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/**************************************************************************/
/* animation_tree.h */
/**************************************************************************/
/* 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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# ifndef ANIMATION_TREE_H
# define ANIMATION_TREE_H
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# include "animation_player.h"
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# include "scene/3d/node_3d.h"
# include "scene/3d/skeleton_3d.h"
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# include "scene/resources/animation.h"
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# include "scene/resources/audio_stream_polyphonic.h"
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# define HUGE_LENGTH 31540000 // 31540000 seconds mean 1 year... is it too long? It must be longer than any Animation length and Transition xfade time to prevent time inversion.
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class AnimationNodeBlendTree ;
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class AnimationNodeStartState ;
class AnimationNodeEndState ;
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class AnimationPlayer ;
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class AnimationTree ;
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class AnimationNode : public Resource {
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GDCLASS ( AnimationNode , Resource ) ;
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public :
enum FilterAction {
FILTER_IGNORE ,
FILTER_PASS ,
FILTER_STOP ,
FILTER_BLEND
} ;
struct Input {
String name ;
} ;
Vector < Input > inputs ;
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friend class AnimationTree ;
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struct AnimationState {
Ref < Animation > animation ;
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double time = 0.0 ;
double delta = 0.0 ;
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Vector < real_t > track_blends ;
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real_t blend = 0.0 ;
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bool seeked = false ;
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bool is_external_seeking = false ;
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Animation : : LoopedFlag looped_flag = Animation : : LOOPED_FLAG_NONE ;
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} ;
struct State {
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int track_count = 0 ;
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HashMap < NodePath , int > track_map ;
List < AnimationState > animation_states ;
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bool valid = false ;
AnimationPlayer * player = nullptr ;
AnimationTree * tree = nullptr ;
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String invalid_reasons ;
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uint64_t last_pass = 0 ;
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} ;
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Vector < real_t > blends ;
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State * state = nullptr ;
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bool is_testing = false ;
double _pre_process ( const StringName & p_base_path , AnimationNode * p_parent , State * p_state , double p_time , bool p_seek , bool p_is_external_seeking , const Vector < StringName > & p_connections , bool p_test_only = false ) ;
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//all this is temporary
StringName base_path ;
Vector < StringName > connections ;
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AnimationNode * parent = nullptr ;
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HashMap < NodePath , bool > filter ;
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bool filter_enabled = false ;
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Array _get_filters ( ) const ;
void _set_filters ( const Array & p_filters ) ;
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friend class AnimationNodeBlendTree ;
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double _blend_node ( const StringName & p_subpath , const Vector < StringName > & p_connections , AnimationNode * p_new_parent , Ref < AnimationNode > p_node , double p_time , bool p_seek , bool p_is_external_seeking , real_t p_blend , FilterAction p_filter = FILTER_IGNORE , bool p_sync = true , real_t * r_max = nullptr , bool p_test_only = false ) ;
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protected :
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virtual double _process ( double p_time , bool p_seek , bool p_is_external_seeking , bool p_test_only = false ) ;
double process ( double p_time , bool p_seek , bool p_is_external_seeking , bool p_test_only = false ) ;
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void blend_animation ( const StringName & p_animation , double p_time , double p_delta , bool p_seeked , bool p_is_external_seeking , real_t p_blend , Animation : : LoopedFlag p_looped_flag = Animation : : LOOPED_FLAG_NONE ) ;
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double blend_node ( const StringName & p_sub_path , Ref < AnimationNode > p_node , double p_time , bool p_seek , bool p_is_external_seeking , real_t p_blend , FilterAction p_filter = FILTER_IGNORE , bool p_sync = true , bool p_test_only = false ) ;
double blend_input ( int p_input , double p_time , bool p_seek , bool p_is_external_seeking , real_t p_blend , FilterAction p_filter = FILTER_IGNORE , bool p_sync = true , bool p_test_only = false ) ;
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void make_invalid ( const String & p_reason ) ;
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AnimationTree * get_animation_tree ( ) const ;
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static void _bind_methods ( ) ;
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void _validate_property ( PropertyInfo & p_property ) const ;
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GDVIRTUAL0RC ( Dictionary , _get_child_nodes )
GDVIRTUAL0RC ( Array , _get_parameter_list )
GDVIRTUAL1RC ( Ref < AnimationNode > , _get_child_by_name , StringName )
GDVIRTUAL1RC ( Variant , _get_parameter_default_value , StringName )
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GDVIRTUAL1RC ( bool , _is_parameter_read_only , StringName )
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GDVIRTUAL4RC ( double , _process , double , bool , bool , bool )
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GDVIRTUAL0RC ( String , _get_caption )
GDVIRTUAL0RC ( bool , _has_filter )
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public :
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virtual void get_parameter_list ( List < PropertyInfo > * r_list ) const ;
virtual Variant get_parameter_default_value ( const StringName & p_parameter ) const ;
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virtual bool is_parameter_read_only ( const StringName & p_parameter ) const ;
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void set_parameter ( const StringName & p_name , const Variant & p_value ) ;
Variant get_parameter ( const StringName & p_name ) const ;
struct ChildNode {
StringName name ;
Ref < AnimationNode > node ;
} ;
virtual void get_child_nodes ( List < ChildNode > * r_child_nodes ) ;
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virtual String get_caption ( ) const ;
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virtual bool add_input ( const String & p_name ) ;
virtual void remove_input ( int p_index ) ;
virtual bool set_input_name ( int p_input , const String & p_name ) ;
virtual String get_input_name ( int p_input ) const ;
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int get_input_count ( ) const ;
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int find_input ( const String & p_name ) const ;
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void set_filter_path ( const NodePath & p_path , bool p_enable ) ;
bool is_path_filtered ( const NodePath & p_path ) const ;
void set_filter_enabled ( bool p_enable ) ;
bool is_filter_enabled ( ) const ;
virtual bool has_filter ( ) const ;
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virtual Ref < AnimationNode > get_child_by_name ( const StringName & p_name ) const ;
Ref < AnimationNode > find_node_by_path ( const String & p_name ) const ;
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AnimationNode ( ) ;
} ;
VARIANT_ENUM_CAST ( AnimationNode : : FilterAction )
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//root node does not allow inputs
class AnimationRootNode : public AnimationNode {
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GDCLASS ( AnimationRootNode , AnimationNode ) ;
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protected :
virtual void _tree_changed ( ) ;
virtual void _animation_node_renamed ( const ObjectID & p_oid , const String & p_old_name , const String & p_new_name ) ;
virtual void _animation_node_removed ( const ObjectID & p_oid , const StringName & p_node ) ;
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public :
AnimationRootNode ( ) { }
} ;
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class AnimationNodeStartState : public AnimationRootNode {
GDCLASS ( AnimationNodeStartState , AnimationRootNode ) ;
} ;
class AnimationNodeEndState : public AnimationRootNode {
GDCLASS ( AnimationNodeEndState , AnimationRootNode ) ;
} ;
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class AnimationTree : public Node {
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GDCLASS ( AnimationTree , Node ) ;
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public :
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enum AnimationProcessCallback {
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ANIMATION_PROCESS_PHYSICS ,
ANIMATION_PROCESS_IDLE ,
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ANIMATION_PROCESS_MANUAL ,
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} ;
private :
struct TrackCache {
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bool root_motion = false ;
uint64_t setup_pass = 0 ;
Animation : : TrackType type = Animation : : TrackType : : TYPE_ANIMATION ;
Object * object = nullptr ;
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ObjectID object_id ;
TrackCache ( ) {
}
virtual ~ TrackCache ( ) { }
} ;
struct TrackCacheTransform : public TrackCache {
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# ifndef _3D_DISABLED
Node3D * node_3d = nullptr ;
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Skeleton3D * skeleton = nullptr ;
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# endif // _3D_DISABLED
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int bone_idx = - 1 ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
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bool loc_used = false ;
bool rot_used = false ;
bool scale_used = false ;
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Vector3 init_loc = Vector3 ( 0 , 0 , 0 ) ;
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Quaternion init_rot = Quaternion ( 0 , 0 , 0 , 1 ) ;
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Vector3 init_scale = Vector3 ( 1 , 1 , 1 ) ;
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Vector3 loc ;
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Quaternion rot ;
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Vector3 scale ;
TrackCacheTransform ( ) {
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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type = Animation : : TYPE_POSITION_3D ;
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}
} ;
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struct RootMotionCache {
Vector3 loc = Vector3 ( 0 , 0 , 0 ) ;
Quaternion rot = Quaternion ( 0 , 0 , 0 , 1 ) ;
Vector3 scale = Vector3 ( 1 , 1 , 1 ) ;
} ;
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struct TrackCacheBlendShape : public TrackCache {
MeshInstance3D * mesh_3d = nullptr ;
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float init_value = 0 ;
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float value = 0 ;
int shape_index = - 1 ;
TrackCacheBlendShape ( ) { type = Animation : : TYPE_BLEND_SHAPE ; }
} ;
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struct TrackCacheValue : public TrackCache {
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Variant init_value ;
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Variant value ;
Vector < StringName > subpath ;
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bool is_discrete = false ;
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bool is_using_angle = false ;
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TrackCacheValue ( ) { type = Animation : : TYPE_VALUE ; }
} ;
struct TrackCacheMethod : public TrackCache {
TrackCacheMethod ( ) { type = Animation : : TYPE_METHOD ; }
} ;
struct TrackCacheBezier : public TrackCache {
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real_t init_value = 0.0 ;
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real_t value = 0.0 ;
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Vector < StringName > subpath ;
TrackCacheBezier ( ) {
type = Animation : : TYPE_BEZIER ;
}
} ;
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// Audio stream information for each audio stream placed on the track.
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struct PlayingAudioStreamInfo {
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AudioStreamPlaybackPolyphonic : : ID index = - 1 ; // ID retrieved from AudioStreamPlaybackPolyphonic.
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double start = 0.0 ;
double len = 0.0 ;
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} ;
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// Audio track information for mixng and ending.
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struct PlayingAudioTrackInfo {
HashMap < int , PlayingAudioStreamInfo > stream_info ;
double length = 0.0 ;
double time = 0.0 ;
real_t volume = 0.0 ;
bool loop = false ;
bool backward = false ;
bool use_blend = false ;
} ;
struct TrackCacheAudio : public TrackCache {
Ref < AudioStreamPolyphonic > audio_stream ;
Ref < AudioStreamPlaybackPolyphonic > audio_stream_playback ;
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HashMap < ObjectID , PlayingAudioTrackInfo > playing_streams ; // Key is Animation resource ObjectID.
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TrackCacheAudio ( ) {
type = Animation : : TYPE_AUDIO ;
}
} ;
struct TrackCacheAnimation : public TrackCache {
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bool playing = false ;
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TrackCacheAnimation ( ) {
type = Animation : : TYPE_ANIMATION ;
}
} ;
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RootMotionCache root_motion_cache ;
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HashMap < NodePath , TrackCache * > track_cache ;
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HashSet < TrackCache * > playing_caches ;
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Vector < Node * > playing_audio_stream_players ;
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Ref < AnimationNode > root ;
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NodePath advance_expression_base_node = NodePath ( String ( " . " ) ) ;
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AnimationProcessCallback process_callback = ANIMATION_PROCESS_IDLE ;
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bool active = false ;
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NodePath animation_player ;
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int audio_max_polyphony = 32 ;
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AnimationNode : : State state ;
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bool cache_valid = false ;
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void _node_removed ( Node * p_node ) ;
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void _setup_animation_player ( ) ;
void _animation_player_changed ( ) ;
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void _clear_caches ( ) ;
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void _clear_playing_caches ( ) ;
void _clear_audio_streams ( ) ;
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bool _update_caches ( AnimationPlayer * player ) ;
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void _process_graph ( double p_delta ) ;
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uint64_t setup_pass = 1 ;
uint64_t process_pass = 1 ;
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bool started = true ;
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NodePath root_motion_track ;
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Vector3 root_motion_position = Vector3 ( 0 , 0 , 0 ) ;
Quaternion root_motion_rotation = Quaternion ( 0 , 0 , 0 , 1 ) ;
Vector3 root_motion_scale = Vector3 ( 0 , 0 , 0 ) ;
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Vector3 root_motion_position_accumulator = Vector3 ( 0 , 0 , 0 ) ;
Quaternion root_motion_rotation_accumulator = Quaternion ( 0 , 0 , 0 , 1 ) ;
Vector3 root_motion_scale_accumulator = Vector3 ( 1 , 1 , 1 ) ;
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friend class AnimationNode ;
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bool properties_dirty = true ;
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void _tree_changed ( ) ;
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void _animation_node_renamed ( const ObjectID & p_oid , const String & p_old_name , const String & p_new_name ) ;
void _animation_node_removed ( const ObjectID & p_oid , const StringName & p_node ) ;
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void _update_properties ( ) ;
List < PropertyInfo > properties ;
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HashMap < StringName , HashMap < StringName , StringName > > property_parent_map ;
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HashMap < ObjectID , StringName > property_reference_map ;
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HashMap < StringName , Pair < Variant , bool > > property_map ; // Property value and read-only flag.
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struct Activity {
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uint64_t last_pass = 0 ;
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real_t activity = 0.0 ;
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} ;
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HashMap < StringName , Vector < Activity > > input_activity_map ;
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HashMap < StringName , Vector < Activity > * > input_activity_map_get ;
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void _update_properties_for_node ( const String & p_base_path , Ref < AnimationNode > node ) ;
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ObjectID last_animation_player ;
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protected :
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bool _set ( const StringName & p_name , const Variant & p_value ) ;
bool _get ( const StringName & p_name , Variant & r_ret ) const ;
void _get_property_list ( List < PropertyInfo > * p_list ) const ;
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void _notification ( int p_what ) ;
static void _bind_methods ( ) ;
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GDVIRTUAL5RC ( Variant , _post_process_key_value , Ref < Animation > , int , Variant , Object * , int ) ;
Variant post_process_key_value ( const Ref < Animation > & p_anim , int p_track , Variant p_value , const Object * p_object , int p_object_idx = - 1 ) ;
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virtual Variant _post_process_key_value ( const Ref < Animation > & p_anim , int p_track , Variant p_value , const Object * p_object , int p_object_idx = - 1 ) ;
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public :
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void set_tree_root ( const Ref < AnimationNode > & p_root ) ;
Ref < AnimationNode > get_tree_root ( ) const ;
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void set_active ( bool p_active ) ;
bool is_active ( ) const ;
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void set_process_callback ( AnimationProcessCallback p_mode ) ;
AnimationProcessCallback get_process_callback ( ) const ;
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void set_animation_player ( const NodePath & p_player ) ;
NodePath get_animation_player ( ) const ;
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void set_advance_expression_base_node ( const NodePath & p_advance_expression_base_node ) ;
NodePath get_advance_expression_base_node ( ) const ;
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void set_audio_max_polyphony ( int p_audio_max_polyphony ) ;
int get_audio_max_polyphony ( ) const ;
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PackedStringArray get_configuration_warnings ( ) const override ;
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bool is_state_invalid ( ) const ;
String get_invalid_state_reason ( ) const ;
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void set_root_motion_track ( const NodePath & p_track ) ;
NodePath get_root_motion_track ( ) const ;
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Vector3 get_root_motion_position ( ) const ;
Quaternion get_root_motion_rotation ( ) const ;
Vector3 get_root_motion_scale ( ) const ;
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Vector3 get_root_motion_position_accumulator ( ) const ;
Quaternion get_root_motion_rotation_accumulator ( ) const ;
Vector3 get_root_motion_scale_accumulator ( ) const ;
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real_t get_connection_activity ( const StringName & p_path , int p_connection ) const ;
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void advance ( double p_time ) ;
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uint64_t get_last_process_pass ( ) const ;
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AnimationTree ( ) ;
~ AnimationTree ( ) ;
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} ;
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VARIANT_ENUM_CAST ( AnimationTree : : AnimationProcessCallback )
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# endif // ANIMATION_TREE_H