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/**************************************************************************/
/* animation_player.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. */
/**************************************************************************/
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# include "animation_player.h"
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# include "core/config/engine.h"
# include "core/object/message_queue.h"
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# include "scene/scene_string_names.h"
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# include "servers/audio/audio_stream.h"
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# ifdef TOOLS_ENABLED
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# include "editor/editor_node.h"
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# include "editor/editor_undo_redo_manager.h"
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# include "scene/2d/skeleton_2d.h"
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void AnimatedValuesBackup : : update_skeletons ( ) {
for ( int i = 0 ; i < entries . size ( ) ; i + + ) {
if ( entries [ i ] . bone_idx ! = - 1 ) {
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// 3D bone
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Object : : cast_to < Skeleton3D > ( entries [ i ] . object ) - > notification ( Skeleton3D : : NOTIFICATION_UPDATE_SKELETON ) ;
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} else {
Bone2D * bone = Object : : cast_to < Bone2D > ( entries [ i ] . object ) ;
if ( bone & & bone - > skeleton ) {
// 2D bone
bone - > skeleton - > _update_transform ( ) ;
}
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}
}
}
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void AnimatedValuesBackup : : restore ( ) const {
for ( int i = 0 ; i < entries . size ( ) ; i + + ) {
const AnimatedValuesBackup : : Entry * entry = & entries [ i ] ;
if ( entry - > bone_idx = = - 1 ) {
entry - > object - > set_indexed ( entry - > subpath , entry - > value ) ;
} else {
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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Array arr = entry - > value ;
if ( arr . size ( ) = = 3 ) {
Object : : cast_to < Skeleton3D > ( entry - > object ) - > set_bone_pose_position ( entry - > bone_idx , arr [ 0 ] ) ;
Object : : cast_to < Skeleton3D > ( entry - > object ) - > set_bone_pose_rotation ( entry - > bone_idx , arr [ 1 ] ) ;
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Object : : cast_to < Skeleton3D > ( entry - > object ) - > set_bone_pose_scale ( entry - > bone_idx , arr [ 2 ] ) ;
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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}
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}
}
}
void AnimatedValuesBackup : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " restore " ) , & AnimatedValuesBackup : : restore ) ;
}
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# endif
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bool AnimationPlayer : : _set ( const StringName & p_name , const Variant & p_value ) {
String name = p_name ;
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if ( name . begins_with ( " playback/play " ) ) { // bw compatibility
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set_current_animation ( p_value ) ;
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} else if ( name . begins_with ( " anims/ " ) ) {
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// Backwards compatibility with 3.x, add them to "default" library.
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String which = name . get_slicec ( ' / ' , 1 ) ;
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Ref < Animation > anim = p_value ;
Ref < AnimationLibrary > al ;
if ( ! has_animation_library ( StringName ( ) ) ) {
al . instantiate ( ) ;
add_animation_library ( StringName ( ) , al ) ;
} else {
al = get_animation_library ( StringName ( ) ) ;
}
al - > add_animation ( which , anim ) ;
} else if ( name . begins_with ( " libraries " ) ) {
Dictionary d = p_value ;
while ( animation_libraries . size ( ) ) {
remove_animation_library ( animation_libraries [ 0 ] . name ) ;
}
List < Variant > keys ;
d . get_key_list ( & keys ) ;
for ( const Variant & K : keys ) {
StringName lib_name = K ;
Ref < AnimationLibrary > lib = d [ lib_name ] ;
add_animation_library ( lib_name , lib ) ;
}
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emit_signal ( " animation_libraries_updated " ) ;
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} else if ( name . begins_with ( " next/ " ) ) {
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String which = name . get_slicec ( ' / ' , 1 ) ;
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animation_set_next ( which , p_value ) ;
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} else if ( p_name = = SceneStringNames : : get_singleton ( ) - > blend_times ) {
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Array array = p_value ;
int len = array . size ( ) ;
ERR_FAIL_COND_V ( len % 3 , false ) ;
for ( int i = 0 ; i < len / 3 ; i + + ) {
StringName from = array [ i * 3 + 0 ] ;
StringName to = array [ i * 3 + 1 ] ;
float time = array [ i * 3 + 2 ] ;
set_blend_time ( from , to , time ) ;
}
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} else {
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return false ;
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}
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return true ;
}
bool AnimationPlayer : : _get ( const StringName & p_name , Variant & r_ret ) const {
String name = p_name ;
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if ( name = = " playback/play " ) { // bw compatibility
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r_ret = get_current_animation ( ) ;
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} else if ( name . begins_with ( " libraries " ) ) {
Dictionary d ;
for ( uint32_t i = 0 ; i < animation_libraries . size ( ) ; i + + ) {
d [ animation_libraries [ i ] . name ] = animation_libraries [ i ] . library ;
}
r_ret = d ;
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} else if ( name . begins_with ( " next/ " ) ) {
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String which = name . get_slicec ( ' / ' , 1 ) ;
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r_ret = animation_get_next ( which ) ;
} else if ( name = = " blend_times " ) {
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Vector < BlendKey > keys ;
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for ( const KeyValue < BlendKey , double > & E : blend_times ) {
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keys . ordered_insert ( E . key ) ;
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}
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Array array ;
for ( int i = 0 ; i < keys . size ( ) ; i + + ) {
array . push_back ( keys [ i ] . from ) ;
array . push_back ( keys [ i ] . to ) ;
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array . push_back ( blend_times . get ( keys [ i ] ) ) ;
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}
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r_ret = array ;
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} else {
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return false ;
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}
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return true ;
}
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void AnimationPlayer : : _validate_property ( PropertyInfo & p_property ) const {
if ( p_property . name = = " current_animation " ) {
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List < String > names ;
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for ( const KeyValue < StringName , AnimationData > & E : animation_set ) {
names . push_back ( E . key ) ;
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}
names . sort ( ) ;
names . push_front ( " [stop] " ) ;
String hint ;
for ( List < String > : : Element * E = names . front ( ) ; E ; E = E - > next ( ) ) {
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if ( E ! = names . front ( ) ) {
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hint + = " , " ;
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}
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hint + = E - > get ( ) ;
}
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p_property . hint_string = hint ;
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}
}
void AnimationPlayer : : _get_property_list ( List < PropertyInfo > * p_list ) const {
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List < PropertyInfo > anim_names ;
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anim_names . push_back ( PropertyInfo ( Variant : : DICTIONARY , " libraries " ) ) ;
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for ( const KeyValue < StringName , AnimationData > & E : animation_set ) {
if ( E . value . next ! = StringName ( ) ) {
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anim_names . push_back ( PropertyInfo ( Variant : : STRING , " next/ " + String ( E . key ) , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
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}
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}
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anim_names . sort ( ) ;
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for ( const PropertyInfo & E : anim_names ) {
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p_list - > push_back ( E ) ;
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}
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p_list - > push_back ( PropertyInfo ( Variant : : ARRAY , " blend_times " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
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}
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void AnimationPlayer : : advance ( double p_time ) {
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_animation_process ( p_time ) ;
}
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void AnimationPlayer : : _notification ( int p_what ) {
switch ( p_what ) {
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case NOTIFICATION_ENTER_TREE : {
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if ( ! processing ) {
//make sure that a previous process state was not saved
//only process if "processing" is set
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set_physics_process_internal ( false ) ;
set_process_internal ( false ) ;
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}
clear_caches ( ) ;
} break ;
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case NOTIFICATION_READY : {
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if ( ! Engine : : get_singleton ( ) - > is_editor_hint ( ) & & animation_set . has ( autoplay ) ) {
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play ( autoplay ) ;
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_animation_process ( 0 ) ;
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}
} break ;
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case NOTIFICATION_INTERNAL_PROCESS : {
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if ( process_callback = = ANIMATION_PROCESS_PHYSICS ) {
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break ;
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}
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if ( processing ) {
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_animation_process ( get_process_delta_time ( ) ) ;
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}
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} break ;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS : {
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if ( process_callback = = ANIMATION_PROCESS_IDLE ) {
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break ;
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}
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if ( processing ) {
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_animation_process ( get_physics_process_delta_time ( ) ) ;
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}
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} break ;
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case NOTIFICATION_EXIT_TREE : {
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clear_caches ( ) ;
} break ;
}
}
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void AnimationPlayer : : _ensure_node_caches ( AnimationData * p_anim , Node * p_root_override ) {
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// Already cached?
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if ( p_anim - > node_cache . size ( ) = = p_anim - > animation - > get_track_count ( ) ) {
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return ;
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}
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Node * parent = p_root_override ? p_root_override : get_node ( root ) ;
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ERR_FAIL_COND ( ! parent ) ;
Animation * a = p_anim - > animation . operator - > ( ) ;
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p_anim - > node_cache . resize ( a - > get_track_count ( ) ) ;
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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
setup_pass + + ;
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for ( int i = 0 ; i < a - > get_track_count ( ) ; i + + ) {
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p_anim - > node_cache . write [ i ] = nullptr ;
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if ( ! a - > track_is_enabled ( i ) ) {
continue ;
}
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Ref < Resource > resource ;
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Vector < StringName > leftover_path ;
Node * child = parent - > get_node_and_resource ( a - > track_get_path ( i ) , resource , leftover_path ) ;
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ERR_CONTINUE_MSG ( ! child , " On Animation: ' " + p_anim - > name + " ', couldn't resolve track: ' " + String ( a - > track_get_path ( i ) ) + " '. " ) ; // couldn't find the child node
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ObjectID id = resource . is_valid ( ) ? resource - > get_instance_id ( ) : child - > get_instance_id ( ) ;
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int bone_idx = - 1 ;
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int blend_shape_idx = - 1 ;
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# ifndef _3D_DISABLED
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if ( a - > track_get_path ( i ) . get_subname_count ( ) = = 1 & & Object : : cast_to < Skeleton3D > ( child ) ) {
Skeleton3D * sk = Object : : cast_to < Skeleton3D > ( child ) ;
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bone_idx = sk - > find_bone ( a - > track_get_path ( i ) . get_subname ( 0 ) ) ;
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if ( bone_idx = = - 1 ) {
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continue ;
}
}
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if ( a - > track_get_type ( i ) = = Animation : : TYPE_BLEND_SHAPE ) {
MeshInstance3D * mi_3d = Object : : cast_to < MeshInstance3D > ( child ) ;
if ( ! mi_3d ) {
continue ;
}
if ( a - > track_get_path ( i ) . get_subname_count ( ) ! = 1 ) {
continue ;
}
blend_shape_idx = mi_3d - > find_blend_shape_by_name ( a - > track_get_path ( i ) . get_subname ( 0 ) ) ;
if ( blend_shape_idx = = - 1 ) {
continue ;
}
}
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# endif // _3D_DISABLED
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if ( ! child - > is_connected ( " tree_exiting " , callable_mp ( this , & AnimationPlayer : : _node_removed ) ) ) {
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child - > connect ( " tree_exiting " , callable_mp ( this , & AnimationPlayer : : _node_removed ) . bind ( child ) , CONNECT_ONE_SHOT ) ;
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}
TrackNodeCacheKey key ;
key . id = id ;
key . bone_idx = bone_idx ;
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key . blend_shape_idx = blend_shape_idx ;
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if ( ! node_cache_map . has ( key ) ) {
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node_cache_map [ key ] = TrackNodeCache ( ) ;
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}
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
TrackNodeCache * node_cache = & node_cache_map [ key ] ;
p_anim - > node_cache . write [ i ] = node_cache ;
node_cache - > path = a - > track_get_path ( i ) ;
node_cache - > node = child ;
node_cache - > resource = resource ;
node_cache - > node_2d = Object : : cast_to < Node2D > ( child ) ;
2021-03-17 23:35:42 +00:00
# ifndef _3D_DISABLED
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 ( a - > track_get_type ( i ) = = Animation : : TYPE_POSITION_3D | | a - > track_get_type ( i ) = = Animation : : TYPE_ROTATION_3D | | a - > track_get_type ( i ) = = Animation : : TYPE_SCALE_3D ) {
2018-09-08 22:32:57 +00:00
// special cases and caches for transform tracks
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 ( node_cache - > last_setup_pass ! = setup_pass ) {
node_cache - > loc_used = false ;
node_cache - > rot_used = false ;
node_cache - > scale_used = false ;
}
2021-03-17 23:35:42 +00:00
// cache node_3d
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
node_cache - > node_3d = Object : : cast_to < Node3D > ( child ) ;
2018-09-08 22:32:57 +00:00
// cache skeleton
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
node_cache - > skeleton = Object : : cast_to < Skeleton3D > ( child ) ;
if ( node_cache - > skeleton ) {
2018-09-08 22:32:57 +00:00
if ( a - > track_get_path ( i ) . get_subname_count ( ) = = 1 ) {
StringName bone_name = a - > track_get_path ( i ) . get_subname ( 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
node_cache - > bone_idx = node_cache - > skeleton - > find_bone ( bone_name ) ;
if ( node_cache - > bone_idx < 0 ) {
2018-09-08 22:32:57 +00:00
// broken track (nonexistent bone)
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
node_cache - > skeleton = nullptr ;
node_cache - > node_3d = nullptr ;
ERR_CONTINUE ( node_cache - > bone_idx < 0 ) ;
2014-02-10 01:10:30 +00:00
}
2022-07-25 20:32:26 +00:00
Transform3D rest = node_cache - > skeleton - > get_bone_rest ( bone_idx ) ;
node_cache - > init_loc = rest . origin ;
node_cache - > init_rot = rest . basis . get_rotation_quaternion ( ) ;
node_cache - > init_scale = rest . basis . get_scale ( ) ;
2018-09-08 22:32:57 +00:00
} else {
2022-08-20 00:15:46 +00:00
// Not a skeleton, the node can be accessed with the node_3d member.
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
node_cache - > skeleton = nullptr ;
}
}
switch ( a - > track_get_type ( i ) ) {
case Animation : : TYPE_POSITION_3D : {
node_cache - > loc_used = true ;
} break ;
case Animation : : TYPE_ROTATION_3D : {
node_cache - > rot_used = true ;
} break ;
case Animation : : TYPE_SCALE_3D : {
node_cache - > scale_used = true ;
} break ;
default : {
2014-02-10 01:10:30 +00:00
}
}
}
2021-10-15 22:04:35 +00:00
if ( a - > track_get_type ( i ) = = Animation : : TYPE_BLEND_SHAPE ) {
// special cases and caches for transform tracks
node_cache - > node_blend_shape = Object : : cast_to < MeshInstance3D > ( child ) ;
node_cache - > blend_shape_idx = blend_shape_idx ;
}
2021-03-17 23:35:42 +00:00
# endif // _3D_DISABLED
2014-02-10 01:10:30 +00:00
if ( a - > track_get_type ( i ) = = Animation : : 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
if ( ! node_cache - > property_anim . has ( a - > track_get_path ( i ) . get_concatenated_subnames ( ) ) ) {
2014-02-10 01:10:30 +00:00
TrackNodeCache : : PropertyAnim pa ;
2017-05-30 20:20:15 +00:00
pa . subpath = leftover_path ;
2014-02-10 01:10:30 +00:00
pa . object = resource . is_valid ( ) ? ( Object * ) resource . ptr ( ) : ( Object * ) child ;
pa . special = SP_NONE ;
2015-12-05 17:18:22 +00:00
pa . owner = p_anim - > node_cache [ 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
if ( false & & node_cache - > node_2d ) {
2020-05-14 14:41:43 +00:00
if ( leftover_path . size ( ) = = 1 & & leftover_path [ 0 ] = = SceneStringNames : : get_singleton ( ) - > transform_pos ) {
2014-02-10 01:10:30 +00:00
pa . special = SP_NODE2D_POS ;
2020-05-14 14:41:43 +00:00
} else if ( leftover_path . size ( ) = = 1 & & leftover_path [ 0 ] = = SceneStringNames : : get_singleton ( ) - > transform_rot ) {
2014-02-10 01:10:30 +00:00
pa . special = SP_NODE2D_ROT ;
2020-05-14 14:41:43 +00:00
} else if ( leftover_path . size ( ) = = 1 & & leftover_path [ 0 ] = = SceneStringNames : : get_singleton ( ) - > transform_scale ) {
2014-02-10 01:10:30 +00:00
pa . special = SP_NODE2D_SCALE ;
2020-05-14 14:41:43 +00:00
}
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
node_cache - > property_anim [ a - > track_get_path ( i ) . get_concatenated_subnames ( ) ] = pa ;
2014-02-10 01:10:30 +00:00
}
}
2018-06-07 15:46:14 +00:00
if ( a - > track_get_type ( i ) = = Animation : : TYPE_BEZIER & & leftover_path . 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
if ( ! node_cache - > bezier_anim . has ( a - > track_get_path ( i ) . get_concatenated_subnames ( ) ) ) {
2018-06-07 15:46:14 +00:00
TrackNodeCache : : BezierAnim ba ;
2018-06-18 12:59:13 +00:00
ba . bezier_property = leftover_path ;
2018-06-07 15:46:14 +00:00
ba . object = resource . is_valid ( ) ? ( Object * ) resource . ptr ( ) : ( Object * ) child ;
ba . owner = p_anim - > node_cache [ 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
node_cache - > bezier_anim [ a - > track_get_path ( i ) . get_concatenated_subnames ( ) ] = ba ;
2018-06-07 15:46:14 +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
node_cache - > last_setup_pass = setup_pass ;
2014-02-10 01:10:30 +00:00
}
}
2022-03-09 13:58:40 +00:00
static void _call_object ( Object * p_object , const StringName & p_method , const Vector < Variant > & p_params , bool p_deferred ) {
// Separate function to use alloca() more efficiently
const Variant * * argptrs = ( const Variant * * ) alloca ( sizeof ( const Variant * * ) * p_params . size ( ) ) ;
const Variant * args = p_params . ptr ( ) ;
uint32_t argcount = p_params . size ( ) ;
for ( uint32_t i = 0 ; i < argcount ; i + + ) {
argptrs [ i ] = & args [ i ] ;
}
if ( p_deferred ) {
MessageQueue : : get_singleton ( ) - > push_callp ( p_object , p_method , argptrs , argcount ) ;
} else {
Callable : : CallError ce ;
p_object - > callp ( p_method , argptrs , argcount , ce ) ;
}
}
2022-07-26 09:48:08 +00:00
Variant AnimationPlayer : : _post_process_key_value ( const Ref < Animation > & p_anim , int p_track , Variant p_value , const Object * p_object , int p_object_idx ) {
switch ( p_anim - > track_get_type ( p_track ) ) {
# ifndef _3D_DISABLED
case Animation : : TYPE_POSITION_3D : {
if ( p_object_idx > = 0 ) {
const Skeleton3D * skel = Object : : cast_to < Skeleton3D > ( p_object ) ;
return Vector3 ( p_value ) * skel - > get_motion_scale ( ) ;
}
return p_value ;
} break ;
# endif // _3D_DISABLED
default : {
} break ;
}
return p_value ;
}
2022-11-29 09:51:45 +00:00
void AnimationPlayer : : _animation_process_animation ( AnimationData * p_anim , double p_prev_time , double p_time , double p_delta , float p_interp , bool p_is_current , bool p_seeked , bool p_started , Animation : : LoopedFlag p_looped_flag ) {
2017-11-01 20:32:39 +00:00
_ensure_node_caches ( p_anim ) ;
2014-02-10 01:10:30 +00:00
ERR_FAIL_COND ( p_anim - > node_cache . size ( ) ! = p_anim - > animation - > get_track_count ( ) ) ;
Animation * a = p_anim - > animation . operator - > ( ) ;
2017-08-18 23:02:56 +00:00
bool can_call = is_inside_tree ( ) & & ! Engine : : get_singleton ( ) - > is_editor_hint ( ) ;
2021-10-15 13:25:00 +00:00
bool backward = signbit ( p_delta ) ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
for ( int i = 0 ; i < a - > get_track_count ( ) ; i + + ) {
2019-02-01 15:15:39 +00:00
// If an animation changes this animation (or it animates itself)
// we need to recreate our animation cache
if ( p_anim - > node_cache . size ( ) ! = a - > get_track_count ( ) ) {
_ensure_node_caches ( p_anim ) ;
}
2014-02-10 01:10:30 +00:00
TrackNodeCache * nc = p_anim - > node_cache [ i ] ;
2016-03-08 23:00:52 +00:00
2020-05-14 14:41:43 +00:00
if ( ! nc ) {
2019-02-01 15:15:39 +00:00
continue ; // no node cache for this track, skip it
2020-05-14 14:41:43 +00:00
}
2016-03-08 23:00:52 +00:00
2020-05-14 14:41:43 +00:00
if ( ! a - > track_is_enabled ( i ) ) {
2017-11-28 15:46:37 +00:00
continue ; // do nothing if the track is disabled
2020-05-14 14:41:43 +00:00
}
2017-11-28 15:46:37 +00:00
2020-05-14 14:41:43 +00:00
if ( a - > track_get_key_count ( i ) = = 0 ) {
2014-02-10 01:10:30 +00:00
continue ; // do nothing if track is empty
2020-05-14 14:41:43 +00:00
}
2014-02-10 01:10:30 +00:00
switch ( a - > track_get_type ( 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
case Animation : : TYPE_POSITION_3D : {
2021-03-17 23:35:42 +00:00
# ifndef _3D_DISABLED
if ( ! nc - > node_3d ) {
2014-02-10 01:10:30 +00:00
continue ;
2020-05-14 14:41:43 +00:00
}
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
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
Error err = a - > position_track_interpolate ( i , p_time , & loc ) ;
2014-12-02 17:02:41 +00:00
//ERR_CONTINUE(err!=OK); //used for testing, should be removed
2014-02-10 01:10:30 +00:00
2020-05-14 14:41:43 +00:00
if ( err ! = OK ) {
2014-02-10 01:10:30 +00:00
continue ;
2020-05-14 14:41:43 +00:00
}
2022-07-26 09:48:08 +00:00
loc = _post_process_key_value ( a , i , loc , nc - > node_3d , nc - > bone_idx ) ;
2014-02-10 01:10:30 +00:00
if ( nc - > accum_pass ! = accum_pass ) {
ERR_CONTINUE ( cache_update_size > = NODE_CACHE_UPDATE_MAX ) ;
cache_update [ cache_update_size + + ] = nc ;
nc - > accum_pass = accum_pass ;
nc - > loc_accum = loc ;
2022-07-25 20:32:26 +00:00
nc - > rot_accum = nc - > init_rot ;
nc - > scale_accum = nc - > init_scale ;
2014-02-10 01:10:30 +00:00
} else {
2020-03-16 09:07:33 +00:00
nc - > loc_accum = nc - > loc_accum . lerp ( loc , p_interp ) ;
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
}
# endif // _3D_DISABLED
} break ;
case Animation : : TYPE_ROTATION_3D : {
# ifndef _3D_DISABLED
if ( ! nc - > node_3d ) {
continue ;
}
Quaternion rot ;
Error err = a - > rotation_track_interpolate ( i , p_time , & rot ) ;
//ERR_CONTINUE(err!=OK); //used for testing, should be removed
if ( err ! = OK ) {
continue ;
}
2022-07-26 09:48:08 +00:00
rot = _post_process_key_value ( a , i , rot , nc - > node_3d , nc - > bone_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
if ( nc - > accum_pass ! = accum_pass ) {
ERR_CONTINUE ( cache_update_size > = NODE_CACHE_UPDATE_MAX ) ;
cache_update [ cache_update_size + + ] = nc ;
nc - > accum_pass = accum_pass ;
2022-07-25 20:32:26 +00:00
nc - > loc_accum = nc - > init_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
nc - > rot_accum = rot ;
2022-07-25 20:32:26 +00:00
nc - > scale_accum = nc - > init_scale ;
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 {
2014-02-10 01:10:30 +00:00
nc - > rot_accum = nc - > rot_accum . slerp ( rot , p_interp ) ;
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
}
# endif // _3D_DISABLED
} break ;
case Animation : : TYPE_SCALE_3D : {
# ifndef _3D_DISABLED
if ( ! nc - > node_3d ) {
continue ;
}
Vector3 scale ;
Error err = a - > scale_track_interpolate ( i , p_time , & scale ) ;
//ERR_CONTINUE(err!=OK); //used for testing, should be removed
if ( err ! = OK ) {
continue ;
}
2022-07-26 09:48:08 +00:00
scale = _post_process_key_value ( a , i , scale , nc - > node_3d , nc - > bone_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
if ( nc - > accum_pass ! = accum_pass ) {
ERR_CONTINUE ( cache_update_size > = NODE_CACHE_UPDATE_MAX ) ;
cache_update [ cache_update_size + + ] = nc ;
nc - > accum_pass = accum_pass ;
2022-07-25 20:32:26 +00:00
nc - > loc_accum = nc - > init_loc ;
nc - > rot_accum = nc - > init_rot ;
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
nc - > scale_accum = scale ;
} else {
2020-03-16 09:07:33 +00:00
nc - > scale_accum = nc - > scale_accum . lerp ( scale , p_interp ) ;
2014-02-10 01:10:30 +00:00
}
2021-10-15 22:04:35 +00:00
# endif // _3D_DISABLED
} break ;
case Animation : : TYPE_BLEND_SHAPE : {
# ifndef _3D_DISABLED
if ( ! nc - > node_blend_shape ) {
continue ;
}
float blend ;
Error err = a - > blend_shape_track_interpolate ( i , p_time , & blend ) ;
//ERR_CONTINUE(err!=OK); //used for testing, should be removed
if ( err ! = OK ) {
continue ;
}
2022-07-26 09:48:08 +00:00
blend = _post_process_key_value ( a , i , blend , nc - > node_blend_shape , nc - > blend_shape_idx ) ;
2021-10-15 22:04:35 +00:00
if ( nc - > accum_pass ! = accum_pass ) {
ERR_CONTINUE ( cache_update_size > = NODE_CACHE_UPDATE_MAX ) ;
nc - > accum_pass = accum_pass ;
cache_update [ cache_update_size + + ] = nc ;
nc - > blend_shape_accum = blend ;
} else {
nc - > blend_shape_accum = Math : : lerp ( nc - > blend_shape_accum , blend , p_interp ) ;
}
2021-03-17 23:35:42 +00:00
# endif // _3D_DISABLED
2014-02-10 01:10:30 +00:00
} break ;
case Animation : : TYPE_VALUE : {
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if ( ! nc - > node ) {
2014-02-10 01:10:30 +00:00
continue ;
2020-05-14 14:41:43 +00:00
}
2014-02-10 01:10:30 +00:00
//StringName property=a->track_get_path(i).get_property();
2022-05-13 13:04:37 +00:00
HashMap < StringName , TrackNodeCache : : PropertyAnim > : : Iterator E = nc - > property_anim . find ( a - > track_get_path ( i ) . get_concatenated_subnames ( ) ) ;
2014-02-10 01:10:30 +00:00
ERR_CONTINUE ( ! E ) ; //should it continue, or create a new one?
2022-05-13 13:04:37 +00:00
TrackNodeCache : : PropertyAnim * pa = & E - > value ;
2014-02-10 01:10:30 +00:00
2018-06-07 15:46:14 +00:00
Animation : : UpdateMode update_mode = a - > value_track_get_update_mode ( i ) ;
if ( update_mode = = Animation : : UPDATE_CAPTURE ) {
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if ( p_started | | pa - > capture = = Variant ( ) ) {
2018-06-07 15:46:14 +00:00
pa - > capture = pa - > object - > get_indexed ( pa - > subpath ) ;
}
2018-06-29 12:13:20 +00:00
int key_count = a - > track_get_key_count ( i ) ;
2020-05-14 14:41:43 +00:00
if ( key_count = = 0 ) {
2018-06-07 15:46:14 +00:00
continue ; //eeh not worth it
2020-05-14 14:41:43 +00:00
}
2018-06-07 15:46:14 +00:00
2021-10-15 13:25:00 +00:00
double first_key_time = a - > track_get_key_time ( i , 0 ) ;
double transition = 1.0 ;
2018-06-29 12:13:20 +00:00
int first_key = 0 ;
if ( first_key_time = = 0.0 ) {
//ignore, use for transition
2020-05-14 14:41:43 +00:00
if ( key_count = = 1 ) {
2018-09-13 01:38:39 +00:00
continue ; //with one key we can't do anything
2020-05-14 14:41:43 +00:00
}
2021-10-15 13:25:00 +00:00
transition = ( double ) a - > track_get_key_transition ( i , 0 ) ;
2018-06-29 12:13:20 +00:00
first_key_time = a - > track_get_key_time ( i , 1 ) ;
first_key = 1 ;
}
2018-06-07 15:46:14 +00:00
if ( p_time < first_key_time ) {
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double c = Math : : ease ( p_time / first_key_time , transition ) ;
2018-06-29 12:13:20 +00:00
Variant first_value = a - > track_get_key_value ( i , first_key ) ;
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first_value = _post_process_key_value ( a , i , first_value , nc - > node ) ;
2022-09-06 03:24:06 +00:00
Variant interp_value = Animation : : interpolate_variant ( pa - > capture , first_value , c ) ;
2018-06-07 15:46:14 +00:00
if ( pa - > accum_pass ! = accum_pass ) {
ERR_CONTINUE ( cache_update_prop_size > = NODE_CACHE_UPDATE_MAX ) ;
cache_update_prop [ cache_update_prop_size + + ] = pa ;
pa - > value_accum = interp_value ;
pa - > accum_pass = accum_pass ;
} else {
2022-09-06 03:24:06 +00:00
pa - > value_accum = Animation : : interpolate_variant ( pa - > value_accum , interp_value , p_interp ) ;
2018-06-07 15:46:14 +00:00
}
continue ; //handled
}
}
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if ( update_mode = = Animation : : UPDATE_CONTINUOUS | | update_mode = = Animation : : UPDATE_CAPTURE ) {
2014-02-10 01:10:30 +00:00
Variant value = a - > value_track_interpolate ( i , p_time ) ;
2017-10-14 23:28:08 +00:00
2020-05-14 14:41:43 +00:00
if ( value = = Variant ( ) ) {
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continue ;
2020-05-14 14:41:43 +00:00
}
2022-07-26 09:48:08 +00:00
value = _post_process_key_value ( a , i , value , nc - > node ) ;
2017-10-14 23:28:08 +00:00
2014-02-10 01:10:30 +00:00
if ( pa - > accum_pass ! = accum_pass ) {
ERR_CONTINUE ( cache_update_prop_size > = NODE_CACHE_UPDATE_MAX ) ;
cache_update_prop [ cache_update_prop_size + + ] = pa ;
pa - > value_accum = value ;
pa - > accum_pass = accum_pass ;
} else {
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pa - > value_accum = Animation : : interpolate_variant ( pa - > value_accum , value , p_interp ) ;
2014-02-10 01:10:30 +00:00
}
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} else {
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List < int > indices ;
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if ( p_seeked ) {
int found_key = a - > track_find_key ( i , p_time ) ;
if ( found_key > = 0 ) {
indices . push_back ( found_key ) ;
2022-11-29 09:51:45 +00:00
}
2022-11-29 09:51:45 +00:00
} else {
if ( p_started ) {
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int first_key = a - > track_find_key ( i , p_prev_time , Animation : : FIND_MODE_EXACT ) ;
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if ( first_key > = 0 ) {
indices . push_back ( first_key ) ;
}
}
a - > track_get_key_indices_in_range ( i , p_time , p_delta , & indices , p_looped_flag ) ;
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}
2016-06-19 04:43:02 +00:00
2021-07-16 03:45:57 +00:00
for ( int & F : indices ) {
Variant value = a - > track_get_key_value ( i , F ) ;
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value = _post_process_key_value ( a , i , value , nc - > node ) ;
2014-02-10 01:10:30 +00:00
switch ( pa - > special ) {
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case SP_NONE : {
bool valid ;
2017-05-30 20:20:15 +00:00
pa - > object - > set_indexed ( pa - > subpath , value , & valid ) ; //you are not speshul
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# ifdef DEBUG_ENABLED
if ( ! valid ) {
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ERR_PRINT ( " Failed setting track value ' " + String ( pa - > owner - > path ) + " '. Check if the property exists or the type of key is valid. Animation ' " + a - > get_name ( ) + " ' at node ' " + get_path ( ) + " '. " ) ;
2015-12-05 17:18:22 +00:00
}
# endif
} break ;
case SP_NODE2D_POS : {
# ifdef DEBUG_ENABLED
if ( value . get_type ( ) ! = Variant : : VECTOR2 ) {
2019-11-06 16:03:04 +00:00
ERR_PRINT ( " Position key at time " + rtos ( p_time ) + " in Animation Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2(). Animation ' " + a - > get_name ( ) + " ' at node ' " + get_path ( ) + " '. " ) ;
2015-12-05 17:18:22 +00:00
}
# endif
2017-01-04 04:16:14 +00:00
static_cast < Node2D * > ( pa - > object ) - > set_position ( value ) ;
2015-12-05 17:18:22 +00:00
} break ;
case SP_NODE2D_ROT : {
# ifdef DEBUG_ENABLED
if ( value . is_num ( ) ) {
2019-11-06 16:03:04 +00:00
ERR_PRINT ( " Rotation key at time " + rtos ( p_time ) + " in Animation Track ' " + String ( pa - > owner - > path ) + " ' not numerical. Animation ' " + a - > get_name ( ) + " ' at node ' " + get_path ( ) + " '. " ) ;
2015-12-05 17:18:22 +00:00
}
# endif
Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-29 19:42:12 +00:00
static_cast < Node2D * > ( pa - > object ) - > set_rotation ( ( double ) value ) ;
2015-12-05 17:18:22 +00:00
} break ;
case SP_NODE2D_SCALE : {
# ifdef DEBUG_ENABLED
if ( value . get_type ( ) ! = Variant : : VECTOR2 ) {
2019-11-06 16:03:04 +00:00
ERR_PRINT ( " Scale key at time " + rtos ( p_time ) + " in Animation Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2(). " + a - > get_name ( ) + " ' at node ' " + get_path ( ) + " '. " ) ;
2015-12-05 17:18:22 +00:00
}
# endif
static_cast < Node2D * > ( pa - > object ) - > set_scale ( 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
} break ;
case Animation : : TYPE_METHOD : {
2020-05-14 14:41:43 +00:00
if ( ! nc - > node ) {
2014-02-10 01:10:30 +00:00
continue ;
2020-05-14 14:41:43 +00:00
}
if ( ! p_is_current ) {
2014-02-10 01:10:30 +00:00
break ;
2020-05-14 14:41:43 +00:00
}
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
List < int > indices ;
2022-11-29 09:51:45 +00:00
if ( p_seeked ) {
int found_key = a - > track_find_key ( i , p_time ) ;
if ( found_key > = 0 ) {
indices . push_back ( found_key ) ;
}
} else {
if ( p_started ) {
2022-12-08 12:38:01 +00:00
int first_key = a - > track_find_key ( i , p_prev_time , Animation : : FIND_MODE_EXACT ) ;
2022-11-29 09:51:45 +00:00
if ( first_key > = 0 ) {
indices . push_back ( first_key ) ;
}
2022-11-29 09:51:45 +00:00
}
2022-11-29 09:51:45 +00:00
a - > track_get_key_indices_in_range ( i , p_time , p_delta , & indices , p_looped_flag ) ;
2022-11-29 09:51:45 +00:00
}
2016-03-08 23:00:52 +00:00
2021-07-16 03:45:57 +00:00
for ( int & E : indices ) {
StringName method = a - > method_track_get_name ( i , E ) ;
Vector < Variant > params = a - > method_track_get_params ( i , E ) ;
2014-02-10 01:10:30 +00:00
2018-07-19 01:26:01 +00:00
# ifdef DEBUG_ENABLED
if ( ! nc - > node - > has_method ( method ) ) {
2019-11-06 16:03:04 +00:00
ERR_PRINT ( " Invalid method call ' " + method + " '. ' " + a - > get_name ( ) + " ' at node ' " + get_path ( ) + " '. " ) ;
2018-07-19 01:26:01 +00:00
}
# endif
2014-02-10 01:10:30 +00:00
if ( can_call ) {
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_call_object ( nc - > node , method , params , method_call_mode = = ANIMATION_METHOD_CALL_DEFERRED ) ;
2014-02-10 01:10:30 +00:00
}
}
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
} break ;
2018-06-07 15:46:14 +00:00
case Animation : : TYPE_BEZIER : {
2020-05-14 14:41:43 +00:00
if ( ! nc - > node ) {
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
2022-05-13 13:04:37 +00:00
HashMap < StringName , TrackNodeCache : : BezierAnim > : : Iterator E = nc - > bezier_anim . find ( a - > track_get_path ( i ) . get_concatenated_subnames ( ) ) ;
2018-06-07 15:46:14 +00:00
ERR_CONTINUE ( ! E ) ; //should it continue, or create a new one?
2022-05-13 13:04:37 +00:00
TrackNodeCache : : BezierAnim * ba = & E - > value ;
2018-06-07 15:46:14 +00:00
2021-10-15 13:25:00 +00:00
real_t bezier = a - > bezier_track_interpolate ( i , p_time ) ;
2022-07-26 09:48:08 +00:00
bezier = _post_process_key_value ( a , i , bezier , nc - > node ) ;
2018-06-07 15:46:14 +00:00
if ( ba - > accum_pass ! = accum_pass ) {
ERR_CONTINUE ( cache_update_bezier_size > = NODE_CACHE_UPDATE_MAX ) ;
cache_update_bezier [ cache_update_bezier_size + + ] = ba ;
ba - > bezier_accum = bezier ;
ba - > accum_pass = accum_pass ;
} else {
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ba - > bezier_accum = Math : : lerp ( ba - > bezier_accum , ( float ) bezier , p_interp ) ;
2018-06-07 15:46:14 +00:00
}
} break ;
case Animation : : TYPE_AUDIO : {
2020-05-14 14:41:43 +00:00
if ( ! nc - > node ) {
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
if ( p_seeked ) {
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//find whatever should be playing
2018-06-07 15:46:14 +00:00
int idx = a - > track_find_key ( i , p_time ) ;
2020-05-14 14:41:43 +00:00
if ( idx < 0 ) {
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
Ref < AudioStream > stream = a - > audio_track_get_key_stream ( i , idx ) ;
if ( ! stream . is_valid ( ) ) {
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nc - > node - > call ( SNAME ( " stop " ) ) ;
2018-06-07 15:46:14 +00:00
nc - > audio_playing = false ;
playing_caches . erase ( nc ) ;
} else {
float start_ofs = a - > audio_track_get_key_start_offset ( i , idx ) ;
start_ofs + = p_time - a - > track_get_key_time ( i , idx ) ;
float end_ofs = a - > audio_track_get_key_end_offset ( i , idx ) ;
float len = stream - > get_length ( ) ;
if ( start_ofs > len - end_ofs ) {
2022-03-09 13:58:40 +00:00
nc - > node - > call ( SNAME ( " stop " ) ) ;
2018-06-07 15:46:14 +00:00
nc - > audio_playing = false ;
playing_caches . erase ( nc ) ;
continue ;
}
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nc - > node - > call ( SNAME ( " set_stream " ) , stream ) ;
nc - > node - > call ( SNAME ( " play " ) , start_ofs ) ;
2018-06-07 15:46:14 +00:00
nc - > audio_playing = true ;
playing_caches . insert ( nc ) ;
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if ( len & & end_ofs > 0 ) { //force an end at a time
2018-06-07 15:46:14 +00:00
nc - > audio_len = len - start_ofs - end_ofs ;
} else {
nc - > audio_len = 0 ;
}
nc - > audio_start = p_time ;
}
} else {
//find stuff to play
List < int > to_play ;
2022-11-29 09:51:45 +00:00
if ( p_started ) {
2022-12-08 12:38:01 +00:00
int first_key = a - > track_find_key ( i , p_prev_time , Animation : : FIND_MODE_EXACT ) ;
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if ( first_key > = 0 ) {
to_play . push_back ( first_key ) ;
}
}
a - > track_get_key_indices_in_range ( i , p_time , p_delta , & to_play , p_looped_flag ) ;
2018-06-07 15:46:14 +00:00
if ( to_play . size ( ) ) {
int idx = to_play . back ( ) - > get ( ) ;
Ref < AudioStream > stream = a - > audio_track_get_key_stream ( i , idx ) ;
if ( ! stream . is_valid ( ) ) {
2022-03-09 13:58:40 +00:00
nc - > node - > call ( SNAME ( " stop " ) ) ;
2018-06-07 15:46:14 +00:00
nc - > audio_playing = false ;
playing_caches . erase ( nc ) ;
} else {
float start_ofs = a - > audio_track_get_key_start_offset ( i , idx ) ;
float end_ofs = a - > audio_track_get_key_end_offset ( i , idx ) ;
float len = stream - > get_length ( ) ;
2022-03-09 13:58:40 +00:00
nc - > node - > call ( SNAME ( " set_stream " ) , stream ) ;
nc - > node - > call ( SNAME ( " play " ) , start_ofs ) ;
2018-06-07 15:46:14 +00:00
nc - > audio_playing = true ;
playing_caches . insert ( nc ) ;
2021-03-12 13:35:16 +00:00
if ( len & & end_ofs > 0 ) { //force an end at a time
2018-06-07 15:46:14 +00:00
nc - > audio_len = len - start_ofs - end_ofs ;
} else {
nc - > audio_len = 0 ;
}
nc - > audio_start = p_time ;
}
} else if ( nc - > audio_playing ) {
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bool loop = a - > get_loop_mode ( ) ! = Animation : : LOOP_NONE ;
2018-07-01 20:44:15 +00:00
bool stop = false ;
2021-10-15 13:25:00 +00:00
if ( ! loop ) {
if ( ( p_time < nc - > audio_start & & ! backward ) | | ( p_time > nc - > audio_start & & backward ) ) {
stop = true ;
}
2018-07-01 20:44:15 +00:00
} else if ( nc - > audio_len > 0 ) {
float len = nc - > audio_start > p_time ? ( a - > get_length ( ) - nc - > audio_start ) + p_time : p_time - nc - > audio_start ;
if ( len > nc - > audio_len ) {
stop = true ;
}
}
if ( stop ) {
2018-06-07 15:46:14 +00:00
//time to stop
2022-03-09 13:58:40 +00:00
nc - > node - > call ( SNAME ( " stop " ) ) ;
2018-06-07 15:46:14 +00:00
nc - > audio_playing = false ;
playing_caches . erase ( nc ) ;
}
}
}
} break ;
case Animation : : TYPE_ANIMATION : {
AnimationPlayer * player = Object : : cast_to < AnimationPlayer > ( nc - > node ) ;
2020-05-14 14:41:43 +00:00
if ( ! player ) {
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
2022-11-29 09:51:45 +00:00
if ( p_seeked ) {
2018-06-07 15:46:14 +00:00
//seek
int idx = a - > track_find_key ( i , p_time ) ;
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if ( idx < 0 ) {
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continue ;
2020-05-14 14:41:43 +00:00
}
2018-06-07 15:46:14 +00:00
2021-05-21 06:42:37 +00:00
double pos = a - > track_get_key_time ( i , idx ) ;
2018-06-07 15:46:14 +00:00
StringName anim_name = a - > animation_track_get_key_animation ( i , idx ) ;
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if ( String ( anim_name ) = = " [stop] " | | ! player - > has_animation ( anim_name ) ) {
2018-06-07 15:46:14 +00:00
continue ;
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}
2018-06-07 15:46:14 +00:00
Ref < Animation > anim = player - > get_animation ( anim_name ) ;
2021-10-15 13:25:00 +00:00
double at_anim_pos = 0.0 ;
2021-04-24 20:47:03 +00:00
2021-10-15 13:25:00 +00:00
switch ( anim - > get_loop_mode ( ) ) {
2022-05-04 18:53:48 +00:00
case Animation : : LOOP_NONE : {
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at_anim_pos = MIN ( ( double ) anim - > get_length ( ) , p_time - pos ) ; //seek to end
} break ;
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case Animation : : LOOP_LINEAR : {
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at_anim_pos = Math : : fposmod ( p_time - pos , ( double ) anim - > get_length ( ) ) ; //seek to loop
} break ;
2022-05-04 18:53:48 +00:00
case Animation : : LOOP_PINGPONG : {
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at_anim_pos = Math : : pingpong ( p_time - pos , ( double ) anim - > get_length ( ) ) ;
} break ;
default :
break ;
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}
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if ( player - > is_playing ( ) ) {
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player - > seek ( at_anim_pos ) ;
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player - > play ( anim_name ) ;
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nc - > animation_playing = true ;
playing_caches . insert ( nc ) ;
} else {
player - > set_assigned_animation ( anim_name ) ;
player - > seek ( at_anim_pos , true ) ;
}
} else {
//find stuff to play
List < int > to_play ;
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if ( p_started ) {
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int first_key = a - > track_find_key ( i , p_prev_time , Animation : : FIND_MODE_EXACT ) ;
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if ( first_key > = 0 ) {
to_play . push_back ( first_key ) ;
}
}
a - > track_get_key_indices_in_range ( i , p_time , p_delta , & to_play , p_looped_flag ) ;
2018-06-07 15:46:14 +00:00
if ( to_play . size ( ) ) {
int idx = to_play . back ( ) - > get ( ) ;
StringName anim_name = a - > animation_track_get_key_animation ( i , idx ) ;
if ( String ( anim_name ) = = " [stop] " | | ! player - > has_animation ( anim_name ) ) {
if ( playing_caches . has ( nc ) ) {
playing_caches . erase ( nc ) ;
player - > stop ( ) ;
nc - > animation_playing = false ;
}
} else {
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player - > seek ( 0.0 ) ;
2018-06-07 15:46:14 +00:00
player - > play ( anim_name ) ;
nc - > animation_playing = true ;
playing_caches . insert ( nc ) ;
}
}
}
} break ;
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}
}
}
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void AnimationPlayer : : _animation_process_data ( PlaybackData & cd , double p_delta , float p_blend , bool p_seeked , bool p_started ) {
double delta = p_delta * speed_scale * cd . speed_scale ;
double next_pos = cd . pos + delta ;
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bool backwards = signbit ( delta ) ; // Negative zero means playing backwards too.
2016-03-08 23:00:52 +00:00
2021-08-09 22:15:17 +00:00
real_t len = cd . from - > animation - > get_length ( ) ;
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Animation : : LoopedFlag looped_flag = Animation : : LOOPED_FLAG_NONE ;
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switch ( cd . from - > animation - > get_loop_mode ( ) ) {
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case Animation : : LOOP_NONE : {
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if ( next_pos < 0 ) {
next_pos = 0 ;
} else if ( next_pos > len ) {
next_pos = len ;
}
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delta = next_pos - cd . pos ; // Fix delta (after determination of backwards because negative zero is lost here).
2021-10-15 13:25:00 +00:00
} break ;
2014-02-10 01:10:30 +00:00
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case Animation : : LOOP_LINEAR : {
2022-11-29 09:51:45 +00:00
if ( next_pos < 0 & & cd . pos > = 0 ) {
looped_flag = Animation : : LOOPED_FLAG_START ;
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}
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if ( next_pos > len & & cd . pos < = len ) {
looped_flag = Animation : : LOOPED_FLAG_END ;
}
next_pos = Math : : fposmod ( next_pos , ( double ) len ) ;
2021-10-15 13:25:00 +00:00
} break ;
2014-02-10 01:10:30 +00:00
2022-05-04 18:53:48 +00:00
case Animation : : LOOP_PINGPONG : {
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if ( next_pos < 0 & & cd . pos > = 0 ) {
cd . speed_scale * = - 1.0 ;
looped_flag = Animation : : LOOPED_FLAG_START ;
2021-04-24 20:47:03 +00:00
}
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if ( next_pos > len & & cd . pos < = len ) {
cd . speed_scale * = - 1.0 ;
looped_flag = Animation : : LOOPED_FLAG_END ;
2021-10-15 13:25:00 +00:00
}
2022-11-29 09:51:45 +00:00
next_pos = Math : : pingpong ( next_pos , ( double ) len ) ;
2021-10-15 13:25:00 +00:00
} break ;
2014-02-10 01:10:30 +00:00
2021-10-15 13:25:00 +00:00
default :
break ;
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}
2016-03-08 23:00:52 +00:00
2022-12-07 09:28:36 +00:00
double prev_pos = cd . pos ; // The animation may be changed during process, so it is safer that the state is changed before process.
2014-02-10 01:10:30 +00:00
cd . pos = next_pos ;
2022-12-07 09:28:36 +00:00
2022-12-07 13:34:41 +00:00
AnimationData * prev_from = cd . from ;
_animation_process_animation ( cd . from , prev_pos , cd . pos , delta , p_blend , & cd = = & playback . current , p_seeked , p_started , looped_flag ) ;
2022-12-07 09:28:36 +00:00
2022-12-07 13:34:41 +00:00
// End detection.
2022-12-07 09:28:36 +00:00
if ( cd . from - > animation - > get_loop_mode ( ) = = Animation : : LOOP_NONE ) {
2022-12-07 13:34:41 +00:00
if ( prev_from ! = playback . current . from ) {
return ; // Animation has been changed in the process (may be caused by method track), abort process.
}
if ( ! backwards & & prev_pos < = len & & next_pos = = len ) {
// Playback finished.
end_reached = true ;
end_notify = prev_pos < len ; // Notify only if not already at the end.
}
if ( backwards & & prev_pos > = 0 & & next_pos = = 0 ) {
// Playback finished.
end_reached = true ;
end_notify = prev_pos > 0 ; // Notify only if not already at the beginning.
2022-12-07 09:28:36 +00:00
}
}
2014-02-10 01:10:30 +00:00
}
2020-05-14 12:29:06 +00:00
2021-05-21 06:42:37 +00:00
void AnimationPlayer : : _animation_process2 ( double p_delta , bool p_started ) {
2014-02-10 01:10:30 +00:00
Playback & c = playback ;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
accum_pass + + ;
2016-03-08 23:00:52 +00:00
2022-12-07 09:28:36 +00:00
bool seeked = c . seeked ; // The animation may be changed during process, so it is safer that the state is changed before process.
2019-11-13 03:16:13 +00:00
2018-06-07 15:46:14 +00:00
if ( p_delta ! = 0 ) {
c . seeked = false ;
}
2014-02-10 01:10:30 +00:00
2019-11-13 03:16:13 +00:00
float blend = 1.0 ; // First animation we play at 100% blend
2022-12-07 09:28:36 +00:00
2019-11-13 03:16:13 +00:00
List < Blend > : : Element * next = NULL ;
for ( List < Blend > : : Element * E = c . blend . front ( ) ; E ; E = next ) {
2014-02-10 01:10:30 +00:00
Blend & b = E - > get ( ) ;
2019-11-13 03:16:13 +00:00
// Note: There may be issues if an animation event triggers an animation change while this blend is active,
// so it is best to use "deferred" calls instead of "immediate" for animation events that can trigger new animations.
_animation_process_data ( b . data , p_delta , blend , false , false ) ;
blend = 1.0 - b . blend_left / b . blend_time ; // This is how much to blend the NEXT animation
2014-02-10 01:10:30 +00:00
b . blend_left - = Math : : absf ( speed_scale * p_delta ) ;
2019-11-13 03:16:13 +00:00
next = E - > next ( ) ;
2014-02-10 01:10:30 +00:00
if ( b . blend_left < 0 ) {
2019-11-13 03:16:13 +00:00
// If the blend of this has finished, we need to remove ALL the previous blends
List < Blend > : : Element * prev ;
while ( E ) {
prev = E - > prev ( ) ;
c . blend . erase ( E ) ;
E = prev ;
}
2014-02-10 01:10:30 +00:00
}
}
2019-11-13 03:16:13 +00:00
_animation_process_data ( c . current , p_delta , blend , seeked , p_started ) ;
2014-02-10 01:10:30 +00:00
}
void AnimationPlayer : : _animation_update_transforms ( ) {
2017-10-03 16:49:32 +00:00
{
2020-10-17 05:08:21 +00:00
Transform3D t ;
2017-10-03 16:49:32 +00:00
for ( int i = 0 ; i < cache_update_size ; i + + ) {
TrackNodeCache * nc = cache_update [ i ] ;
2014-02-10 01:10:30 +00:00
2017-10-03 16:49:32 +00:00
ERR_CONTINUE ( nc - > accum_pass ! = accum_pass ) ;
2021-03-17 23:35:42 +00:00
# ifndef _3D_DISABLED
2014-02-10 01:10:30 +00:00
if ( nc - > skeleton & & nc - > bone_idx > = 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
if ( nc - > loc_used ) {
nc - > skeleton - > set_bone_pose_position ( nc - > bone_idx , nc - > loc_accum ) ;
}
if ( nc - > rot_used ) {
nc - > skeleton - > set_bone_pose_rotation ( nc - > bone_idx , nc - > rot_accum ) ;
}
if ( nc - > scale_used ) {
nc - > skeleton - > set_bone_pose_scale ( nc - > bone_idx , nc - > scale_accum ) ;
}
2021-10-15 22:04:35 +00:00
} else if ( nc - > node_blend_shape ) {
nc - > node_blend_shape - > set_blend_shape_value ( nc - > blend_shape_idx , nc - > blend_shape_accum ) ;
2021-03-17 23:35:42 +00:00
} else if ( nc - > node_3d ) {
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 ( nc - > loc_used ) {
nc - > node_3d - > set_position ( nc - > loc_accum ) ;
}
if ( nc - > rot_used ) {
nc - > node_3d - > set_rotation ( nc - > rot_accum . get_euler ( ) ) ;
}
if ( nc - > scale_used ) {
nc - > node_3d - > set_scale ( nc - > scale_accum ) ;
}
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
2021-03-17 23:35:42 +00:00
# endif // _3D_DISABLED
2014-02-10 01:10:30 +00:00
}
}
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
for ( int i = 0 ; i < cache_update_prop_size ; i + + ) {
TrackNodeCache : : PropertyAnim * pa = cache_update_prop [ i ] ;
ERR_CONTINUE ( pa - > accum_pass ! = accum_pass ) ;
2015-12-05 17:18:22 +00:00
switch ( pa - > special ) {
case SP_NONE : {
bool valid ;
2017-05-30 20:20:15 +00:00
pa - > object - > set_indexed ( pa - > subpath , pa - > value_accum , & valid ) ; //you are not speshul
2015-12-05 17:18:22 +00:00
# ifdef DEBUG_ENABLED
2021-12-23 14:58:03 +00:00
2015-12-05 17:18:22 +00:00
if ( ! valid ) {
2021-12-23 14:58:03 +00:00
// Get subpath as string for printing the error
// Cannot use `String::join(Vector<String>)` because this is a vector of StringName
String key_debug ;
if ( pa - > subpath . size ( ) > 0 ) {
key_debug = pa - > subpath [ 0 ] ;
for ( int subpath_index = 1 ; subpath_index < pa - > subpath . size ( ) ; + + subpath_index ) {
key_debug + = " . " ;
key_debug + = pa - > subpath [ subpath_index ] ;
}
}
ERR_PRINT ( " Failed setting key ' " + key_debug +
" ' at time " + rtos ( playback . current . pos ) +
" in Animation ' " + get_current_animation ( ) +
" ' at Node ' " + get_path ( ) +
" ', Track ' " + String ( pa - > owner - > path ) +
" '. Check if the property exists or the type of key is right for the property. " ) ;
2015-12-05 17:18:22 +00:00
}
# endif
} break ;
case SP_NODE2D_POS : {
# ifdef DEBUG_ENABLED
if ( pa - > value_accum . get_type ( ) ! = Variant : : VECTOR2 ) {
2019-11-06 16:03:04 +00:00
ERR_PRINT ( " Position key at time " + rtos ( playback . current . pos ) + " in Animation ' " + get_current_animation ( ) + " ' at Node ' " + get_path ( ) + " ', Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2() " ) ;
2015-12-05 17:18:22 +00:00
}
# endif
2017-01-04 04:16:14 +00:00
static_cast < Node2D * > ( pa - > object ) - > set_position ( pa - > value_accum ) ;
2015-12-05 17:18:22 +00:00
} break ;
case SP_NODE2D_ROT : {
# ifdef DEBUG_ENABLED
if ( pa - > value_accum . is_num ( ) ) {
2019-11-06 16:03:04 +00:00
ERR_PRINT ( " Rotation key at time " + rtos ( playback . current . pos ) + " in Animation ' " + get_current_animation ( ) + " ' at Node ' " + get_path ( ) + " ', Track ' " + String ( pa - > owner - > path ) + " ' not numerical " ) ;
2015-12-05 17:18:22 +00:00
}
# endif
2022-08-13 15:45:42 +00:00
static_cast < Node2D * > ( pa - > object ) - > set_rotation ( Math : : deg_to_rad ( ( double ) pa - > value_accum ) ) ;
2015-12-05 17:18:22 +00:00
} break ;
case SP_NODE2D_SCALE : {
# ifdef DEBUG_ENABLED
if ( pa - > value_accum . get_type ( ) ! = Variant : : VECTOR2 ) {
2019-11-06 16:03:04 +00:00
ERR_PRINT ( " Scale key at time " + rtos ( playback . current . pos ) + " in Animation ' " + get_current_animation ( ) + " ' at Node ' " + get_path ( ) + " ', Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2() " ) ;
2015-12-05 17:18:22 +00:00
}
# endif
static_cast < Node2D * > ( pa - > object ) - > set_scale ( pa - > value_accum ) ;
} break ;
2014-02-10 01:10:30 +00:00
}
}
2018-06-07 15:46:14 +00:00
for ( int i = 0 ; i < cache_update_bezier_size ; i + + ) {
TrackNodeCache : : BezierAnim * ba = cache_update_bezier [ i ] ;
ERR_CONTINUE ( ba - > accum_pass ! = accum_pass ) ;
ba - > object - > set_indexed ( ba - > bezier_property , ba - > bezier_accum ) ;
}
2014-02-10 01:10:30 +00:00
}
2021-05-21 06:42:37 +00:00
void AnimationPlayer : : _animation_process ( double p_delta ) {
2014-02-10 01:10:30 +00:00
if ( playback . current . from ) {
2017-12-28 20:48:09 +00:00
end_reached = false ;
2014-02-10 01:10:30 +00:00
end_notify = false ;
2018-06-07 15:46:14 +00:00
2022-12-07 09:28:36 +00:00
bool started = playback . started ; // The animation may be changed during process, so it is safer that the state is changed before process.
2018-06-07 15:46:14 +00:00
if ( playback . started ) {
playback . started = false ;
}
2022-12-07 13:34:41 +00:00
cache_update_size = 0 ;
cache_update_prop_size = 0 ;
cache_update_bezier_size = 0 ;
2022-12-07 09:28:36 +00:00
2022-12-07 13:34:41 +00:00
AnimationData * prev_from = playback . current . from ;
_animation_process2 ( p_delta , started ) ;
if ( prev_from ! = playback . current . from ) {
return ; // Animation has been changed in the process (may be caused by method track), abort process.
2022-12-07 09:28:36 +00:00
}
2014-02-10 01:10:30 +00:00
_animation_update_transforms ( ) ;
2022-12-07 09:28:36 +00:00
2017-12-28 20:48:09 +00:00
if ( end_reached ) {
2014-02-10 01:10:30 +00:00
if ( queued . size ( ) ) {
String old = playback . assigned ;
play ( queued . front ( ) - > get ( ) ) ;
String new_name = playback . assigned ;
queued . pop_front ( ) ;
2020-05-14 14:41:43 +00:00
if ( end_notify ) {
2017-12-28 20:48:09 +00:00
emit_signal ( SceneStringNames : : get_singleton ( ) - > animation_changed , old , new_name ) ;
2020-05-14 14:41:43 +00:00
}
2014-02-10 01:10:30 +00:00
} else {
playing = false ;
_set_process ( false ) ;
2020-05-14 14:41:43 +00:00
if ( end_notify ) {
2017-12-28 20:48:09 +00:00
emit_signal ( SceneStringNames : : get_singleton ( ) - > animation_finished , playback . assigned ) ;
2022-06-25 23:38:20 +00:00
if ( movie_quit_on_finish & & OS : : get_singleton ( ) - > has_feature ( " movie " ) ) {
print_line ( vformat ( " Movie Maker mode is enabled. Quitting on animation finish as requested by: %s " , get_path ( ) ) ) ;
get_tree ( ) - > quit ( ) ;
}
2020-05-14 14:41:43 +00:00
}
2014-02-10 01:10:30 +00:00
}
2017-12-28 20:48:09 +00:00
end_reached = false ;
2014-02-10 01:10:30 +00:00
}
} else {
_set_process ( false ) ;
}
}
2022-04-07 11:49:28 +00:00
void AnimationPlayer : : _animation_set_cache_update ( ) {
// Relatively fast function to update all animations.
2015-06-29 03:29:49 +00:00
2022-04-07 11:49:28 +00:00
animation_set_update_pass + + ;
bool clear_cache_needed = false ;
2016-03-08 23:00:52 +00:00
2022-04-07 11:49:28 +00:00
// Update changed and add otherwise
for ( uint32_t i = 0 ; i < animation_libraries . size ( ) ; i + + ) {
for ( const KeyValue < StringName , Ref < Animation > > & K : animation_libraries [ i ] . library - > animations ) {
StringName key = animation_libraries [ i ] . name = = StringName ( ) ? K . key : StringName ( String ( animation_libraries [ i ] . name ) + " / " + String ( K . key ) ) ;
if ( ! animation_set . has ( key ) ) {
AnimationData ad ;
ad . animation = K . value ;
ad . animation_library = animation_libraries [ i ] . name ;
ad . name = key ;
ad . last_update = animation_set_update_pass ;
animation_set . insert ( ad . name , ad ) ;
} else {
AnimationData & ad = animation_set [ key ] ;
if ( ad . last_update ! = animation_set_update_pass ) {
// Was not updated, update. If the animation is duplicated, the second one will be ignored.
if ( ad . animation ! = K . value | | ad . animation_library ! = animation_libraries [ i ] . name ) {
// Animation changed, update and clear caches.
clear_cache_needed = true ;
ad . animation = K . value ;
ad . animation_library = animation_libraries [ i ] . name ;
}
2014-02-10 01:10:30 +00:00
2022-04-07 11:49:28 +00:00
ad . last_update = animation_set_update_pass ;
}
}
}
}
2014-02-10 01:10:30 +00:00
2022-04-07 11:49:28 +00:00
// Check removed
List < StringName > to_erase ;
for ( const KeyValue < StringName , AnimationData > & E : animation_set ) {
if ( E . value . last_update ! = animation_set_update_pass ) {
// Was not updated, must be erased
to_erase . push_back ( E . key ) ;
clear_cache_needed = true ;
}
}
2016-03-08 23:00:52 +00:00
2022-04-07 11:49:28 +00:00
while ( to_erase . size ( ) ) {
animation_set . erase ( to_erase . front ( ) - > get ( ) ) ;
to_erase . pop_front ( ) ;
}
2014-02-10 01:10:30 +00:00
2022-04-07 11:49:28 +00:00
if ( clear_cache_needed ) {
// If something was modified or removed, caches need to be cleared
clear_caches ( ) ;
}
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emit_signal ( SNAME ( " animation_list_changed " ) ) ;
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}
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void AnimationPlayer : : _animation_added ( const StringName & p_name , const StringName & p_library ) {
_animation_set_cache_update ( ) ;
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}
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void AnimationPlayer : : _animation_removed ( const StringName & p_name , const StringName & p_library ) {
StringName name = p_library = = StringName ( ) ? p_name : StringName ( String ( p_library ) + " / " + String ( p_name ) ) ;
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if ( ! animation_set . has ( name ) ) {
return ; // No need to update because not the one from the library being used.
}
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_animation_set_cache_update ( ) ;
// Erase blends if needed
List < BlendKey > to_erase ;
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for ( const KeyValue < BlendKey , double > & E : blend_times ) {
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BlendKey bk = E . key ;
if ( bk . from = = name | | bk . to = = name ) {
to_erase . push_back ( bk ) ;
}
}
while ( to_erase . size ( ) ) {
blend_times . erase ( to_erase . front ( ) - > get ( ) ) ;
to_erase . pop_front ( ) ;
}
}
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void AnimationPlayer : : _rename_animation ( const StringName & p_from_name , const StringName & p_to_name ) {
// Rename autoplay or blends if needed.
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List < BlendKey > to_erase ;
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HashMap < BlendKey , double , BlendKey > to_insert ;
for ( const KeyValue < BlendKey , double > & E : blend_times ) {
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BlendKey bk = E . key ;
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BlendKey new_bk = bk ;
bool erase = false ;
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if ( bk . from = = p_from_name ) {
new_bk . from = p_to_name ;
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erase = true ;
}
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if ( bk . to = = p_from_name ) {
new_bk . to = p_to_name ;
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erase = true ;
}
if ( erase ) {
to_erase . push_back ( bk ) ;
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to_insert [ new_bk ] = E . value ;
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}
}
while ( to_erase . size ( ) ) {
blend_times . erase ( to_erase . front ( ) - > get ( ) ) ;
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to_erase . pop_front ( ) ;
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}
while ( to_insert . size ( ) ) {
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blend_times [ to_insert . begin ( ) - > key ] = to_insert . begin ( ) - > value ;
to_insert . remove ( to_insert . begin ( ) ) ;
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}
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if ( autoplay = = p_from_name ) {
autoplay = p_to_name ;
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}
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}
void AnimationPlayer : : _animation_renamed ( const StringName & p_name , const StringName & p_to_name , const StringName & p_library ) {
StringName from_name = p_library = = StringName ( ) ? p_name : StringName ( String ( p_library ) + " / " + String ( p_name ) ) ;
StringName to_name = p_library = = StringName ( ) ? p_to_name : StringName ( String ( p_library ) + " / " + String ( p_to_name ) ) ;
if ( ! animation_set . has ( from_name ) ) {
return ; // No need to update because not the one from the library being used.
}
_animation_set_cache_update ( ) ;
_rename_animation ( from_name , to_name ) ;
}
Error AnimationPlayer : : add_animation_library ( const StringName & p_name , const Ref < AnimationLibrary > & p_animation_library ) {
ERR_FAIL_COND_V ( p_animation_library . is_null ( ) , ERR_INVALID_PARAMETER ) ;
# ifdef DEBUG_ENABLED
ERR_FAIL_COND_V_MSG ( String ( p_name ) . contains ( " / " ) | | String ( p_name ) . contains ( " : " ) | | String ( p_name ) . contains ( " , " ) | | String ( p_name ) . contains ( " [ " ) , ERR_INVALID_PARAMETER , " Invalid animation name: " + String ( p_name ) + " . " ) ;
# endif
int insert_pos = 0 ;
for ( uint32_t i = 0 ; i < animation_libraries . size ( ) ; i + + ) {
ERR_FAIL_COND_V_MSG ( animation_libraries [ i ] . name = = p_name , ERR_ALREADY_EXISTS , " Can't add animation library twice with name: " + String ( p_name ) ) ;
ERR_FAIL_COND_V_MSG ( animation_libraries [ i ] . library = = p_animation_library , ERR_ALREADY_EXISTS , " Can't add animation library twice (adding as ' " + p_name . operator String ( ) + " ', exists as ' " + animation_libraries [ i ] . name . operator String ( ) + " '. " ) ;
if ( animation_libraries [ i ] . name . operator String ( ) > = p_name . operator String ( ) ) {
break ;
}
insert_pos + + ;
}
AnimationLibraryData ald ;
ald . name = p_name ;
ald . library = p_animation_library ;
animation_libraries . insert ( insert_pos , ald ) ;
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ald . library - > connect ( SNAME ( " animation_added " ) , callable_mp ( this , & AnimationPlayer : : _animation_added ) . bind ( p_name ) ) ;
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ald . library - > connect ( SNAME ( " animation_removed " ) , callable_mp ( this , & AnimationPlayer : : _animation_removed ) . bind ( p_name ) ) ;
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ald . library - > connect ( SNAME ( " animation_renamed " ) , callable_mp ( this , & AnimationPlayer : : _animation_renamed ) . bind ( p_name ) ) ;
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ald . library - > connect ( SNAME ( " animation_changed " ) , callable_mp ( this , & AnimationPlayer : : _animation_changed ) ) ;
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_animation_set_cache_update ( ) ;
notify_property_list_changed ( ) ;
return OK ;
}
void AnimationPlayer : : remove_animation_library ( const StringName & p_name ) {
int at_pos = - 1 ;
for ( uint32_t i = 0 ; i < animation_libraries . size ( ) ; i + + ) {
if ( animation_libraries [ i ] . name = = p_name ) {
at_pos = i ;
break ;
}
}
ERR_FAIL_COND ( at_pos = = - 1 ) ;
animation_libraries [ at_pos ] . library - > disconnect ( SNAME ( " animation_added " ) , callable_mp ( this , & AnimationPlayer : : _animation_added ) ) ;
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animation_libraries [ at_pos ] . library - > disconnect ( SNAME ( " animation_removed " ) , callable_mp ( this , & AnimationPlayer : : _animation_removed ) ) ;
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animation_libraries [ at_pos ] . library - > disconnect ( SNAME ( " animation_renamed " ) , callable_mp ( this , & AnimationPlayer : : _animation_renamed ) ) ;
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animation_libraries [ at_pos ] . library - > disconnect ( SNAME ( " animation_changed " ) , callable_mp ( this , & AnimationPlayer : : _animation_changed ) ) ;
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stop ( ) ;
animation_libraries . remove_at ( at_pos ) ;
_animation_set_cache_update ( ) ;
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notify_property_list_changed ( ) ;
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}
void AnimationPlayer : : rename_animation_library ( const StringName & p_name , const StringName & p_new_name ) {
if ( p_name = = p_new_name ) {
return ;
}
# ifdef DEBUG_ENABLED
ERR_FAIL_COND_MSG ( String ( p_new_name ) . contains ( " / " ) | | String ( p_new_name ) . contains ( " : " ) | | String ( p_new_name ) . contains ( " , " ) | | String ( p_new_name ) . contains ( " [ " ) , " Invalid animation library name: " + String ( p_new_name ) + " . " ) ;
# endif
bool found = false ;
for ( uint32_t i = 0 ; i < animation_libraries . size ( ) ; i + + ) {
ERR_FAIL_COND_MSG ( animation_libraries [ i ] . name = = p_new_name , " Can't rename animation library to another existing name: " + String ( p_new_name ) ) ;
if ( animation_libraries [ i ] . name = = p_name ) {
found = true ;
animation_libraries [ i ] . name = p_new_name ;
// rename connections
animation_libraries [ i ] . library - > disconnect ( SNAME ( " animation_added " ) , callable_mp ( this , & AnimationPlayer : : _animation_added ) ) ;
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animation_libraries [ i ] . library - > disconnect ( SNAME ( " animation_removed " ) , callable_mp ( this , & AnimationPlayer : : _animation_removed ) ) ;
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animation_libraries [ i ] . library - > disconnect ( SNAME ( " animation_renamed " ) , callable_mp ( this , & AnimationPlayer : : _animation_renamed ) ) ;
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animation_libraries [ i ] . library - > connect ( SNAME ( " animation_added " ) , callable_mp ( this , & AnimationPlayer : : _animation_added ) . bind ( p_new_name ) ) ;
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animation_libraries [ i ] . library - > connect ( SNAME ( " animation_removed " ) , callable_mp ( this , & AnimationPlayer : : _animation_removed ) . bind ( p_new_name ) ) ;
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animation_libraries [ i ] . library - > connect ( SNAME ( " animation_renamed " ) , callable_mp ( this , & AnimationPlayer : : _animation_renamed ) . bind ( p_new_name ) ) ;
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for ( const KeyValue < StringName , Ref < Animation > > & K : animation_libraries [ i ] . library - > animations ) {
StringName old_name = p_name = = StringName ( ) ? K . key : StringName ( String ( p_name ) + " / " + String ( K . key ) ) ;
StringName new_name = p_new_name = = StringName ( ) ? K . key : StringName ( String ( p_new_name ) + " / " + String ( K . key ) ) ;
_rename_animation ( old_name , new_name ) ;
}
}
}
ERR_FAIL_COND ( ! found ) ;
stop ( ) ;
animation_libraries . sort ( ) ; // Must keep alphabetical order.
_animation_set_cache_update ( ) ; // Update cache.
notify_property_list_changed ( ) ;
}
bool AnimationPlayer : : has_animation_library ( const StringName & p_name ) const {
for ( uint32_t i = 0 ; i < animation_libraries . size ( ) ; i + + ) {
if ( animation_libraries [ i ] . name = = p_name ) {
return true ;
}
}
return false ;
}
Ref < AnimationLibrary > AnimationPlayer : : get_animation_library ( const StringName & p_name ) const {
for ( uint32_t i = 0 ; i < animation_libraries . size ( ) ; i + + ) {
if ( animation_libraries [ i ] . name = = p_name ) {
return animation_libraries [ i ] . library ;
}
}
ERR_FAIL_V ( Ref < AnimationLibrary > ( ) ) ;
}
TypedArray < StringName > AnimationPlayer : : _get_animation_library_list ( ) const {
TypedArray < StringName > ret ;
for ( uint32_t i = 0 ; i < animation_libraries . size ( ) ; i + + ) {
ret . push_back ( animation_libraries [ i ] . name ) ;
}
return ret ;
}
void AnimationPlayer : : get_animation_library_list ( List < StringName > * p_libraries ) const {
for ( uint32_t i = 0 ; i < animation_libraries . size ( ) ; i + + ) {
p_libraries - > push_back ( animation_libraries [ i ] . name ) ;
}
}
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bool AnimationPlayer : : has_animation ( const StringName & p_name ) const {
return animation_set . has ( p_name ) ;
}
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Ref < Animation > AnimationPlayer : : get_animation ( const StringName & p_name ) const {
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ERR_FAIL_COND_V_MSG ( ! animation_set . has ( p_name ) , Ref < Animation > ( ) , vformat ( " Animation not found: \" %s \" . " , p_name ) ) ;
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const AnimationData & anim_data = animation_set [ p_name ] ;
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return anim_data . animation ;
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}
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void AnimationPlayer : : get_animation_list ( List < StringName > * p_animations ) const {
List < String > anims ;
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for ( const KeyValue < StringName , AnimationData > & E : animation_set ) {
anims . push_back ( E . key ) ;
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}
anims . sort ( ) ;
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for ( const String & E : anims ) {
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p_animations - > push_back ( E ) ;
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}
}
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void AnimationPlayer : : set_blend_time ( const StringName & p_animation1 , const StringName & p_animation2 , double p_time ) {
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ERR_FAIL_COND_MSG ( ! animation_set . has ( p_animation1 ) , vformat ( " Animation not found: %s. " , p_animation1 ) ) ;
ERR_FAIL_COND_MSG ( ! animation_set . has ( p_animation2 ) , vformat ( " Animation not found: %s. " , p_animation2 ) ) ;
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ERR_FAIL_COND_MSG ( p_time < 0 , " Blend time cannot be smaller than 0. " ) ;
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BlendKey bk ;
bk . from = p_animation1 ;
bk . to = p_animation2 ;
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if ( p_time = = 0 ) {
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blend_times . erase ( bk ) ;
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} else {
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blend_times [ bk ] = p_time ;
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}
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}
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double AnimationPlayer : : get_blend_time ( const StringName & p_animation1 , const StringName & p_animation2 ) const {
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BlendKey bk ;
bk . from = p_animation1 ;
bk . to = p_animation2 ;
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if ( blend_times . has ( bk ) ) {
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return blend_times [ bk ] ;
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} else {
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return 0 ;
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}
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}
void AnimationPlayer : : queue ( const StringName & p_name ) {
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if ( ! is_playing ( ) ) {
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play ( p_name ) ;
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} else {
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queued . push_back ( p_name ) ;
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}
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}
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Vector < String > AnimationPlayer : : get_queue ( ) {
Vector < String > ret ;
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for ( const StringName & E : queued ) {
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ret . push_back ( E ) ;
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}
return ret ;
}
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void AnimationPlayer : : clear_queue ( ) {
queued . clear ( ) ;
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}
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void AnimationPlayer : : play_backwards ( const StringName & p_name , double p_custom_blend ) {
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play ( p_name , p_custom_blend , - 1 , true ) ;
}
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void AnimationPlayer : : play ( const StringName & p_name , double p_custom_blend , float p_custom_scale , bool p_from_end ) {
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StringName name = p_name ;
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if ( String ( name ) = = " " ) {
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name = playback . assigned ;
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}
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ERR_FAIL_COND_MSG ( ! animation_set . has ( name ) , vformat ( " Animation not found: %s. " , name ) ) ;
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Playback & c = playback ;
if ( c . current . from ) {
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double blend_time = 0.0 ;
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// find if it can blend
BlendKey bk ;
bk . from = c . current . from - > name ;
bk . to = name ;
if ( p_custom_blend > = 0 ) {
blend_time = p_custom_blend ;
} else if ( blend_times . has ( bk ) ) {
blend_time = blend_times [ bk ] ;
} else {
bk . from = " * " ;
if ( blend_times . has ( bk ) ) {
blend_time = blend_times [ bk ] ;
} else {
bk . from = c . current . from - > name ;
bk . to = " * " ;
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if ( blend_times . has ( bk ) ) {
blend_time = blend_times [ bk ] ;
}
}
}
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if ( p_custom_blend < 0 & & blend_time = = 0 & & default_blend_time ) {
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blend_time = default_blend_time ;
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}
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if ( blend_time > 0 ) {
Blend b ;
b . data = c . current ;
b . blend_time = b . blend_left = blend_time ;
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c . blend . push_back ( b ) ;
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} else {
c . blend . clear ( ) ;
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}
}
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if ( get_current_animation ( ) ! = p_name ) {
_stop_playing_caches ( ) ;
}
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c . current . from = & animation_set [ name ] ;
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if ( c . assigned ! = name ) { // reset
c . current . pos = p_from_end ? c . current . from - > animation - > get_length ( ) : 0 ;
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} else {
if ( p_from_end & & c . current . pos = = 0 ) {
// Animation reset BUT played backwards, set position to the end
c . current . pos = c . current . from - > animation - > get_length ( ) ;
} else if ( ! p_from_end & & c . current . pos = = c . current . from - > animation - > get_length ( ) ) {
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// Animation resumed but already ended, set position to the beginning
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c . current . pos = 0 ;
}
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}
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c . current . speed_scale = p_custom_scale ;
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c . assigned = name ;
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c . seeked = false ;
c . started = true ;
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if ( ! end_reached ) {
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queued . clear ( ) ;
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}
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_set_process ( true ) ; // always process when starting an animation
playing = true ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > animation_started , c . assigned ) ;
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if ( is_inside_tree ( ) & & Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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return ; // no next in this case
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}
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StringName next = animation_get_next ( p_name ) ;
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if ( next ! = StringName ( ) & & animation_set . has ( next ) ) {
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queue ( next ) ;
}
}
bool AnimationPlayer : : is_playing ( ) const {
return playing ;
}
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void AnimationPlayer : : set_current_animation ( const String & p_anim ) {
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if ( p_anim = = " [stop] " | | p_anim . is_empty ( ) ) {
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stop ( ) ;
} else if ( ! is_playing ( ) | | playback . assigned ! = p_anim ) {
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play ( p_anim ) ;
} else {
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// Same animation, do not replay from start
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}
}
String AnimationPlayer : : get_current_animation ( ) const {
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return ( is_playing ( ) ? playback . assigned : " " ) ;
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}
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void AnimationPlayer : : set_assigned_animation ( const String & p_anim ) {
if ( is_playing ( ) ) {
play ( p_anim ) ;
} else {
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ERR_FAIL_COND_MSG ( ! animation_set . has ( p_anim ) , vformat ( " Animation not found: %s. " , p_anim ) ) ;
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playback . current . pos = 0 ;
playback . current . from = & animation_set [ p_anim ] ;
playback . assigned = p_anim ;
}
}
String AnimationPlayer : : get_assigned_animation ( ) const {
return playback . assigned ;
}
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void AnimationPlayer : : stop ( bool p_reset ) {
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_stop_playing_caches ( ) ;
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Playback & c = playback ;
c . blend . clear ( ) ;
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if ( p_reset ) {
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c . current . from = nullptr ;
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c . current . speed_scale = 1 ;
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c . current . pos = 0 ;
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}
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_set_process ( false ) ;
queued . clear ( ) ;
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playing = false ;
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}
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void AnimationPlayer : : set_speed_scale ( float p_speed ) {
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speed_scale = p_speed ;
}
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float AnimationPlayer : : get_speed_scale ( ) const {
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return speed_scale ;
}
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float AnimationPlayer : : get_playing_speed ( ) const {
if ( ! playing ) {
return 0 ;
}
return speed_scale * playback . current . speed_scale ;
}
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void AnimationPlayer : : seek ( double p_time , bool p_update ) {
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if ( ! playback . current . from ) {
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if ( playback . assigned ) {
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ERR_FAIL_COND_MSG ( ! animation_set . has ( playback . assigned ) , vformat ( " Animation not found: %s. " , playback . assigned ) ) ;
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playback . current . from = & animation_set [ playback . assigned ] ;
}
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ERR_FAIL_COND ( ! playback . current . from ) ;
}
playback . current . pos = p_time ;
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playback . seeked = true ;
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if ( p_update ) {
_animation_process ( 0 ) ;
}
}
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void AnimationPlayer : : seek_delta ( double p_time , double p_delta ) {
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if ( ! playback . current . from ) {
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if ( playback . assigned ) {
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ERR_FAIL_COND_MSG ( ! animation_set . has ( playback . assigned ) , vformat ( " Animation not found: %s. " , playback . assigned ) ) ;
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playback . current . from = & animation_set [ playback . assigned ] ;
}
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ERR_FAIL_COND ( ! playback . current . from ) ;
}
playback . current . pos = p_time - p_delta ;
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if ( speed_scale ! = 0.0 ) {
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p_delta / = speed_scale ;
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}
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_animation_process ( p_delta ) ;
//playback.current.pos=p_time;
}
bool AnimationPlayer : : is_valid ( ) const {
return ( playback . current . from ) ;
}
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double AnimationPlayer : : get_current_animation_position ( ) const {
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ERR_FAIL_COND_V_MSG ( ! playback . current . from , 0 , " AnimationPlayer has no current animation " ) ;
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return playback . current . pos ;
}
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double AnimationPlayer : : get_current_animation_length ( ) const {
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ERR_FAIL_COND_V_MSG ( ! playback . current . from , 0 , " AnimationPlayer has no current animation " ) ;
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return playback . current . from - > animation - > get_length ( ) ;
}
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void AnimationPlayer : : _animation_changed ( const StringName & p_name ) {
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clear_caches ( ) ;
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if ( is_playing ( ) ) {
playback . seeked = true ; //need to restart stuff, like audio
}
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}
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void AnimationPlayer : : _stop_playing_caches ( ) {
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for ( TrackNodeCache * E : playing_caches ) {
if ( E - > node & & E - > audio_playing ) {
E - > node - > call ( SNAME ( " stop " ) ) ;
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}
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if ( E - > node & & E - > animation_playing ) {
AnimationPlayer * player = Object : : cast_to < AnimationPlayer > ( E - > node ) ;
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if ( ! player ) {
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continue ;
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}
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player - > stop ( ) ;
}
}
playing_caches . clear ( ) ;
}
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void AnimationPlayer : : _node_removed ( Node * p_node ) {
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clear_caches ( ) ; // nodes contained here are being removed, clear the caches
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}
void AnimationPlayer : : clear_caches ( ) {
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_stop_playing_caches ( ) ;
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node_cache_map . clear ( ) ;
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for ( KeyValue < StringName , AnimationData > & E : animation_set ) {
E . value . node_cache . clear ( ) ;
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}
cache_update_size = 0 ;
cache_update_prop_size = 0 ;
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cache_update_bezier_size = 0 ;
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emit_signal ( SNAME ( " caches_cleared " ) ) ;
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}
void AnimationPlayer : : set_active ( bool p_active ) {
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if ( active = = p_active ) {
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return ;
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}
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active = p_active ;
_set_process ( processing , true ) ;
}
bool AnimationPlayer : : is_active ( ) const {
return active ;
}
StringName AnimationPlayer : : find_animation ( const Ref < Animation > & p_animation ) const {
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for ( const KeyValue < StringName , AnimationData > & E : animation_set ) {
if ( E . value . animation = = p_animation ) {
return E . key ;
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}
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}
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return StringName ( ) ;
}
StringName AnimationPlayer : : find_animation_library ( const Ref < Animation > & p_animation ) const {
for ( const KeyValue < StringName , AnimationData > & E : animation_set ) {
if ( E . value . animation = = p_animation ) {
return E . value . animation_library ;
}
}
return StringName ( ) ;
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}
void AnimationPlayer : : set_autoplay ( const String & p_name ) {
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if ( is_inside_tree ( ) & & ! Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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WARN_PRINT ( " Setting autoplay after the node has been added to the scene has no effect. " ) ;
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}
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autoplay = p_name ;
}
String AnimationPlayer : : get_autoplay ( ) const {
return autoplay ;
}
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void AnimationPlayer : : set_reset_on_save_enabled ( bool p_enabled ) {
reset_on_save = p_enabled ;
}
bool AnimationPlayer : : is_reset_on_save_enabled ( ) const {
return reset_on_save ;
}
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void AnimationPlayer : : set_process_callback ( AnimationProcessCallback p_mode ) {
if ( process_callback = = p_mode ) {
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return ;
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}
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bool pr = processing ;
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if ( pr ) {
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_set_process ( false ) ;
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}
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process_callback = p_mode ;
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if ( pr ) {
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_set_process ( true ) ;
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}
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}
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AnimationPlayer : : AnimationProcessCallback AnimationPlayer : : get_process_callback ( ) const {
return process_callback ;
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}
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void AnimationPlayer : : set_method_call_mode ( AnimationMethodCallMode p_mode ) {
method_call_mode = p_mode ;
}
AnimationPlayer : : AnimationMethodCallMode AnimationPlayer : : get_method_call_mode ( ) const {
return method_call_mode ;
}
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void AnimationPlayer : : set_movie_quit_on_finish_enabled ( bool p_enabled ) {
movie_quit_on_finish = p_enabled ;
}
bool AnimationPlayer : : is_movie_quit_on_finish_enabled ( ) const {
return movie_quit_on_finish ;
}
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void AnimationPlayer : : _set_process ( bool p_process , bool p_force ) {
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if ( processing = = p_process & & ! p_force ) {
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return ;
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}
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switch ( process_callback ) {
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case ANIMATION_PROCESS_PHYSICS :
set_physics_process_internal ( p_process & & active ) ;
break ;
case ANIMATION_PROCESS_IDLE :
set_process_internal ( p_process & & active ) ;
break ;
case ANIMATION_PROCESS_MANUAL :
break ;
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}
processing = p_process ;
}
void AnimationPlayer : : animation_set_next ( const StringName & p_animation , const StringName & p_next ) {
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ERR_FAIL_COND_MSG ( ! animation_set . has ( p_animation ) , vformat ( " Animation not found: %s. " , p_animation ) ) ;
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animation_set [ p_animation ] . next = p_next ;
}
StringName AnimationPlayer : : animation_get_next ( const StringName & p_animation ) const {
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if ( ! animation_set . has ( p_animation ) ) {
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return StringName ( ) ;
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}
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return animation_set [ p_animation ] . next ;
}
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void AnimationPlayer : : set_default_blend_time ( double p_default ) {
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default_blend_time = p_default ;
}
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double AnimationPlayer : : get_default_blend_time ( ) const {
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return default_blend_time ;
}
void AnimationPlayer : : set_root ( const NodePath & p_root ) {
root = p_root ;
clear_caches ( ) ;
}
NodePath AnimationPlayer : : get_root ( ) const {
return root ;
}
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void AnimationPlayer : : get_argument_options ( const StringName & p_function , int p_idx , List < String > * r_options ) const {
String pf = p_function ;
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if ( p_idx = = 0 & & ( p_function = = " play " | | p_function = = " play_backwards " | | p_function = = " has_animation " | | p_function = = " queue " ) ) {
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List < StringName > al ;
get_animation_list ( & al ) ;
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for ( const StringName & name : al ) {
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r_options - > push_back ( String ( name ) . quote ( ) ) ;
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}
}
Node : : get_argument_options ( p_function , p_idx , r_options ) ;
}
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# ifdef TOOLS_ENABLED
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Ref < AnimatedValuesBackup > AnimationPlayer : : backup_animated_values ( Node * p_root_override ) {
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Ref < AnimatedValuesBackup > backup ;
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if ( ! playback . current . from ) {
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return backup ;
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}
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_ensure_node_caches ( playback . current . from , p_root_override ) ;
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backup . instantiate ( ) ;
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for ( int i = 0 ; i < playback . current . from - > node_cache . size ( ) ; i + + ) {
TrackNodeCache * nc = playback . current . from - > node_cache [ i ] ;
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if ( ! nc ) {
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continue ;
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}
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if ( nc - > skeleton ) {
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if ( nc - > bone_idx = = - 1 ) {
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continue ;
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}
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AnimatedValuesBackup : : Entry entry ;
entry . object = nc - > skeleton ;
entry . bone_idx = nc - > bone_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.
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Array arr ;
arr . resize ( 3 ) ;
arr [ 0 ] = nc - > skeleton - > get_bone_pose_position ( nc - > bone_idx ) ;
arr [ 1 ] = nc - > skeleton - > get_bone_pose_rotation ( nc - > bone_idx ) ;
arr [ 2 ] = nc - > skeleton - > get_bone_pose_scale ( nc - > bone_idx ) ;
entry . value = nc ;
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backup - > entries . push_back ( entry ) ;
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} else {
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if ( nc - > node_3d ) {
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AnimatedValuesBackup : : Entry entry ;
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entry . object = nc - > node_3d ;
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entry . subpath . push_back ( " transform " ) ;
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entry . value = nc - > node_3d - > get_transform ( ) ;
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entry . bone_idx = - 1 ;
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backup - > entries . push_back ( entry ) ;
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} else {
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for ( const KeyValue < StringName , TrackNodeCache : : PropertyAnim > & E : nc - > property_anim ) {
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AnimatedValuesBackup : : Entry entry ;
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entry . object = E . value . object ;
entry . subpath = E . value . subpath ;
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bool valid ;
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entry . value = E . value . object - > get_indexed ( E . value . subpath , & valid ) ;
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entry . bone_idx = - 1 ;
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if ( valid ) {
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backup - > entries . push_back ( entry ) ;
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}
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}
}
}
}
return backup ;
}
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Ref < AnimatedValuesBackup > AnimationPlayer : : apply_reset ( bool p_user_initiated ) {
ERR_FAIL_COND_V ( ! can_apply_reset ( ) , Ref < AnimatedValuesBackup > ( ) ) ;
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Ref < Animation > reset_anim = animation_set [ SceneStringNames : : get_singleton ( ) - > RESET ] . animation ;
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ERR_FAIL_COND_V ( reset_anim . is_null ( ) , Ref < AnimatedValuesBackup > ( ) ) ;
Node * root_node = get_node_or_null ( root ) ;
ERR_FAIL_COND_V ( ! root_node , Ref < AnimatedValuesBackup > ( ) ) ;
AnimationPlayer * aux_player = memnew ( AnimationPlayer ) ;
EditorNode : : get_singleton ( ) - > add_child ( aux_player ) ;
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Ref < AnimationLibrary > al ;
al . instantiate ( ) ;
al - > add_animation ( SceneStringNames : : get_singleton ( ) - > RESET , reset_anim ) ;
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aux_player - > add_animation_library ( " " , al ) ;
aux_player - > set_assigned_animation ( SceneStringNames : : get_singleton ( ) - > RESET ) ;
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// Forcing the use of the original root because the scene where original player belongs may be not the active one
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Ref < AnimatedValuesBackup > old_values = aux_player - > backup_animated_values ( get_node ( get_root ( ) ) ) ;
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aux_player - > seek ( 0.0f , true ) ;
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aux_player - > queue_free ( ) ;
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if ( p_user_initiated ) {
Ref < AnimatedValuesBackup > new_values = aux_player - > backup_animated_values ( ) ;
old_values - > restore ( ) ;
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Ref < EditorUndoRedoManager > & ur = EditorNode : : get_undo_redo ( ) ;
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ur - > create_action ( TTR ( " Animation Apply Reset " ) ) ;
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ur - > add_do_method ( new_values . ptr ( ) , " restore " ) ;
ur - > add_undo_method ( old_values . ptr ( ) , " restore " ) ;
ur - > commit_action ( ) ;
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}
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return old_values ;
}
bool AnimationPlayer : : can_apply_reset ( ) const {
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return has_animation ( SceneStringNames : : get_singleton ( ) - > RESET ) & & playback . assigned ! = SceneStringNames : : get_singleton ( ) - > RESET ;
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}
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# endif // TOOLS_ENABLED
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void AnimationPlayer : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " add_animation_library " , " name " , " library " ) , & AnimationPlayer : : add_animation_library ) ;
ClassDB : : bind_method ( D_METHOD ( " remove_animation_library " , " name " ) , & AnimationPlayer : : remove_animation_library ) ;
ClassDB : : bind_method ( D_METHOD ( " rename_animation_library " , " name " , " newname " ) , & AnimationPlayer : : rename_animation_library ) ;
ClassDB : : bind_method ( D_METHOD ( " has_animation_library " , " name " ) , & AnimationPlayer : : has_animation_library ) ;
ClassDB : : bind_method ( D_METHOD ( " get_animation_library " , " name " ) , & AnimationPlayer : : get_animation_library ) ;
ClassDB : : bind_method ( D_METHOD ( " get_animation_library_list " ) , & AnimationPlayer : : _get_animation_library_list ) ;
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ClassDB : : bind_method ( D_METHOD ( " has_animation " , " name " ) , & AnimationPlayer : : has_animation ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_animation " , " name " ) , & AnimationPlayer : : get_animation ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_animation_list " ) , & AnimationPlayer : : _get_animation_list ) ;
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ClassDB : : bind_method ( D_METHOD ( " animation_set_next " , " anim_from " , " anim_to " ) , & AnimationPlayer : : animation_set_next ) ;
ClassDB : : bind_method ( D_METHOD ( " animation_get_next " , " anim_from " ) , & AnimationPlayer : : animation_get_next ) ;
2016-05-07 16:27:52 +00:00
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ClassDB : : bind_method ( D_METHOD ( " set_blend_time " , " anim_from " , " anim_to " , " sec " ) , & AnimationPlayer : : set_blend_time ) ;
ClassDB : : bind_method ( D_METHOD ( " get_blend_time " , " anim_from " , " anim_to " ) , & AnimationPlayer : : get_blend_time ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_default_blend_time " , " sec " ) , & AnimationPlayer : : set_default_blend_time ) ;
ClassDB : : bind_method ( D_METHOD ( " get_default_blend_time " ) , & AnimationPlayer : : get_default_blend_time ) ;
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ClassDB : : bind_method ( D_METHOD ( " play " , " name " , " custom_blend " , " custom_speed " , " from_end " ) , & AnimationPlayer : : play , DEFVAL ( " " ) , DEFVAL ( - 1 ) , DEFVAL ( 1.0 ) , DEFVAL ( false ) ) ;
ClassDB : : bind_method ( D_METHOD ( " play_backwards " , " name " , " custom_blend " ) , & AnimationPlayer : : play_backwards , DEFVAL ( " " ) , DEFVAL ( - 1 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " stop " , " reset " ) , & AnimationPlayer : : stop , DEFVAL ( true ) ) ;
ClassDB : : bind_method ( D_METHOD ( " is_playing " ) , & AnimationPlayer : : is_playing ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_current_animation " , " anim " ) , & AnimationPlayer : : set_current_animation ) ;
ClassDB : : bind_method ( D_METHOD ( " get_current_animation " ) , & AnimationPlayer : : get_current_animation ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_assigned_animation " , " anim " ) , & AnimationPlayer : : set_assigned_animation ) ;
ClassDB : : bind_method ( D_METHOD ( " get_assigned_animation " ) , & AnimationPlayer : : get_assigned_animation ) ;
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ClassDB : : bind_method ( D_METHOD ( " queue " , " name " ) , & AnimationPlayer : : queue ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_queue " ) , & AnimationPlayer : : get_queue ) ;
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ClassDB : : bind_method ( D_METHOD ( " clear_queue " ) , & AnimationPlayer : : clear_queue ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_active " , " active " ) , & AnimationPlayer : : set_active ) ;
ClassDB : : bind_method ( D_METHOD ( " is_active " ) , & AnimationPlayer : : is_active ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_speed_scale " , " speed " ) , & AnimationPlayer : : set_speed_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " get_speed_scale " ) , & AnimationPlayer : : get_speed_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_playing_speed " ) , & AnimationPlayer : : get_playing_speed ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_autoplay " , " name " ) , & AnimationPlayer : : set_autoplay ) ;
ClassDB : : bind_method ( D_METHOD ( " get_autoplay " ) , & AnimationPlayer : : get_autoplay ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_reset_on_save_enabled " , " enabled " ) , & AnimationPlayer : : set_reset_on_save_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_reset_on_save_enabled " ) , & AnimationPlayer : : is_reset_on_save_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_root " , " path " ) , & AnimationPlayer : : set_root ) ;
ClassDB : : bind_method ( D_METHOD ( " get_root " ) , & AnimationPlayer : : get_root ) ;
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ClassDB : : bind_method ( D_METHOD ( " find_animation " , " animation " ) , & AnimationPlayer : : find_animation ) ;
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ClassDB : : bind_method ( D_METHOD ( " find_animation_library " , " animation " ) , & AnimationPlayer : : find_animation_library ) ;
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ClassDB : : bind_method ( D_METHOD ( " clear_caches " ) , & AnimationPlayer : : clear_caches ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_process_callback " , " mode " ) , & AnimationPlayer : : set_process_callback ) ;
ClassDB : : bind_method ( D_METHOD ( " get_process_callback " ) , & AnimationPlayer : : get_process_callback ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_method_call_mode " , " mode " ) , & AnimationPlayer : : set_method_call_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_method_call_mode " ) , & AnimationPlayer : : get_method_call_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_movie_quit_on_finish_enabled " , " enabled " ) , & AnimationPlayer : : set_movie_quit_on_finish_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_movie_quit_on_finish_enabled " ) , & AnimationPlayer : : is_movie_quit_on_finish_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_current_animation_position " ) , & AnimationPlayer : : get_current_animation_position ) ;
ClassDB : : bind_method ( D_METHOD ( " get_current_animation_length " ) , & AnimationPlayer : : get_current_animation_length ) ;
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ClassDB : : bind_method ( D_METHOD ( " seek " , " seconds " , " update " ) , & AnimationPlayer : : seek , DEFVAL ( false ) ) ;
ClassDB : : bind_method ( D_METHOD ( " advance " , " delta " ) , & AnimationPlayer : : advance ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : NODE_PATH , " root_node " ) , " set_root " , " get_root " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " current_animation " , PROPERTY_HINT_ENUM , " " , PROPERTY_USAGE_EDITOR ) , " set_current_animation " , " get_current_animation " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " assigned_animation " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NONE ) , " set_assigned_animation " , " get_assigned_animation " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " autoplay " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR ) , " set_autoplay " , " get_autoplay " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " reset_on_save " , PROPERTY_HINT_NONE , " " ) , " set_reset_on_save_enabled " , " is_reset_on_save_enabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " current_animation_length " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NONE ) , " " , " get_current_animation_length " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " current_animation_position " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NONE ) , " " , " get_current_animation_position " ) ;
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ADD_GROUP ( " Playback Options " , " playback_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " playback_process_mode " , PROPERTY_HINT_ENUM , " Physics,Idle,Manual " ) , " set_process_callback " , " get_process_callback " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " playback_default_blend_time " , PROPERTY_HINT_RANGE , " 0,4096,0.01,suffix:s " ) , " set_default_blend_time " , " get_default_blend_time " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " playback_active " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NONE ) , " set_active " , " is_active " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " playback_speed " , PROPERTY_HINT_RANGE , " -64,64,0.01 " ) , " set_speed_scale " , " get_speed_scale " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " method_call_mode " , PROPERTY_HINT_ENUM , " Deferred,Immediate " ) , " set_method_call_mode " , " get_method_call_mode " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " movie_quit_on_finish " ) , " set_movie_quit_on_finish_enabled " , " is_movie_quit_on_finish_enabled " ) ;
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ADD_SIGNAL ( MethodInfo ( " animation_finished " , PropertyInfo ( Variant : : STRING_NAME , " anim_name " ) ) ) ;
ADD_SIGNAL ( MethodInfo ( " animation_changed " , PropertyInfo ( Variant : : STRING_NAME , " old_name " ) , PropertyInfo ( Variant : : STRING_NAME , " new_name " ) ) ) ;
ADD_SIGNAL ( MethodInfo ( " animation_started " , PropertyInfo ( Variant : : STRING_NAME , " anim_name " ) ) ) ;
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ADD_SIGNAL ( MethodInfo ( " animation_list_changed " ) ) ;
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ADD_SIGNAL ( MethodInfo ( " animation_libraries_updated " ) ) ;
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ADD_SIGNAL ( MethodInfo ( " caches_cleared " ) ) ;
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BIND_ENUM_CONSTANT ( ANIMATION_PROCESS_PHYSICS ) ;
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BIND_ENUM_CONSTANT ( ANIMATION_PROCESS_IDLE ) ;
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BIND_ENUM_CONSTANT ( ANIMATION_PROCESS_MANUAL ) ;
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BIND_ENUM_CONSTANT ( ANIMATION_METHOD_CALL_DEFERRED ) ;
BIND_ENUM_CONSTANT ( ANIMATION_METHOD_CALL_IMMEDIATE ) ;
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}
AnimationPlayer : : AnimationPlayer ( ) {
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root = SceneStringNames : : get_singleton ( ) - > path_pp ;
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}
AnimationPlayer : : ~ AnimationPlayer ( ) {
}