifts [ j ] ) ;
} else {
deltau = delta ;
}
_push_bits ( data , bit_buffer , bits_used , deltau , max_shifts [ j ] + 1 ) ; // Include sign bit
}
}
if ( bits_used ! = 0 ) {
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ERR_FAIL_COND ( bit_buffer > 0xFF ) ; // Safety check.
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data . push_back ( bit_buffer ) ;
}
while ( data . size ( ) % 4 ! = 0 ) {
data . push_back ( 0 ) ; //pad to align with 4
}
temp_packets . clear ( ) ;
validated_packet_count = 0 ;
# ifdef DEBUG_PACKET_PUSH
ERR_FAIL_COND ( ( data . size ( ) - debug_data_size ) ! = debug_packet_push ) ;
# endif
}
} ;
struct AnimationCompressionTimeState {
struct Packet {
uint32_t frame ;
uint32_t offset ;
uint32_t count ;
} ;
LocalVector < Packet > packets ;
//used for rollback
int32_t key_index = 0 ;
int32_t validated_packet_count = 0 ;
int32_t validated_key_index = - 1 ;
bool needs_start_frame = false ;
} ;
Vector3i Animation : : _compress_key ( uint32_t p_track , const AABB & p_bounds , int32_t p_key , float p_time ) {
Vector3i values ;
TrackType tt = track_get_type ( p_track ) ;
switch ( tt ) {
case TYPE_POSITION_3D : {
Vector3 pos ;
if ( p_key > = 0 ) {
position_track_get_key ( p_track , p_key , & pos ) ;
} else {
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try_position_track_interpolate ( p_track , p_time , & pos ) ;
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}
pos = ( pos - p_bounds . position ) / p_bounds . size ;
for ( int j = 0 ; j < 3 ; j + + ) {
values [ j ] = CLAMP ( int32_t ( pos [ j ] * 65535.0 ) , 0 , 65535 ) ;
}
} break ;
case TYPE_ROTATION_3D : {
Quaternion rot ;
if ( p_key > = 0 ) {
rotation_track_get_key ( p_track , p_key , & rot ) ;
} else {
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try_rotation_track_interpolate ( p_track , p_time , & rot ) ;
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}
Vector3 axis = rot . get_axis ( ) ;
float angle = rot . get_angle ( ) ;
angle = Math : : fposmod ( double ( angle ) , double ( Math_PI * 2.0 ) ) ;
Vector2 oct = axis . octahedron_encode ( ) ;
Vector3 rot_norm ( oct . x , oct . y , angle / ( Math_PI * 2.0 ) ) ; // high resolution rotation in 0-1 angle.
for ( int j = 0 ; j < 3 ; j + + ) {
values [ j ] = CLAMP ( int32_t ( rot_norm [ j ] * 65535.0 ) , 0 , 65535 ) ;
}
} break ;
case TYPE_SCALE_3D : {
Vector3 scale ;
if ( p_key > = 0 ) {
scale_track_get_key ( p_track , p_key , & scale ) ;
} else {
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try_scale_track_interpolate ( p_track , p_time , & scale ) ;
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}
scale = ( scale - p_bounds . position ) / p_bounds . size ;
for ( int j = 0 ; j < 3 ; j + + ) {
values [ j ] = CLAMP ( int32_t ( scale [ j ] * 65535.0 ) , 0 , 65535 ) ;
}
} break ;
case TYPE_BLEND_SHAPE : {
float blend ;
if ( p_key > = 0 ) {
blend_shape_track_get_key ( p_track , p_key , & blend ) ;
} else {
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try_blend_shape_track_interpolate ( p_track , p_time , & blend ) ;
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}
blend = ( blend / float ( Compression : : BLEND_SHAPE_RANGE ) ) * 0.5 + 0.5 ;
values [ 0 ] = CLAMP ( int32_t ( blend * 65535.0 ) , 0 , 65535 ) ;
} break ;
default : {
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ERR_FAIL_V ( Vector3i ( ) ) ; // Safety check.
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} break ;
}
return values ;
}
struct AnimationCompressionBufferBitsRead {
uint32_t buffer = 0 ;
uint32_t used = 0 ;
const uint8_t * src_data = nullptr ;
_FORCE_INLINE_ uint32_t read ( uint32_t p_bits ) {
uint32_t output = 0 ;
uint32_t written = 0 ;
while ( p_bits > 0 ) {
if ( used = = 0 ) {
used = 8 ;
buffer = * src_data ;
src_data + + ;
}
uint32_t to_write = MIN ( used , p_bits ) ;
output | = ( buffer & ( ( 1 < < to_write ) - 1 ) ) < < written ;
buffer > > = to_write ;
used - = to_write ;
p_bits - = to_write ;
written + = to_write ;
}
return output ;
}
} ;
void Animation : : compress ( uint32_t p_page_size , uint32_t p_fps , float p_split_tolerance ) {
ERR_FAIL_COND_MSG ( compression . enabled , " This animation is already compressed " ) ;
p_split_tolerance = CLAMP ( p_split_tolerance , 1.1 , 8.0 ) ;
compression . pages . clear ( ) ;
uint32_t base_page_size = 0 ; // Before compressing pages, compute how large the "end page" datablock is.
LocalVector < uint32_t > tracks_to_compress ;
LocalVector < AABB > track_bounds ;
const uint32_t time_packet_size = 4 ;
const uint32_t track_header_size = 4 + 4 + 4 ; // pointer to time (4 bytes), amount of time keys (4 bytes) pointer to track data (4 bytes)
for ( int i = 0 ; i < get_track_count ( ) ; i + + ) {
TrackType type = track_get_type ( i ) ;
if ( type ! = TYPE_POSITION_3D & & type ! = TYPE_ROTATION_3D & & type ! = TYPE_SCALE_3D & & type ! = TYPE_BLEND_SHAPE ) {
continue ;
}
if ( track_get_key_count ( i ) = = 0 ) {
continue ; //do not compress, no keys
}
base_page_size + = track_header_size ; //pointer to beginning of each track timeline and amount of time keys
base_page_size + = time_packet_size ; //for end of track time marker
base_page_size + = ( type = = TYPE_BLEND_SHAPE ) ? 4 : 8 ; // at least the end of track packet (at much 8 bytes). This could be less, but have to be pessimistic.
tracks_to_compress . push_back ( i ) ;
AABB bounds ;
if ( type = = TYPE_POSITION_3D ) {
AABB aabb ;
int kcount = track_get_key_count ( i ) ;
for ( int j = 0 ; j < kcount ; j + + ) {
Vector3 pos ;
position_track_get_key ( i , j , & pos ) ;
if ( j = = 0 ) {
aabb . position = pos ;
} else {
aabb . expand_to ( pos ) ;
}
}
for ( int j = 0 ; j < 3 ; j + + ) {
Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 06:03:58 +00:00
// Can't have zero.
2021-10-20 23:42:22 +00:00
if ( aabb . size [ j ] < CMP_EPSILON ) {
aabb . size [ j ] = CMP_EPSILON ;
}
}
bounds = aabb ;
}
if ( type = = TYPE_SCALE_3D ) {
AABB aabb ;
int kcount = track_get_key_count ( i ) ;
for ( int j = 0 ; j < kcount ; j + + ) {
Vector3 scale ;
scale_track_get_key ( i , j , & scale ) ;
if ( j = = 0 ) {
aabb . position = scale ;
} else {
aabb . expand_to ( scale ) ;
}
}
for ( int j = 0 ; j < 3 ; j + + ) {
Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 06:03:58 +00:00
// Can't have zero.
2021-10-20 23:42:22 +00:00
if ( aabb . size [ j ] < CMP_EPSILON ) {
aabb . size [ j ] = CMP_EPSILON ;
}
}
bounds = aabb ;
}
track_bounds . push_back ( bounds ) ;
}
if ( tracks_to_compress . size ( ) = = 0 ) {
return ; //nothing to compress
}
print_animc ( " Anim Compression: " ) ;
print_animc ( " ----------------- " ) ;
print_animc ( " Tracks to compress: " + itos ( tracks_to_compress . size ( ) ) ) ;
uint32_t current_frame = 0 ;
uint32_t base_page_frame = 0 ;
double frame_len = 1.0 / double ( p_fps ) ;
const uint32_t max_frames_per_page = 65536 ;
print_animc ( " Frame Len: " + rtos ( frame_len ) ) ;
LocalVector < AnimationCompressionDataState > data_tracks ;
LocalVector < AnimationCompressionTimeState > time_tracks ;
data_tracks . resize ( tracks_to_compress . size ( ) ) ;
time_tracks . resize ( tracks_to_compress . size ( ) ) ;
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uint32_t needed_min_page_size = base_page_size ;
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for ( uint32_t i = 0 ; i < data_tracks . size ( ) ; i + + ) {
data_tracks [ i ] . split_tolerance = p_split_tolerance ;
if ( track_get_type ( tracks_to_compress [ i ] ) = = TYPE_BLEND_SHAPE ) {
data_tracks [ i ] . components = 1 ;
} else {
data_tracks [ i ] . components = 3 ;
}
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needed_min_page_size + = data_tracks [ i ] . data . size ( ) + data_tracks [ i ] . get_temp_packet_size ( ) ;
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}
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for ( uint32_t i = 0 ; i < time_tracks . size ( ) ; i + + ) {
needed_min_page_size + = time_tracks [ i ] . packets . size ( ) * 4 ; // time packet is 32 bits
}
ERR_FAIL_COND_MSG ( p_page_size < needed_min_page_size , " Cannot compress with the given page size " ) ;
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while ( true ) {
// Begin by finding the keyframe in all tracks with the time closest to the current time
const uint32_t FRAME_MAX = 0xFFFFFFFF ;
const int32_t NO_TRACK_FOUND = - 1 ;
uint32_t best_frame = FRAME_MAX ;
uint32_t best_invalid_frame = FRAME_MAX ;
int32_t best_frame_track = NO_TRACK_FOUND ; // Default is -1, which means all keyframes for this page are exhausted.
bool start_frame = false ;
for ( uint32_t i = 0 ; i < tracks_to_compress . size ( ) ; i + + ) {
uint32_t uncomp_track = tracks_to_compress [ i ] ;
if ( time_tracks [ i ] . key_index = = track_get_key_count ( uncomp_track ) ) {
if ( time_tracks [ i ] . needs_start_frame ) {
start_frame = true ;
best_frame = base_page_frame ;
best_frame_track = i ;
time_tracks [ i ] . needs_start_frame = false ;
break ;
} else {
continue ; // This track is exhausted (all keys were added already), don't consider.
}
}
uint32_t key_frame = double ( track_get_key_time ( uncomp_track , time_tracks [ i ] . key_index ) ) / frame_len ;
if ( time_tracks [ i ] . needs_start_frame & & key_frame > base_page_frame ) {
start_frame = true ;
best_frame = base_page_frame ;
best_frame_track = i ;
time_tracks [ i ] . needs_start_frame = false ;
break ;
}
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ERR_FAIL_COND ( key_frame < base_page_frame ) ; // Safety check, should never happen.
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if ( key_frame - base_page_frame > = max_frames_per_page ) {
// Invalid because beyond the max frames allowed per page
best_invalid_frame = MIN ( best_invalid_frame , key_frame ) ;
} else if ( key_frame < best_frame ) {
best_frame = key_frame ;
best_frame_track = i ;
}
}
print_animc ( " *KEY*: Current Frame: " + itos ( current_frame ) + " Best Frame: " + rtos ( best_frame ) + " Best Track: " + itos ( best_frame_track ) + " Start: " + String ( start_frame ? " true " : " false " ) ) ;
if ( ! start_frame & & best_frame > current_frame ) {
// Any case where the current frame advanced, either because nothing was found or because something was found greater than the current one.
print_animc ( " \t Advance Condition. " ) ;
bool rollback = false ;
// The frame has advanced, time to validate the previous frame
uint32_t current_page_size = base_page_size ;
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for ( const AnimationCompressionDataState & state : data_tracks ) {
uint32_t track_size = state . data . size ( ) ; // track size
track_size + = state . get_temp_packet_size ( ) ; // Add the temporary data
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if ( track_size > Compression : : MAX_DATA_TRACK_SIZE ) {
rollback = true ; //track to large, time track can't point to keys any longer, because key offset is 12 bits
break ;
}
current_page_size + = track_size ;
}
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for ( const AnimationCompressionTimeState & state : time_tracks ) {
current_page_size + = state . packets . size ( ) * 4 ; // time packet is 32 bits
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}
if ( ! rollback & & current_page_size > p_page_size ) {
rollback = true ;
}
print_animc ( " \t Current Page Size: " + itos ( current_page_size ) + " / " + itos ( p_page_size ) + " Rollback? " + String ( rollback ? " YES! " : " no " ) ) ;
if ( rollback ) {
// Not valid any longer, so rollback and commit page
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for ( AnimationCompressionDataState & state : data_tracks ) {
state . temp_packets . resize ( state . validated_packet_count ) ;
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}
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for ( AnimationCompressionTimeState & state : time_tracks ) {
state . key_index = state . validated_key_index ; //rollback key
state . packets . resize ( state . validated_packet_count ) ;
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}
} else {
// All valid, so save rollback information
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for ( AnimationCompressionDataState & state : data_tracks ) {
state . validated_packet_count = state . temp_packets . size ( ) ;
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}
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for ( AnimationCompressionTimeState & state : time_tracks ) {
state . validated_key_index = state . key_index ;
state . validated_packet_count = state . packets . size ( ) ;
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}
// Accept this frame as the frame being processed (as long as it exists)
if ( best_frame ! = FRAME_MAX ) {
current_frame = best_frame ;
print_animc ( " \t Validated, New Current Frame: " + itos ( current_frame ) ) ;
}
}
if ( rollback | | best_frame = = FRAME_MAX ) {
// Commit the page if had to rollback or if no track was found
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print_animc ( " \t Commiting page... " ) ;
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// The end frame for the page depends entirely on whether its valid or
// no more keys were found.
// If not valid, then the end frame is the current frame (as this means the current frame is being rolled back
// If valid, then the end frame is the next invalid one (in case more frames exist), or the current frame in case no more frames exist.
uint32_t page_end_frame = ( rollback | | best_frame = = FRAME_MAX ) ? current_frame : best_invalid_frame ;
print_animc ( " \t End Frame: " + itos ( page_end_frame ) + " , " + rtos ( page_end_frame * frame_len ) + " s " ) ;
// Add finalizer frames and commit pending tracks
uint32_t finalizer_local_frame = page_end_frame - base_page_frame ;
uint32_t total_page_size = 0 ;
for ( uint32_t i = 0 ; i < data_tracks . size ( ) ; i + + ) {
if ( data_tracks [ i ] . temp_packets . size ( ) = = 0 | | ( data_tracks [ i ] . temp_packets [ data_tracks [ i ] . temp_packets . size ( ) - 1 ] . frame ) < finalizer_local_frame ) {
// Add finalizer frame if it makes sense
Vector3i values = _compress_key ( tracks_to_compress [ i ] , track_bounds [ i ] , - 1 , page_end_frame * frame_len ) ;
bool first_key = data_tracks [ i ] . insert_key ( finalizer_local_frame , values ) ;
if ( first_key ) {
AnimationCompressionTimeState : : Packet p ;
p . count = 1 ;
p . frame = finalizer_local_frame ;
p . offset = data_tracks [ i ] . data . size ( ) ;
time_tracks [ i ] . packets . push_back ( p ) ;
} else {
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ERR_FAIL_COND ( time_tracks [ i ] . packets . is_empty ( ) ) ;
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time_tracks [ i ] . packets [ time_tracks [ i ] . packets . size ( ) - 1 ] . count + + ;
}
}
data_tracks [ i ] . commit_temp_packets ( ) ;
total_page_size + = data_tracks [ i ] . data . size ( ) ;
total_page_size + = time_tracks [ i ] . packets . size ( ) * 4 ;
total_page_size + = track_header_size ;
print_animc ( " \t Track " + itos ( i ) + " time packets: " + itos ( time_tracks [ i ] . packets . size ( ) ) + " Packet data: " + itos ( data_tracks [ i ] . data . size ( ) ) ) ;
}
print_animc ( " \t Total page Size: " + itos ( total_page_size ) + " / " + itos ( p_page_size ) ) ;
// Create Page
Vector < uint8_t > page_data ;
page_data . resize ( total_page_size ) ;
{
uint8_t * page_ptr = page_data . ptrw ( ) ;
uint32_t base_offset = data_tracks . size ( ) * track_header_size ;
for ( uint32_t i = 0 ; i < data_tracks . size ( ) ; i + + ) {
encode_uint32 ( base_offset , page_ptr + ( track_header_size * i + 0 ) ) ;
uint16_t * key_time_ptr = ( uint16_t * ) ( page_ptr + base_offset ) ;
for ( uint32_t j = 0 ; j < time_tracks [ i ] . packets . size ( ) ; j + + ) {
key_time_ptr [ j * 2 + 0 ] = uint16_t ( time_tracks [ i ] . packets [ j ] . frame ) ;
uint16_t ptr = time_tracks [ i ] . packets [ j ] . offset / 4 ;
ptr | = ( time_tracks [ i ] . packets [ j ] . count - 1 ) < < 12 ;
key_time_ptr [ j * 2 + 1 ] = ptr ;
base_offset + = 4 ;
}
encode_uint32 ( time_tracks [ i ] . packets . size ( ) , page_ptr + ( track_header_size * i + 4 ) ) ;
encode_uint32 ( base_offset , page_ptr + ( track_header_size * i + 8 ) ) ;
memcpy ( page_ptr + base_offset , data_tracks [ i ] . data . ptr ( ) , data_tracks [ i ] . data . size ( ) ) ;
base_offset + = data_tracks [ i ] . data . size ( ) ;
//reset track
data_tracks [ i ] . data . clear ( ) ;
data_tracks [ i ] . temp_packets . clear ( ) ;
data_tracks [ i ] . validated_packet_count = - 1 ;
time_tracks [ i ] . needs_start_frame = true ; //Not required the first time, but from now on it is.
time_tracks [ i ] . packets . clear ( ) ;
time_tracks [ i ] . validated_key_index = - 1 ;
time_tracks [ i ] . validated_packet_count = 0 ;
}
}
Compression : : Page page ;
page . data = page_data ;
page . time_offset = base_page_frame * frame_len ;
compression . pages . push_back ( page ) ;
if ( ! rollback & & best_invalid_frame = = FRAME_MAX ) {
break ; // No more pages to add.
}
current_frame = page_end_frame ;
base_page_frame = page_end_frame ;
continue ; // Start over
}
}
// A key was found for the current frame and all is ok
uint32_t comp_track = best_frame_track ;
Vector3i values ;
if ( start_frame ) {
// Interpolate
values = _compress_key ( tracks_to_compress [ comp_track ] , track_bounds [ comp_track ] , - 1 , base_page_frame * frame_len ) ;
} else {
uint32_t key = time_tracks [ comp_track ] . key_index ;
values = _compress_key ( tracks_to_compress [ comp_track ] , track_bounds [ comp_track ] , key ) ;
time_tracks [ comp_track ] . key_index + + ; //goto next key (but could be rolled back if beyond page size).
}
bool first_key = data_tracks [ comp_track ] . insert_key ( best_frame - base_page_frame , values ) ;
if ( first_key ) {
AnimationCompressionTimeState : : Packet p ;
p . count = 1 ;
p . frame = best_frame - base_page_frame ;
p . offset = data_tracks [ comp_track ] . data . size ( ) ;
time_tracks [ comp_track ] . packets . push_back ( p ) ;
} else {
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ERR_CONTINUE ( time_tracks [ comp_track ] . packets . is_empty ( ) ) ;
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time_tracks [ comp_track ] . packets [ time_tracks [ comp_track ] . packets . size ( ) - 1 ] . count + + ;
}
}
compression . bounds = track_bounds ;
compression . fps = p_fps ;
compression . enabled = true ;
for ( uint32_t i = 0 ; i < tracks_to_compress . size ( ) ; i + + ) {
Track * t = tracks [ tracks_to_compress [ i ] ] ;
t - > interpolation = INTERPOLATION_LINEAR ; //only linear supported
switch ( t - > type ) {
case TYPE_POSITION_3D : {
PositionTrack * tt = static_cast < PositionTrack * > ( t ) ;
tt - > positions . clear ( ) ;
tt - > compressed_track = i ;
} break ;
case TYPE_ROTATION_3D : {
RotationTrack * rt = static_cast < RotationTrack * > ( t ) ;
rt - > rotations . clear ( ) ;
rt - > compressed_track = i ;
} break ;
case TYPE_SCALE_3D : {
ScaleTrack * st = static_cast < ScaleTrack * > ( t ) ;
st - > scales . clear ( ) ;
st - > compressed_track = i ;
print_line ( " Scale Bounds " + itos ( i ) + " : " + track_bounds [ i ] ) ;
} break ;
case TYPE_BLEND_SHAPE : {
BlendShapeTrack * bst = static_cast < BlendShapeTrack * > ( t ) ;
bst - > blend_shapes . clear ( ) ;
bst - > compressed_track = i ;
} break ;
default : {
}
}
}
# if 1
uint32_t orig_size = 0 ;
for ( int i = 0 ; i < get_track_count ( ) ; i + + ) {
switch ( track_get_type ( i ) ) {
case TYPE_SCALE_3D :
case TYPE_POSITION_3D : {
orig_size + = sizeof ( TKey < Vector3 > ) * track_get_key_count ( i ) ;
} break ;
case TYPE_ROTATION_3D : {
orig_size + = sizeof ( TKey < Quaternion > ) * track_get_key_count ( i ) ;
} break ;
case TYPE_BLEND_SHAPE : {
orig_size + = sizeof ( TKey < float > ) * track_get_key_count ( i ) ;
} break ;
default : {
}
}
}
uint32_t new_size = 0 ;
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for ( const Compression : : Page & page : compression . pages ) {
new_size + = page . data . size ( ) ;
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}
print_line ( " Original size: " + itos ( orig_size ) + " - Compressed size: " + itos ( new_size ) + " " + String : : num ( float ( new_size ) / float ( orig_size ) * 100 , 2 ) + " % pages: " + itos ( compression . pages . size ( ) ) ) ;
# endif
}
bool Animation : : _rotation_interpolate_compressed ( uint32_t p_compressed_track , double p_time , Quaternion & r_ret ) const {
Vector3i current ;
Vector3i next ;
double time_current ;
double time_next ;
if ( ! _fetch_compressed < 3 > ( p_compressed_track , p_time , current , time_current , next , time_next ) ) {
return false ; //some sort of problem
}
if ( time_current > = p_time | | time_current = = time_next ) {
r_ret = _uncompress_quaternion ( current ) ;
} else if ( p_time > = time_next ) {
r_ret = _uncompress_quaternion ( next ) ;
} else {
double c = ( p_time - time_current ) / ( time_next - time_current ) ;
Quaternion from = _uncompress_quaternion ( current ) ;
Quaternion to = _uncompress_quaternion ( next ) ;
r_ret = from . slerp ( to , c ) ;
}
return true ;
}
bool Animation : : _pos_scale_interpolate_compressed ( uint32_t p_compressed_track , double p_time , Vector3 & r_ret ) const {
Vector3i current ;
Vector3i next ;
double time_current ;
double time_next ;
if ( ! _fetch_compressed < 3 > ( p_compressed_track , p_time , current , time_current , next , time_next ) ) {
return false ; //some sort of problem
}
if ( time_current > = p_time | | time_current = = time_next ) {
r_ret = _uncompress_pos_scale ( p_compressed_track , current ) ;
} else if ( p_time > = time_next ) {
r_ret = _uncompress_pos_scale ( p_compressed_track , next ) ;
} else {
double c = ( p_time - time_current ) / ( time_next - time_current ) ;
Vector3 from = _uncompress_pos_scale ( p_compressed_track , current ) ;
Vector3 to = _uncompress_pos_scale ( p_compressed_track , next ) ;
r_ret = from . lerp ( to , c ) ;
}
return true ;
}
bool Animation : : _blend_shape_interpolate_compressed ( uint32_t p_compressed_track , double p_time , float & r_ret ) const {
Vector3i current ;
Vector3i next ;
double time_current ;
double time_next ;
if ( ! _fetch_compressed < 1 > ( p_compressed_track , p_time , current , time_current , next , time_next ) ) {
return false ; //some sort of problem
}
if ( time_current > = p_time | | time_current = = time_next ) {
r_ret = _uncompress_blend_shape ( current ) ;
} else if ( p_time > = time_next ) {
r_ret = _uncompress_blend_shape ( next ) ;
} else {
float c = ( p_time - time_current ) / ( time_next - time_current ) ;
float from = _uncompress_blend_shape ( current ) ;
float to = _uncompress_blend_shape ( next ) ;
r_ret = Math : : lerp ( from , to , c ) ;
}
return true ;
}
template < uint32_t COMPONENTS >
bool Animation : : _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 ) const {
ERR_FAIL_COND_V ( ! compression . enabled , false ) ;
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ERR_FAIL_UNSIGNED_INDEX_V ( p_compressed_track , compression . bounds . size ( ) , false ) ;
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p_time = CLAMP ( p_time , 0 , length ) ;
if ( key_index ) {
* key_index = 0 ;
}
double frame_to_sec = 1.0 / double ( compression . fps ) ;
int32_t page_index = - 1 ;
for ( uint32_t i = 0 ; i < compression . pages . size ( ) ; i + + ) {
if ( compression . pages [ i ] . time_offset > p_time ) {
break ;
}
page_index = i ;
}
ERR_FAIL_COND_V ( page_index = = - 1 , false ) ; //should not happen
double page_base_time = compression . pages [ page_index ] . time_offset ;
const uint8_t * page_data = compression . pages [ page_index ] . data . ptr ( ) ;
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// Little endian assumed. No major big endian hardware exists any longer, but in case it does it will need to be supported.
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const uint32_t * indices = ( const uint32_t * ) page_data ;
const uint16_t * time_keys = ( const uint16_t * ) & page_data [ indices [ p_compressed_track * 3 + 0 ] ] ;
uint32_t time_key_count = indices [ p_compressed_track * 3 + 1 ] ;
int32_t packet_idx = 0 ;
double packet_time = double ( time_keys [ 0 ] ) * frame_to_sec + page_base_time ;
uint32_t base_frame = time_keys [ 0 ] ;
for ( uint32_t i = 1 ; i < time_key_count ; i + + ) {
uint32_t f = time_keys [ i * 2 + 0 ] ;
double frame_time = double ( f ) * frame_to_sec + page_base_time ;
if ( frame_time > p_time ) {
break ;
}
if ( key_index ) {
( * key_index ) + = ( time_keys [ ( i - 1 ) * 2 + 1 ] > > 12 ) + 1 ;
}
packet_idx = i ;
packet_time = frame_time ;
base_frame = f ;
}
const uint8_t * data_keys_base = ( const uint8_t * ) & page_data [ indices [ p_compressed_track * 3 + 2 ] ] ;
uint16_t time_key_data = time_keys [ packet_idx * 2 + 1 ] ;
uint32_t data_offset = ( time_key_data & 0xFFF ) * 4 ; // lower 12 bits
uint32_t data_count = ( time_key_data > > 12 ) + 1 ;
const uint16_t * data_key = ( const uint16_t * ) ( data_keys_base + data_offset ) ;
uint16_t decode [ COMPONENTS ] ;
uint16_t decode_next [ COMPONENTS ] ;
for ( uint32_t i = 0 ; i < COMPONENTS ; i + + ) {
decode [ i ] = data_key [ i ] ;
decode_next [ i ] = data_key [ i ] ;
}
double next_time = packet_time ;
if ( p_time > packet_time ) { // If its equal or less, then don't bother
if ( data_count > 1 ) {
//decode forward
uint32_t bit_width [ COMPONENTS ] ;
for ( uint32_t i = 0 ; i < COMPONENTS ; i + + ) {
bit_width [ i ] = ( data_key [ COMPONENTS ] > > ( i * 4 ) ) & 0xF ;
}
uint32_t frame_bit_width = ( data_key [ COMPONENTS ] > > 12 ) + 1 ;
AnimationCompressionBufferBitsRead buffer ;
buffer . src_data = ( const uint8_t * ) & data_key [ COMPONENTS + 1 ] ;
for ( uint32_t i = 1 ; i < data_count ; i + + ) {
uint32_t frame_delta = buffer . read ( frame_bit_width ) ;
base_frame + = frame_delta ;
for ( uint32_t j = 0 ; j < COMPONENTS ; j + + ) {
if ( bit_width [ j ] = = 0 ) {
continue ; // do none
}
uint32_t valueu = buffer . read ( bit_width [ j ] + 1 ) ;
bool sign = valueu & ( 1 < < bit_width [ j ] ) ;
int16_t value = valueu & ( ( 1 < < bit_width [ j ] ) - 1 ) ;
if ( sign ) {
value = - value - 1 ;
}
decode_next [ j ] + = value ;
}
next_time = double ( base_frame ) * frame_to_sec + page_base_time ;
if ( p_time < next_time ) {
break ;
}
packet_time = next_time ;
for ( uint32_t j = 0 ; j < COMPONENTS ; j + + ) {
decode [ j ] = decode_next [ j ] ;
}
if ( key_index ) {
( * key_index ) + + ;
}
}
}
if ( p_time > next_time ) { // > instead of >= because if its equal, then it will be properly interpolated anyway
// So, the last frame found still has a time that is less than the required frame,
// will have to interpolate with the first frame of the next timekey.
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if ( ( uint32_t ) packet_idx < time_key_count - 1 ) { // Safety check but should not matter much, otherwise current next packet is last packet.
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uint16_t time_key_data_next = time_keys [ ( packet_idx + 1 ) * 2 + 1 ] ;
uint32_t data_offset_next = ( time_key_data_next & 0xFFF ) * 4 ; // Lower 12 bits
const uint16_t * data_key_next = ( const uint16_t * ) ( data_keys_base + data_offset_next ) ;
base_frame = time_keys [ ( packet_idx + 1 ) * 2 + 0 ] ;
next_time = double ( base_frame ) * frame_to_sec + page_base_time ;
for ( uint32_t i = 0 ; i < COMPONENTS ; i + + ) {
decode_next [ i ] = data_key_next [ i ] ;
}
}
}
}
r_current_time = packet_time ;
r_next_time = next_time ;
for ( uint32_t i = 0 ; i < COMPONENTS ; i + + ) {
r_current_value [ i ] = decode [ i ] ;
r_next_value [ i ] = decode_next [ i ] ;
}
return true ;
}
template < uint32_t COMPONENTS >
void Animation : : _get_compressed_key_indices_in_range ( uint32_t p_compressed_track , double p_time , double p_delta , List < int > * r_indices ) const {
ERR_FAIL_COND ( ! compression . enabled ) ;
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ERR_FAIL_UNSIGNED_INDEX ( p_compressed_track , compression . bounds . size ( ) ) ;
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double frame_to_sec = 1.0 / double ( compression . fps ) ;
uint32_t key_index = 0 ;
for ( uint32_t p = 0 ; p < compression . pages . size ( ) ; p + + ) {
if ( compression . pages [ p ] . time_offset > = p_time + p_delta ) {
// Page beyond range
return ;
}
// Page within range
uint32_t page_index = p ;
double page_base_time = compression . pages [ page_index ] . time_offset ;
const uint8_t * page_data = compression . pages [ page_index ] . data . ptr ( ) ;
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// Little endian assumed. No major big endian hardware exists any longer, but in case it does it will need to be supported.
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const uint32_t * indices = ( const uint32_t * ) page_data ;
const uint16_t * time_keys = ( const uint16_t * ) & page_data [ indices [ p_compressed_track * 3 + 0 ] ] ;
uint32_t time_key_count = indices [ p_compressed_track * 3 + 1 ] ;
for ( uint32_t i = 0 ; i < time_key_count ; i + + ) {
uint32_t f = time_keys [ i * 2 + 0 ] ;
double frame_time = f * frame_to_sec + page_base_time ;
if ( frame_time > = p_time + p_delta ) {
return ;
} else if ( frame_time > = p_time ) {
r_indices - > push_back ( key_index ) ;
}
key_index + + ;
const uint8_t * data_keys_base = ( const uint8_t * ) & page_data [ indices [ p_compressed_track * 3 + 2 ] ] ;
uint16_t time_key_data = time_keys [ i * 2 + 1 ] ;
uint32_t data_offset = ( time_key_data & 0xFFF ) * 4 ; // lower 12 bits
uint32_t data_count = ( time_key_data > > 12 ) + 1 ;
const uint16_t * data_key = ( const uint16_t * ) ( data_keys_base + data_offset ) ;
if ( data_count > 1 ) {
//decode forward
uint32_t bit_width [ COMPONENTS ] ;
for ( uint32_t j = 0 ; j < COMPONENTS ; j + + ) {
bit_width [ j ] = ( data_key [ COMPONENTS ] > > ( j * 4 ) ) & 0xF ;
}
uint32_t frame_bit_width = ( data_key [ COMPONENTS ] > > 12 ) + 1 ;
AnimationCompressionBufferBitsRead buffer ;
buffer . src_data = ( const uint8_t * ) & data_key [ COMPONENTS + 1 ] ;
for ( uint32_t j = 1 ; j < data_count ; j + + ) {
uint32_t frame_delta = buffer . read ( frame_bit_width ) ;
f + = frame_delta ;
frame_time = f * frame_to_sec + page_base_time ;
if ( frame_time > = p_time + p_delta ) {
return ;
} else if ( frame_time > = p_time ) {
r_indices - > push_back ( key_index ) ;
}
for ( uint32_t k = 0 ; k < COMPONENTS ; k + + ) {
if ( bit_width [ k ] = = 0 ) {
continue ; // do none
}
buffer . read ( bit_width [ k ] + 1 ) ; // skip
}
key_index + + ;
}
}
}
}
}
int Animation : : _get_compressed_key_count ( uint32_t p_compressed_track ) const {
ERR_FAIL_COND_V ( ! compression . enabled , - 1 ) ;
ERR_FAIL_UNSIGNED_INDEX_V ( p_compressed_track , compression . bounds . size ( ) , - 1 ) ;
int key_count = 0 ;
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for ( const Compression : : Page & page : compression . pages ) {
const uint8_t * page_data = page . data . ptr ( ) ;
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// Little endian assumed. No major big endian hardware exists any longer, but in case it does it will need to be supported.
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const uint32_t * indices = ( const uint32_t * ) page_data ;
const uint16_t * time_keys = ( const uint16_t * ) & page_data [ indices [ p_compressed_track * 3 + 0 ] ] ;
uint32_t time_key_count = indices [ p_compressed_track * 3 + 1 ] ;
for ( uint32_t j = 0 ; j < time_key_count ; j + + ) {
key_count + = ( time_keys [ j * 2 + 1 ] > > 12 ) + 1 ;
}
}
return key_count ;
}
Quaternion Animation : : _uncompress_quaternion ( const Vector3i & p_value ) const {
Vector3 axis = Vector3 : : octahedron_decode ( Vector2 ( float ( p_value . x ) / 65535.0 , float ( p_value . y ) / 65535.0 ) ) ;
float angle = ( float ( p_value . z ) / 65535.0 ) * 2.0 * Math_PI ;
return Quaternion ( axis , angle ) ;
}
Vector3 Animation : : _uncompress_pos_scale ( uint32_t p_compressed_track , const Vector3i & p_value ) const {
Vector3 pos_norm ( float ( p_value . x ) / 65535.0 , float ( p_value . y ) / 65535.0 , float ( p_value . z ) / 65535.0 ) ;
return compression . bounds [ p_compressed_track ] . position + pos_norm * compression . bounds [ p_compressed_track ] . size ;
}
float Animation : : _uncompress_blend_shape ( const Vector3i & p_value ) const {
float bsn = float ( p_value . x ) / 65535.0 ;
return ( bsn * 2.0 - 1.0 ) * float ( Compression : : BLEND_SHAPE_RANGE ) ;
}
template < uint32_t COMPONENTS >
bool Animation : : _fetch_compressed_by_index ( uint32_t p_compressed_track , int p_index , Vector3i & r_value , double & r_time ) const {
ERR_FAIL_COND_V ( ! compression . enabled , false ) ;
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ERR_FAIL_UNSIGNED_INDEX_V ( p_compressed_track , compression . bounds . size ( ) , false ) ;
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for ( const Compression : : Page & page : compression . pages ) {
const uint8_t * page_data = page . data . ptr ( ) ;
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// Little endian assumed. No major big endian hardware exists any longer, but in case it does it will need to be supported.
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const uint32_t * indices = ( const uint32_t * ) page_data ;
const uint16_t * time_keys = ( const uint16_t * ) & page_data [ indices [ p_compressed_track * 3 + 0 ] ] ;
uint32_t time_key_count = indices [ p_compressed_track * 3 + 1 ] ;
const uint8_t * data_keys_base = ( const uint8_t * ) & page_data [ indices [ p_compressed_track * 3 + 2 ] ] ;
for ( uint32_t j = 0 ; j < time_key_count ; j + + ) {
uint32_t subkeys = ( time_keys [ j * 2 + 1 ] > > 12 ) + 1 ;
if ( ( uint32_t ) p_index < subkeys ) {
uint16_t data_offset = ( time_keys [ j * 2 + 1 ] & 0xFFF ) * 4 ;
const uint16_t * data_key = ( const uint16_t * ) ( data_keys_base + data_offset ) ;
uint16_t frame = time_keys [ j * 2 + 0 ] ;
uint16_t decode [ COMPONENTS ] ;
for ( uint32_t k = 0 ; k < COMPONENTS ; k + + ) {
decode [ k ] = data_key [ k ] ;
}
if ( p_index > 0 ) {
uint32_t bit_width [ COMPONENTS ] ;
for ( uint32_t k = 0 ; k < COMPONENTS ; k + + ) {
bit_width [ k ] = ( data_key [ COMPONENTS ] > > ( k * 4 ) ) & 0xF ;
}
uint32_t frame_bit_width = ( data_key [ COMPONENTS ] > > 12 ) + 1 ;
AnimationCompressionBufferBitsRead buffer ;
buffer . src_data = ( const uint8_t * ) & data_key [ COMPONENTS + 1 ] ;
for ( int k = 0 ; k < p_index ; k + + ) {
uint32_t frame_delta = buffer . read ( frame_bit_width ) ;
frame + = frame_delta ;
for ( uint32_t l = 0 ; l < COMPONENTS ; l + + ) {
if ( bit_width [ l ] = = 0 ) {
continue ; // do none
}
uint32_t valueu = buffer . read ( bit_width [ l ] + 1 ) ;
bool sign = valueu & ( 1 < < bit_width [ l ] ) ;
int16_t value = valueu & ( ( 1 < < bit_width [ l ] ) - 1 ) ;
if ( sign ) {
value = - value - 1 ;
}
decode [ l ] + = value ;
}
}
}
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r_time = page . time_offset + double ( frame ) / double ( compression . fps ) ;
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for ( uint32_t l = 0 ; l < COMPONENTS ; l + + ) {
r_value [ l ] = decode [ l ] ;
}
return true ;
} else {
p_index - = subkeys ;
}
}
}
return false ;
}
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// Helper math functions for Variant.
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bool Animation : : is_variant_interpolatable ( const Variant p_value ) {
Variant : : Type type = p_value . get_type ( ) ;
return ( type > = Variant : : BOOL & & type < = Variant : : STRING_NAME ) | | type = = Variant : : ARRAY | | type > = Variant : : PACKED_INT32_ARRAY ; // PackedByteArray is unsigned, so it would be better to ignore since blending uses float.
}
Variant Animation : : cast_to_blendwise ( const Variant p_value ) {
switch ( p_value . get_type ( ) ) {
case Variant : : BOOL :
case Variant : : INT : {
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return p_value . operator double ( ) ;
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} break ;
case Variant : : STRING :
case Variant : : STRING_NAME : {
return string_to_array ( p_value ) ;
} break ;
case Variant : : RECT2I : {
return p_value . operator Rect2 ( ) ;
} break ;
case Variant : : VECTOR2I : {
return p_value . operator Vector2 ( ) ;
} break ;
case Variant : : VECTOR3I : {
return p_value . operator Vector3 ( ) ;
} break ;
case Variant : : VECTOR4I : {
return p_value . operator Vector4 ( ) ;
} break ;
case Variant : : PACKED_INT32_ARRAY : {
return p_value . operator PackedFloat32Array ( ) ;
} break ;
case Variant : : PACKED_INT64_ARRAY : {
return p_value . operator PackedFloat64Array ( ) ;
} break ;
default : {
} break ;
}
return p_value ;
}
Variant Animation : : cast_from_blendwise ( const Variant p_value , const Variant : : Type p_type ) {
switch ( p_type ) {
case Variant : : BOOL : {
return p_value . operator real_t ( ) > = 0.5 ;
} break ;
case Variant : : INT : {
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return ( int64_t ) Math : : round ( p_value . operator double ( ) ) ;
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} break ;
case Variant : : STRING : {
return array_to_string ( p_value ) ;
} break ;
case Variant : : STRING_NAME : {
return StringName ( array_to_string ( p_value ) ) ;
} break ;
case Variant : : RECT2I : {
return Rect2i ( p_value . operator Rect2 ( ) . round ( ) ) ;
} break ;
case Variant : : VECTOR2I : {
return Vector2i ( p_value . operator Vector2 ( ) . round ( ) ) ;
} break ;
case Variant : : VECTOR3I : {
return Vector3i ( p_value . operator Vector3 ( ) . round ( ) ) ;
} break ;
case Variant : : VECTOR4I : {
return Vector4i ( p_value . operator Vector4 ( ) . round ( ) ) ;
} break ;
case Variant : : PACKED_INT32_ARRAY : {
PackedFloat32Array old_val = p_value . operator PackedFloat32Array ( ) ;
PackedInt32Array new_val ;
new_val . resize ( old_val . size ( ) ) ;
int * new_val_w = new_val . ptrw ( ) ;
for ( int i = 0 ; i < old_val . size ( ) ; i + + ) {
new_val_w [ i ] = ( int32_t ) Math : : round ( old_val [ i ] ) ;
}
return new_val ;
} break ;
case Variant : : PACKED_INT64_ARRAY : {
PackedFloat64Array old_val = p_value . operator PackedFloat64Array ( ) ;
PackedInt64Array new_val ;
for ( int i = 0 ; i < old_val . size ( ) ; i + + ) {
new_val . push_back ( ( int64_t ) Math : : round ( old_val [ i ] ) ) ;
}
return new_val ;
} break ;
default : {
} break ;
}
return p_value ;
}
Variant Animation : : string_to_array ( const Variant p_value ) {
if ( ! p_value . is_string ( ) ) {
return p_value ;
} ;
const String & str = p_value . operator String ( ) ;
PackedFloat32Array arr ;
for ( int i = 0 ; i < str . length ( ) ; i + + ) {
arr . push_back ( ( float ) str [ i ] ) ;
}
return arr ;
}
Variant Animation : : array_to_string ( const Variant p_value ) {
if ( ! p_value . is_array ( ) ) {
return p_value ;
} ;
const PackedFloat32Array & arr = p_value . operator PackedFloat32Array ( ) ;
String str ;
for ( int i = 0 ; i < arr . size ( ) ; i + + ) {
char32_t c = ( char32_t ) Math : : round ( arr [ i ] ) ;
if ( c = = 0 | | ( c & 0xfffff800 ) = = 0xd800 | | c > 0x10ffff ) {
c = ' ' ;
}
str + = c ;
}
return str ;
}
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Variant Animation : : add_variant ( const Variant & a , const Variant & b ) {
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if ( a . get_type ( ) ! = b . get_type ( ) ) {
if ( a . is_num ( ) & & b . is_num ( ) ) {
return add_variant ( cast_to_blendwise ( a ) , cast_to_blendwise ( b ) ) ;
} else if ( ! a . is_array ( ) ) {
return a ;
}
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}
switch ( a . get_type ( ) ) {
case Variant : : NIL : {
return Variant ( ) ;
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} break ;
case Variant : : FLOAT : {
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return ( a . operator double ( ) ) + ( b . operator double ( ) ) ;
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} break ;
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case Variant : : RECT2 : {
const Rect2 ra = a . operator Rect2 ( ) ;
const Rect2 rb = b . operator Rect2 ( ) ;
return Rect2 ( ra . position + rb . position , ra . size + rb . size ) ;
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} break ;
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case Variant : : PLANE : {
const Plane pa = a . operator Plane ( ) ;
const Plane pb = b . operator Plane ( ) ;
return Plane ( pa . normal + pb . normal , pa . d + pb . d ) ;
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} break ;
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case Variant : : AABB : {
const : : AABB aa = a . operator : : AABB ( ) ;
const : : AABB ab = b . operator : : AABB ( ) ;
return : : AABB ( aa . position + ab . position , aa . size + ab . size ) ;
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} break ;
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case Variant : : BASIS : {
return ( a . operator Basis ( ) ) * ( b . operator Basis ( ) ) ;
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} break ;
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case Variant : : QUATERNION : {
return ( a . operator Quaternion ( ) ) * ( b . operator Quaternion ( ) ) ;
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} break ;
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case Variant : : TRANSFORM2D : {
return ( a . operator Transform2D ( ) ) * ( b . operator Transform2D ( ) ) ;
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} break ;
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case Variant : : TRANSFORM3D : {
return ( a . operator Transform3D ( ) ) * ( b . operator Transform3D ( ) ) ;
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} break ;
case Variant : : INT :
case Variant : : RECT2I :
case Variant : : VECTOR2I :
case Variant : : VECTOR3I :
case Variant : : VECTOR4I :
case Variant : : PACKED_INT32_ARRAY :
case Variant : : PACKED_INT64_ARRAY : {
// Fallback the interpolatable value which needs casting.
return cast_from_blendwise ( add_variant ( cast_to_blendwise ( a ) , cast_to_blendwise ( b ) ) , a . get_type ( ) ) ;
} break ;
case Variant : : BOOL :
case Variant : : STRING :
case Variant : : STRING_NAME : {
// Specialized for Tween.
return b ;
} break ;
case Variant : : PACKED_BYTE_ARRAY : {
// Skip.
} break ;
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default : {
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if ( a . is_array ( ) ) {
const Array arr_a = a . operator Array ( ) ;
const Array arr_b = b . operator Array ( ) ;
int min_size = arr_a . size ( ) ;
int max_size = arr_b . size ( ) ;
bool is_a_larger = inform_variant_array ( min_size , max_size ) ;
Array result ;
result . set_typed ( MAX ( arr_a . get_typed_builtin ( ) , arr_b . get_typed_builtin ( ) ) , StringName ( ) , Variant ( ) ) ;
result . resize ( min_size ) ;
int i = 0 ;
for ( ; i < min_size ; i + + ) {
result [ i ] = add_variant ( arr_a [ i ] , arr_b [ i ] ) ;
}
if ( min_size ! = max_size ) {
// Process with last element of the lesser array.
// This is pretty funny and bizarre, but artists like to use it for polygon animation.
Variant lesser_last ;
result . resize ( max_size ) ;
if ( is_a_larger ) {
if ( i > 0 ) {
lesser_last = arr_b [ i - 1 ] ;
} else {
Variant vz = arr_a [ i ] ;
vz . zero ( ) ;
lesser_last = vz ;
}
for ( ; i < max_size ; i + + ) {
result [ i ] = add_variant ( arr_a [ i ] , lesser_last ) ;
}
} else {
if ( i > 0 ) {
lesser_last = arr_a [ i - 1 ] ;
} else {
Variant vz = arr_b [ i ] ;
vz . zero ( ) ;
lesser_last = vz ;
}
for ( ; i < max_size ; i + + ) {
result [ i ] = add_variant ( lesser_last , arr_b [ i ] ) ;
}
}
}
return result ;
}
} break ;
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}
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return Variant : : evaluate ( Variant : : OP_ADD , a , b ) ;
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}
Variant Animation : : subtract_variant ( const Variant & a , const Variant & b ) {
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if ( a . get_type ( ) ! = b . get_type ( ) ) {
if ( a . is_num ( ) & & b . is_num ( ) ) {
return subtract_variant ( cast_to_blendwise ( a ) , cast_to_blendwise ( b ) ) ;
} else if ( ! a . is_array ( ) ) {
return a ;
}
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}
switch ( a . get_type ( ) ) {
case Variant : : NIL : {
return Variant ( ) ;
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} break ;
case Variant : : FLOAT : {
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return ( a . operator double ( ) ) - ( b . operator double ( ) ) ;
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} break ;
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case Variant : : RECT2 : {
const Rect2 ra = a . operator Rect2 ( ) ;
const Rect2 rb = b . operator Rect2 ( ) ;
return Rect2 ( ra . position - rb . position , ra . size - rb . size ) ;
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} break ;
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case Variant : : PLANE : {
const Plane pa = a . operator Plane ( ) ;
const Plane pb = b . operator Plane ( ) ;
return Plane ( pa . normal - pb . normal , pa . d - pb . d ) ;
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} break ;
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case Variant : : AABB : {
const : : AABB aa = a . operator : : AABB ( ) ;
const : : AABB ab = b . operator : : AABB ( ) ;
return : : AABB ( aa . position - ab . position , aa . size - ab . size ) ;
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} break ;
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case Variant : : BASIS : {
return ( b . operator Basis ( ) ) . inverse ( ) * ( a . operator Basis ( ) ) ;
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} break ;
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case Variant : : QUATERNION : {
return ( b . operator Quaternion ( ) ) . inverse ( ) * ( a . operator Quaternion ( ) ) ;
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} break ;
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case Variant : : TRANSFORM2D : {
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return ( b . operator Transform2D ( ) ) . affine_inverse ( ) * ( a . operator Transform2D ( ) ) ;
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} break ;
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case Variant : : TRANSFORM3D : {
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return ( b . operator Transform3D ( ) ) . affine_inverse ( ) * ( a . operator Transform3D ( ) ) ;
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} break ;
case Variant : : INT :
case Variant : : RECT2I :
case Variant : : VECTOR2I :
case Variant : : VECTOR3I :
case Variant : : VECTOR4I :
case Variant : : PACKED_INT32_ARRAY :
case Variant : : PACKED_INT64_ARRAY : {
// Fallback the interpolatable value which needs casting.
return cast_from_blendwise ( subtract_variant ( cast_to_blendwise ( a ) , cast_to_blendwise ( b ) ) , a . get_type ( ) ) ;
} break ;
case Variant : : BOOL :
case Variant : : STRING :
case Variant : : STRING_NAME : {
// Specialized for Tween.
return a ;
} break ;
case Variant : : PACKED_BYTE_ARRAY : {
// Skip.
} break ;
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default : {
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if ( a . is_array ( ) ) {
const Array arr_a = a . operator Array ( ) ;
const Array arr_b = b . operator Array ( ) ;
int min_size = arr_a . size ( ) ;
int max_size = arr_b . size ( ) ;
bool is_a_larger = inform_variant_array ( min_size , max_size ) ;
Array result ;
result . set_typed ( MAX ( arr_a . get_typed_builtin ( ) , arr_b . get_typed_builtin ( ) ) , StringName ( ) , Variant ( ) ) ;
result . resize ( min_size ) ;
int i = 0 ;
for ( ; i < min_size ; i + + ) {
result [ i ] = subtract_variant ( arr_a [ i ] , arr_b [ i ] ) ;
}
if ( min_size ! = max_size ) {
// Process with last element of the lesser array.
// This is pretty funny and bizarre, but artists like to use it for polygon animation.
Variant lesser_last ;
result . resize ( max_size ) ;
if ( is_a_larger ) {
if ( i > 0 ) {
lesser_last = arr_b [ i - 1 ] ;
} else {
Variant vz = arr_a [ i ] ;
vz . zero ( ) ;
lesser_last = vz ;
}
for ( ; i < max_size ; i + + ) {
result [ i ] = subtract_variant ( arr_a [ i ] , lesser_last ) ;
}
} else {
if ( i > 0 ) {
lesser_last = arr_a [ i - 1 ] ;
} else {
Variant vz = arr_b [ i ] ;
vz . zero ( ) ;
lesser_last = vz ;
}
for ( ; i < max_size ; i + + ) {
result [ i ] = subtract_variant ( lesser_last , arr_b [ i ] ) ;
}
}
}
return result ;
}
} break ;
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}
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return Variant : : evaluate ( Variant : : OP_SUBTRACT , a , b ) ;
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}
Variant Animation : : blend_variant ( const Variant & a , const Variant & b , float c ) {
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if ( a . get_type ( ) ! = b . get_type ( ) ) {
if ( a . is_num ( ) & & b . is_num ( ) ) {
return blend_variant ( cast_to_blendwise ( a ) , cast_to_blendwise ( b ) , c ) ;
} else if ( ! a . is_array ( ) ) {
return a ;
}
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}
switch ( a . get_type ( ) ) {
case Variant : : NIL : {
return Variant ( ) ;
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} break ;
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case Variant : : FLOAT : {
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return ( a . operator double ( ) ) + ( b . operator double ( ) ) * c ;
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} break ;
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case Variant : : VECTOR2 : {
return ( a . operator Vector2 ( ) ) + ( b . operator Vector2 ( ) ) * c ;
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} break ;
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case Variant : : RECT2 : {
const Rect2 ra = a . operator Rect2 ( ) ;
const Rect2 rb = b . operator Rect2 ( ) ;
return Rect2 ( ra . position + rb . position * c , ra . size + rb . size * c ) ;
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} break ;
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case Variant : : VECTOR3 : {
return ( a . operator Vector3 ( ) ) + ( b . operator Vector3 ( ) ) * c ;
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} break ;
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case Variant : : VECTOR4 : {
return ( a . operator Vector4 ( ) ) + ( b . operator Vector4 ( ) ) * c ;
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} break ;
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case Variant : : PLANE : {
const Plane pa = a . operator Plane ( ) ;
const Plane pb = b . operator Plane ( ) ;
return Plane ( pa . normal + pb . normal * c , pa . d + pb . d * c ) ;
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} break ;
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case Variant : : COLOR : {
return ( a . operator Color ( ) ) + ( b . operator Color ( ) ) * c ;
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} break ;
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case Variant : : AABB : {
const : : AABB aa = a . operator : : AABB ( ) ;
const : : AABB ab = b . operator : : AABB ( ) ;
return : : AABB ( aa . position + ab . position * c , aa . size + ab . size * c ) ;
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} break ;
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case Variant : : BASIS : {
return ( a . operator Basis ( ) ) + ( b . operator Basis ( ) ) * c ;
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} break ;
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case Variant : : QUATERNION : {
return ( a . operator Quaternion ( ) ) * Quaternion ( ) . slerp ( ( b . operator Quaternion ( ) ) , c ) ;
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} break ;
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case Variant : : TRANSFORM2D : {
return ( a . operator Transform2D ( ) ) * Transform2D ( ) . interpolate_with ( ( b . operator Transform2D ( ) ) , c ) ;
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} break ;
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case Variant : : TRANSFORM3D : {
return ( a . operator Transform3D ( ) ) * Transform3D ( ) . interpolate_with ( ( b . operator Transform3D ( ) ) , c ) ;
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} break ;
case Variant : : BOOL :
case Variant : : INT :
case Variant : : RECT2I :
case Variant : : VECTOR2I :
case Variant : : VECTOR3I :
case Variant : : VECTOR4I :
case Variant : : PACKED_INT32_ARRAY :
case Variant : : PACKED_INT64_ARRAY : {
// Fallback the interpolatable value which needs casting.
return cast_from_blendwise ( blend_variant ( cast_to_blendwise ( a ) , cast_to_blendwise ( b ) , c ) , a . get_type ( ) ) ;
} break ;
case Variant : : STRING :
case Variant : : STRING_NAME : {
Array arr_a = cast_to_blendwise ( a ) ;
Array arr_b = cast_to_blendwise ( b ) ;
int min_size = arr_a . size ( ) ;
int max_size = arr_b . size ( ) ;
bool is_a_larger = inform_variant_array ( min_size , max_size ) ;
int mid_size = interpolate_variant ( arr_a . size ( ) , arr_b . size ( ) , c ) ;
if ( is_a_larger ) {
arr_a . resize ( mid_size ) ;
} else {
arr_b . resize ( mid_size ) ;
}
return cast_from_blendwise ( blend_variant ( arr_a , arr_b , c ) , a . get_type ( ) ) ;
} break ;
case Variant : : PACKED_BYTE_ARRAY : {
// Skip.
} break ;
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default : {
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if ( a . is_array ( ) ) {
const Array arr_a = a . operator Array ( ) ;
const Array arr_b = b . operator Array ( ) ;
int min_size = arr_a . size ( ) ;
int max_size = arr_b . size ( ) ;
bool is_a_larger = inform_variant_array ( min_size , max_size ) ;
Array result ;
result . set_typed ( MAX ( arr_a . get_typed_builtin ( ) , arr_b . get_typed_builtin ( ) ) , StringName ( ) , Variant ( ) ) ;
result . resize ( min_size ) ;
int i = 0 ;
for ( ; i < min_size ; i + + ) {
result [ i ] = blend_variant ( arr_a [ i ] , arr_b [ i ] , c ) ;
}
if ( min_size ! = max_size ) {
// Process with last element of the lesser array.
// This is pretty funny and bizarre, but artists like to use it for polygon animation.
Variant lesser_last ;
if ( is_a_larger & & ! Math : : is_equal_approx ( c , 1.0f ) ) {
result . resize ( max_size ) ;
if ( i > 0 ) {
lesser_last = arr_b [ i - 1 ] ;
} else {
Variant vz = arr_a [ i ] ;
vz . zero ( ) ;
lesser_last = vz ;
}
for ( ; i < max_size ; i + + ) {
result [ i ] = blend_variant ( arr_a [ i ] , lesser_last , c ) ;
}
} else if ( ! is_a_larger & & ! Math : : is_zero_approx ( c ) ) {
result . resize ( max_size ) ;
if ( i > 0 ) {
lesser_last = arr_a [ i - 1 ] ;
} else {
Variant vz = arr_b [ i ] ;
vz . zero ( ) ;
lesser_last = vz ;
}
for ( ; i < max_size ; i + + ) {
result [ i ] = blend_variant ( lesser_last , arr_b [ i ] , c ) ;
}
}
}
return result ;
}
} break ;
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}
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return c < 0.5 ? a : b ;
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}
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Variant Animation : : interpolate_variant ( const Variant & a , const Variant & b , float c , bool p_snap_array_element ) {
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if ( a . get_type ( ) ! = b . get_type ( ) ) {
if ( a . is_num ( ) & & b . is_num ( ) ) {
return interpolate_variant ( cast_to_blendwise ( a ) , cast_to_blendwise ( b ) , c ) ;
} else if ( ! a . is_array ( ) ) {
return a ;
}
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}
switch ( a . get_type ( ) ) {
case Variant : : NIL : {
return Variant ( ) ;
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} break ;
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case Variant : : FLOAT : {
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return Math : : lerp ( a . operator double ( ) , b . operator double ( ) , ( double ) c ) ;
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} break ;
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case Variant : : VECTOR2 : {
return ( a . operator Vector2 ( ) ) . lerp ( b . operator Vector2 ( ) , c ) ;
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} break ;
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case Variant : : RECT2 : {
const Rect2 ra = a . operator Rect2 ( ) ;
const Rect2 rb = b . operator Rect2 ( ) ;
return Rect2 ( ra . position . lerp ( rb . position , c ) , ra . size . lerp ( rb . size , c ) ) ;
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} break ;
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case Variant : : VECTOR3 : {
return ( a . operator Vector3 ( ) ) . lerp ( b . operator Vector3 ( ) , c ) ;
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} break ;
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case Variant : : VECTOR4 : {
return ( a . operator Vector4 ( ) ) . lerp ( b . operator Vector4 ( ) , c ) ;
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} break ;
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case Variant : : PLANE : {
const Plane pa = a . operator Plane ( ) ;
const Plane pb = b . operator Plane ( ) ;
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return Plane ( pa . normal . lerp ( pb . normal , c ) , Math : : lerp ( ( double ) pa . d , ( double ) pb . d , ( double ) c ) ) ;
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} break ;
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case Variant : : COLOR : {
return ( a . operator Color ( ) ) . lerp ( b . operator Color ( ) , c ) ;
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} break ;
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case Variant : : AABB : {
const : : AABB aa = a . operator : : AABB ( ) ;
const : : AABB ab = b . operator : : AABB ( ) ;
return : : AABB ( aa . position . lerp ( ab . position , c ) , aa . size . lerp ( ab . size , c ) ) ;
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} break ;
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case Variant : : BASIS : {
return ( a . operator Basis ( ) ) . lerp ( b . operator Basis ( ) , c ) ;
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} break ;
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case Variant : : QUATERNION : {
return ( a . operator Quaternion ( ) ) . slerp ( b . operator Quaternion ( ) , c ) ;
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} break ;
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case Variant : : TRANSFORM2D : {
return ( a . operator Transform2D ( ) ) . interpolate_with ( b . operator Transform2D ( ) , c ) ;
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} break ;
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case Variant : : TRANSFORM3D : {
return ( a . operator Transform3D ( ) ) . interpolate_with ( b . operator Transform3D ( ) , c ) ;
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} break ;
case Variant : : BOOL :
case Variant : : INT :
case Variant : : RECT2I :
case Variant : : VECTOR2I :
case Variant : : VECTOR3I :
case Variant : : VECTOR4I :
case Variant : : PACKED_INT32_ARRAY :
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case Variant : : PACKED_INT64_ARRAY : {
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// Fallback the interpolatable value which needs casting.
return cast_from_blendwise ( interpolate_variant ( cast_to_blendwise ( a ) , cast_to_blendwise ( b ) , c ) , a . get_type ( ) ) ;
} break ;
case Variant : : STRING :
case Variant : : STRING_NAME : {
Array arr_a = cast_to_blendwise ( a ) ;
Array arr_b = cast_to_blendwise ( b ) ;
int min_size = arr_a . size ( ) ;
int max_size = arr_b . size ( ) ;
bool is_a_larger = inform_variant_array ( min_size , max_size ) ;
int mid_size = interpolate_variant ( arr_a . size ( ) , arr_b . size ( ) , c ) ;
if ( is_a_larger ) {
arr_a . resize ( mid_size ) ;
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} else {
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arr_b . resize ( mid_size ) ;
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}
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return cast_from_blendwise ( interpolate_variant ( arr_a , arr_b , c , true ) , a . get_type ( ) ) ;
} break ;
case Variant : : PACKED_BYTE_ARRAY : {
// Skip.
} break ;
default : {
if ( a . is_array ( ) ) {
const Array arr_a = a . operator Array ( ) ;
const Array arr_b = b . operator Array ( ) ;
int min_size = arr_a . size ( ) ;
int max_size = arr_b . size ( ) ;
bool is_a_larger = inform_variant_array ( min_size , max_size ) ;
Array result ;
result . set_typed ( MAX ( arr_a . get_typed_builtin ( ) , arr_b . get_typed_builtin ( ) ) , StringName ( ) , Variant ( ) ) ;
result . resize ( min_size ) ;
int i = 0 ;
for ( ; i < min_size ; i + + ) {
result [ i ] = interpolate_variant ( arr_a [ i ] , arr_b [ i ] , c ) ;
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}
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if ( min_size ! = max_size ) {
// Process with last element of the lesser array.
// This is pretty funny and bizarre, but artists like to use it for polygon animation.
Variant lesser_last ;
if ( is_a_larger & & ! Math : : is_equal_approx ( c , 1.0f ) ) {
result . resize ( max_size ) ;
if ( p_snap_array_element ) {
c = 0 ;
}
if ( i > 0 ) {
lesser_last = arr_b [ i - 1 ] ;
} else {
Variant vz = arr_a [ i ] ;
vz . zero ( ) ;
lesser_last = vz ;
}
for ( ; i < max_size ; i + + ) {
result [ i ] = interpolate_variant ( arr_a [ i ] , lesser_last , c ) ;
}
} else if ( ! is_a_larger & & ! Math : : is_zero_approx ( c ) ) {
result . resize ( max_size ) ;
if ( p_snap_array_element ) {
c = 1 ;
}
if ( i > 0 ) {
lesser_last = arr_a [ i - 1 ] ;
} else {
Variant vz = arr_b [ i ] ;
vz . zero ( ) ;
lesser_last = vz ;
}
for ( ; i < max_size ; i + + ) {
result [ i ] = interpolate_variant ( lesser_last , arr_b [ i ] , c ) ;
}
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}
}
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return result ;
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}
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} break ;
}
return c < 0.5 ? a : b ;
}
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Variant Animation : : cubic_interpolate_in_time_variant ( const Variant & pre_a , const Variant & a , const Variant & b , const Variant & post_b , float c , real_t p_pre_a_t , real_t p_b_t , real_t p_post_b_t , bool p_snap_array_element ) {
if ( pre_a . get_type ( ) ! = a . get_type ( ) | | pre_a . get_type ( ) ! = b . get_type ( ) | | pre_a . get_type ( ) ! = post_b . get_type ( ) ) {
if ( pre_a . is_num ( ) & & a . is_num ( ) & & b . is_num ( ) & & post_b . is_num ( ) ) {
return cubic_interpolate_in_time_variant ( cast_to_blendwise ( pre_a ) , cast_to_blendwise ( a ) , cast_to_blendwise ( b ) , cast_to_blendwise ( post_b ) , c , p_pre_a_t , p_b_t , p_post_b_t , p_snap_array_element ) ;
} else if ( ! a . is_array ( ) ) {
return a ;
}
}
switch ( a . get_type ( ) ) {
case Variant : : NIL : {
return Variant ( ) ;
} break ;
case Variant : : FLOAT : {
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return Math : : cubic_interpolate_in_time ( a . operator double ( ) , b . operator double ( ) , pre_a . operator double ( ) , post_b . operator double ( ) , ( double ) c , ( double ) p_b_t , ( double ) p_pre_a_t , ( double ) p_post_b_t ) ;
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} break ;
case Variant : : VECTOR2 : {
return ( a . operator Vector2 ( ) ) . cubic_interpolate_in_time ( b . operator Vector2 ( ) , pre_a . operator Vector2 ( ) , post_b . operator Vector2 ( ) , c , p_b_t , p_pre_a_t , p_post_b_t ) ;
} break ;
case Variant : : RECT2 : {
const Rect2 rpa = pre_a . operator Rect2 ( ) ;
const Rect2 ra = a . operator Rect2 ( ) ;
const Rect2 rb = b . operator Rect2 ( ) ;
const Rect2 rpb = post_b . operator Rect2 ( ) ;
return Rect2 (
ra . position . cubic_interpolate_in_time ( rb . position , rpa . position , rpb . position , c , p_b_t , p_pre_a_t , p_post_b_t ) ,
ra . size . cubic_interpolate_in_time ( rb . size , rpa . size , rpb . size , c , p_b_t , p_pre_a_t , p_post_b_t ) ) ;
} break ;
case Variant : : VECTOR3 : {
return ( a . operator Vector3 ( ) ) . cubic_interpolate_in_time ( b . operator Vector3 ( ) , pre_a . operator Vector3 ( ) , post_b . operator Vector3 ( ) , c , p_b_t , p_pre_a_t , p_post_b_t ) ;
} break ;
case Variant : : VECTOR4 : {
return ( a . operator Vector4 ( ) ) . cubic_interpolate_in_time ( b . operator Vector4 ( ) , pre_a . operator Vector4 ( ) , post_b . operator Vector4 ( ) , c , p_b_t , p_pre_a_t , p_post_b_t ) ;
} break ;
case Variant : : PLANE : {
const Plane ppa = pre_a . operator Plane ( ) ;
const Plane pa = a . operator Plane ( ) ;
const Plane pb = b . operator Plane ( ) ;
const Plane ppb = post_b . operator Plane ( ) ;
return Plane (
pa . normal . cubic_interpolate_in_time ( pb . normal , ppa . normal , ppb . normal , c , p_b_t , p_pre_a_t , p_post_b_t ) ,
Math : : cubic_interpolate_in_time ( ( double ) pa . d , ( double ) pb . d , ( double ) ppa . d , ( double ) ppb . d , ( double ) c , ( double ) p_b_t , ( double ) p_pre_a_t , ( double ) p_post_b_t ) ) ;
} break ;
case Variant : : COLOR : {
const Color cpa = pre_a . operator Color ( ) ;
const Color ca = a . operator Color ( ) ;
const Color cb = b . operator Color ( ) ;
const Color cpb = post_b . operator Color ( ) ;
return Color (
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Math : : cubic_interpolate_in_time ( ( double ) ca . r , ( double ) cb . r , ( double ) cpa . r , ( double ) cpb . r , ( double ) c , ( double ) p_b_t , ( double ) p_pre_a_t , ( double ) p_post_b_t ) ,
Math : : cubic_interpolate_in_time ( ( double ) ca . g , ( double ) cb . g , ( double ) cpa . g , ( double ) cpb . g , ( double ) c , ( double ) p_b_t , ( double ) p_pre_a_t , ( double ) p_post_b_t ) ,
Math : : cubic_interpolate_in_time ( ( double ) ca . b , ( double ) cb . b , ( double ) cpa . b , ( double ) cpb . b , ( double ) c , ( double ) p_b_t , ( double ) p_pre_a_t , ( double ) p_post_b_t ) ,
Math : : cubic_interpolate_in_time ( ( double ) ca . a , ( double ) cb . a , ( double ) cpa . a , ( double ) cpb . a , ( double ) c , ( double ) p_b_t , ( double ) p_pre_a_t , ( double ) p_post_b_t ) ) ;
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} break ;
case Variant : : AABB : {
const : : AABB apa = pre_a . operator : : AABB ( ) ;
const : : AABB aa = a . operator : : AABB ( ) ;
const : : AABB ab = b . operator : : AABB ( ) ;
const : : AABB apb = post_b . operator : : AABB ( ) ;
return AABB (
aa . position . cubic_interpolate_in_time ( ab . position , apa . position , apb . position , c , p_b_t , p_pre_a_t , p_post_b_t ) ,
aa . size . cubic_interpolate_in_time ( ab . size , apa . size , apb . size , c , p_b_t , p_pre_a_t , p_post_b_t ) ) ;
} break ;
case Variant : : BASIS : {
const Basis bpa = pre_a . operator Basis ( ) ;
const Basis ba = a . operator Basis ( ) ;
const Basis bb = b . operator Basis ( ) ;
const Basis bpb = post_b . operator Basis ( ) ;
return Basis (
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ba . rows [ 0 ] . cubic_interpolate_in_time ( bb . rows [ 0 ] , bpa . rows [ 0 ] , bpb . rows [ 0 ] , c , p_b_t , p_pre_a_t , p_post_b_t ) ,
ba . rows [ 1 ] . cubic_interpolate_in_time ( bb . rows [ 1 ] , bpa . rows [ 1 ] , bpb . rows [ 1 ] , c , p_b_t , p_pre_a_t , p_post_b_t ) ,
ba . rows [ 2 ] . cubic_interpolate_in_time ( bb . rows [ 2 ] , bpa . rows [ 2 ] , bpb . rows [ 2 ] , c , p_b_t , p_pre_a_t , p_post_b_t ) ) ;
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} break ;
case Variant : : QUATERNION : {
return ( a . operator Quaternion ( ) ) . spherical_cubic_interpolate_in_time ( b . operator Quaternion ( ) , pre_a . operator Quaternion ( ) , post_b . operator Quaternion ( ) , c , p_b_t , p_pre_a_t , p_post_b_t ) ;
} break ;
case Variant : : TRANSFORM2D : {
const Transform2D tpa = pre_a . operator Transform2D ( ) ;
const Transform2D ta = a . operator Transform2D ( ) ;
const Transform2D tb = b . operator Transform2D ( ) ;
const Transform2D tpb = post_b . operator Transform2D ( ) ;
// TODO: May cause unintended skew, we needs spherical_cubic_interpolate_in_time() for angle and Transform2D::cubic_interpolate_with().
return Transform2D (
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ta [ 0 ] . cubic_interpolate_in_time ( tb [ 0 ] , tpa [ 0 ] , tpb [ 0 ] , c , p_b_t , p_pre_a_t , p_post_b_t ) ,
ta [ 1 ] . cubic_interpolate_in_time ( tb [ 1 ] , tpa [ 1 ] , tpb [ 1 ] , c , p_b_t , p_pre_a_t , p_post_b_t ) ,
ta [ 2 ] . cubic_interpolate_in_time ( tb [ 2 ] , tpa [ 2 ] , tpb [ 2 ] , c , p_b_t , p_pre_a_t , p_post_b_t ) ) ;
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} break ;
case Variant : : TRANSFORM3D : {
const Transform3D tpa = pre_a . operator Transform3D ( ) ;
const Transform3D ta = a . operator Transform3D ( ) ;
const Transform3D tb = b . operator Transform3D ( ) ;
const Transform3D tpb = post_b . operator Transform3D ( ) ;
// TODO: May cause unintended skew, we needs Transform3D::cubic_interpolate_with().
return Transform3D (
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ta . basis . rows [ 0 ] . cubic_interpolate_in_time ( tb . basis . rows [ 0 ] , tpa . basis . rows [ 0 ] , tpb . basis . rows [ 0 ] , c , p_b_t , p_pre_a_t , p_post_b_t ) ,
ta . basis . rows [ 1 ] . cubic_interpolate_in_time ( tb . basis . rows [ 1 ] , tpa . basis . rows [ 1 ] , tpb . basis . rows [ 1 ] , c , p_b_t , p_pre_a_t , p_post_b_t ) ,
ta . basis . rows [ 2 ] . cubic_interpolate_in_time ( tb . basis . rows [ 2 ] , tpa . basis . rows [ 2 ] , tpb . basis . rows [ 2 ] , c , p_b_t , p_pre_a_t , p_post_b_t ) ,
ta . origin . cubic_interpolate_in_time ( tb . origin , tpa . origin , tpb . origin , c , p_b_t , p_pre_a_t , p_post_b_t ) ) ;
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} break ;
case Variant : : BOOL :
case Variant : : INT :
case Variant : : RECT2I :
case Variant : : VECTOR2I :
case Variant : : VECTOR3I :
case Variant : : VECTOR4I :
case Variant : : PACKED_INT32_ARRAY :
case Variant : : PACKED_INT64_ARRAY : {
// Fallback the interpolatable value which needs casting.
return cast_from_blendwise ( cubic_interpolate_in_time_variant ( cast_to_blendwise ( pre_a ) , cast_to_blendwise ( a ) , cast_to_blendwise ( b ) , cast_to_blendwise ( post_b ) , c , p_pre_a_t , p_b_t , p_post_b_t , p_snap_array_element ) , a . get_type ( ) ) ;
} break ;
case Variant : : STRING :
case Variant : : STRING_NAME : {
// TODO:
// String interpolation works on both the character array size and the character code, to apply cubic interpolation neatly,
// we need to figure out how to interpolate well in cases where there are fewer than 4 keys. So, for now, fallback to linear interpolation.
return interpolate_variant ( a , b , c ) ;
} break ;
case Variant : : PACKED_BYTE_ARRAY : {
// Skip.
} break ;
default : {
if ( a . is_array ( ) ) {
const Array arr_pa = pre_a . operator Array ( ) ;
const Array arr_a = a . operator Array ( ) ;
const Array arr_b = b . operator Array ( ) ;
const Array arr_pb = post_b . operator Array ( ) ;
int min_size = arr_a . size ( ) ;
int max_size = arr_b . size ( ) ;
bool is_a_larger = inform_variant_array ( min_size , max_size ) ;
Array result ;
result . set_typed ( MAX ( arr_a . get_typed_builtin ( ) , arr_b . get_typed_builtin ( ) ) , StringName ( ) , Variant ( ) ) ;
result . resize ( min_size ) ;
if ( min_size = = 0 & & max_size = = 0 ) {
return result ;
}
Variant vz ;
if ( is_a_larger ) {
vz = arr_a [ 0 ] ;
} else {
vz = arr_b [ 0 ] ;
}
vz . zero ( ) ;
Variant pre_last = arr_pa . size ( ) ? arr_pa [ arr_pa . size ( ) - 1 ] : vz ;
Variant post_last = arr_pb . size ( ) ? arr_pb [ arr_pb . size ( ) - 1 ] : vz ;
int i = 0 ;
for ( ; i < min_size ; i + + ) {
result [ i ] = cubic_interpolate_in_time_variant ( i > = arr_pa . size ( ) ? pre_last : arr_pa [ i ] , arr_a [ i ] , arr_b [ i ] , i > = arr_pb . size ( ) ? post_last : arr_pb [ i ] , c , p_pre_a_t , p_b_t , p_post_b_t ) ;
}
if ( min_size ! = max_size ) {
// Process with last element of the lesser array.
// This is pretty funny and bizarre, but artists like to use it for polygon animation.
Variant lesser_last = vz ;
if ( is_a_larger & & ! Math : : is_equal_approx ( c , 1.0f ) ) {
result . resize ( max_size ) ;
if ( p_snap_array_element ) {
c = 0 ;
}
if ( i > 0 ) {
lesser_last = arr_b [ i - 1 ] ;
}
for ( ; i < max_size ; i + + ) {
result [ i ] = cubic_interpolate_in_time_variant ( i > = arr_pa . size ( ) ? pre_last : arr_pa [ i ] , arr_a [ i ] , lesser_last , i > = arr_pb . size ( ) ? post_last : arr_pb [ i ] , c , p_pre_a_t , p_b_t , p_post_b_t ) ;
}
} else if ( ! is_a_larger & & ! Math : : is_zero_approx ( c ) ) {
result . resize ( max_size ) ;
if ( p_snap_array_element ) {
c = 1 ;
}
if ( i > 0 ) {
lesser_last = arr_a [ i - 1 ] ;
}
for ( ; i < max_size ; i + + ) {
result [ i ] = cubic_interpolate_in_time_variant ( i > = arr_pa . size ( ) ? pre_last : arr_pa [ i ] , lesser_last , arr_b [ i ] , i > = arr_pb . size ( ) ? post_last : arr_pb [ i ] , c , p_pre_a_t , p_b_t , p_post_b_t ) ;
}
}
}
return result ;
}
} break ;
}
return c < 0.5 ? a : b ;
}
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bool Animation : : inform_variant_array ( int & r_min , int & r_max ) {
if ( r_min < = r_max ) {
return false ;
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}
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SWAP ( r_min , r_max ) ;
return true ;
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}
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Animation : : Animation ( ) {
}
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Animation : : ~ Animation ( ) {
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for ( int i = 0 ; i < tracks . size ( ) ; i + + ) {
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memdelete ( tracks [ i ] ) ;
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}
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}