godot/scene/animation/animation_tree.h

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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
#include "animation_player.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/animation.h"
#include "scene/resources/audio_stream_polyphonic.h"
class AnimationNodeBlendTree;
class AnimationNodeStartState;
class AnimationNodeEndState;
class AnimationPlayer;
class AnimationTree;
class AnimationNode : public Resource {
GDCLASS(AnimationNode, Resource);
public:
enum FilterAction {
FILTER_IGNORE,
FILTER_PASS,
FILTER_STOP,
FILTER_BLEND
};
struct Input {
String name;
};
Vector<Input> inputs;
friend class AnimationTree;
struct AnimationState {
Ref<Animation> animation;
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double time = 0.0;
double delta = 0.0;
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const Vector<real_t> *track_blends = nullptr;
real_t blend = 0.0;
bool seeked = false;
bool is_external_seeking = false;
Animation::LoopedFlag looped_flag = Animation::LOOPED_FLAG_NONE;
};
struct State {
int track_count = 0;
HashMap<NodePath, int> track_map;
List<AnimationState> animation_states;
bool valid = false;
AnimationPlayer *player = nullptr;
AnimationTree *tree = nullptr;
String invalid_reasons;
uint64_t last_pass = 0;
};
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Vector<real_t> blends;
State *state = nullptr;
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);
//all this is temporary
StringName base_path;
Vector<StringName> connections;
AnimationNode *parent = nullptr;
HashMap<NodePath, bool> filter;
bool filter_enabled = false;
Array _get_filters() const;
void _set_filters(const Array &p_filters);
friend class AnimationNodeBlendTree;
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);
protected:
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);
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);
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);
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void make_invalid(const String &p_reason);
AnimationTree *get_animation_tree() const;
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
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)
GDVIRTUAL1RC(bool, _is_parameter_read_only, StringName)
GDVIRTUAL3RC(double, _process, double, bool, bool)
GDVIRTUAL0RC(String, _get_caption)
GDVIRTUAL0RC(bool, _has_filter)
public:
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
virtual bool is_parameter_read_only(const StringName &p_parameter) const;
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);
virtual double process(double p_time, bool p_seek, bool p_is_external_seeking);
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virtual String get_caption() const;
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;
int get_input_count() const;
int find_input(const String &p_name) const;
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;
virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
AnimationNode();
};
VARIANT_ENUM_CAST(AnimationNode::FilterAction)
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//root node does not allow inputs
class AnimationRootNode : public AnimationNode {
GDCLASS(AnimationRootNode, AnimationNode);
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() {}
};
class AnimationNodeStartState : public AnimationRootNode {
GDCLASS(AnimationNodeStartState, AnimationRootNode);
};
class AnimationNodeEndState : public AnimationRootNode {
GDCLASS(AnimationNodeEndState, AnimationRootNode);
};
class AnimationTree : public Node {
GDCLASS(AnimationTree, Node);
public:
enum AnimationProcessCallback {
ANIMATION_PROCESS_PHYSICS,
ANIMATION_PROCESS_IDLE,
ANIMATION_PROCESS_MANUAL,
};
private:
struct TrackCache {
bool root_motion = false;
uint64_t setup_pass = 0;
Animation::TrackType type = Animation::TrackType::TYPE_ANIMATION;
Object *object = nullptr;
ObjectID object_id;
TrackCache() {
}
virtual ~TrackCache() {}
};
struct TrackCacheTransform : public TrackCache {
#ifndef _3D_DISABLED
Node3D *node_3d = nullptr;
Skeleton3D *skeleton = nullptr;
#endif // _3D_DISABLED
int bone_idx = -1;
bool loc_used = false;
bool rot_used = false;
bool scale_used = false;
Vector3 init_loc = Vector3(0, 0, 0);
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Quaternion init_rot = Quaternion(0, 0, 0, 1);
Vector3 init_scale = Vector3(1, 1, 1);
Vector3 loc;
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Quaternion rot;
Vector3 scale;
TrackCacheTransform() {
type = Animation::TYPE_POSITION_3D;
}
};
struct RootMotionCache {
Vector3 loc = Vector3(0, 0, 0);
Quaternion rot = Quaternion(0, 0, 0, 1);
Vector3 scale = Vector3(1, 1, 1);
};
struct TrackCacheBlendShape : public TrackCache {
MeshInstance3D *mesh_3d = nullptr;
float init_value = 0;
float value = 0;
int shape_index = -1;
TrackCacheBlendShape() { type = Animation::TYPE_BLEND_SHAPE; }
};
struct TrackCacheValue : public TrackCache {
Variant init_value;
Variant value;
Vector<StringName> subpath;
bool is_discrete = false;
bool is_using_angle = false;
TrackCacheValue() { type = Animation::TYPE_VALUE; }
};
struct TrackCacheMethod : public TrackCache {
TrackCacheMethod() { type = Animation::TYPE_METHOD; }
};
struct TrackCacheBezier : public TrackCache {
real_t init_value = 0.0;
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real_t value = 0.0;
Vector<StringName> subpath;
TrackCacheBezier() {
type = Animation::TYPE_BEZIER;
}
};
// Audio stream information for each audio stream placed on the track.
struct PlayingAudioStreamInfo {
AudioStreamPlaybackPolyphonic::ID index = -1; // ID retrieved from AudioStreamPlaybackPolyphonic.
double start = 0.0;
double len = 0.0;
};
// Audio track information for mixng and ending.
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;
HashMap<ObjectID, PlayingAudioTrackInfo> playing_streams; // Key is Animation resource ObjectID.
TrackCacheAudio() {
type = Animation::TYPE_AUDIO;
}
};
struct TrackCacheAnimation : public TrackCache {
bool playing = false;
TrackCacheAnimation() {
type = Animation::TYPE_ANIMATION;
}
};
RootMotionCache root_motion_cache;
HashMap<NodePath, TrackCache *> track_cache;
HashSet<TrackCache *> playing_caches;
Vector<Node *> playing_audio_stream_players;
Ref<AnimationNode> root;
NodePath advance_expression_base_node = NodePath(String("."));
AnimationProcessCallback process_callback = ANIMATION_PROCESS_IDLE;
bool active = false;
NodePath animation_player;
int audio_max_polyphony = 32;
AnimationNode::State state;
bool cache_valid = false;
void _node_removed(Node *p_node);
void _setup_animation_player();
void _animation_player_changed();
void _clear_caches();
void _clear_playing_caches();
void _clear_audio_streams();
bool _update_caches(AnimationPlayer *player);
void _process_graph(double p_delta);
uint64_t setup_pass = 1;
uint64_t process_pass = 1;
bool started = true;
NodePath root_motion_track;
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);
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);
friend class AnimationNode;
bool properties_dirty = true;
void _tree_changed();
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);
void _update_properties();
List<PropertyInfo> properties;
HashMap<StringName, HashMap<StringName, StringName>> property_parent_map;
HashMap<ObjectID, StringName> property_reference_map;
HashMap<StringName, Pair<Variant, bool>> property_map; // Property value and read-only flag.
struct Activity {
uint64_t last_pass = 0;
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real_t activity = 0.0;
};
HashMap<StringName, Vector<Activity>> input_activity_map;
HashMap<StringName, Vector<Activity> *> input_activity_map_get;
void _update_properties_for_node(const String &p_base_path, Ref<AnimationNode> node);
ObjectID last_animation_player;
protected:
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;
void _notification(int p_what);
static void _bind_methods();
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);
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);
public:
void set_tree_root(const Ref<AnimationNode> &p_root);
Ref<AnimationNode> get_tree_root() const;
void set_active(bool p_active);
bool is_active() const;
void set_process_callback(AnimationProcessCallback p_mode);
AnimationProcessCallback get_process_callback() const;
void set_animation_player(const NodePath &p_player);
NodePath get_animation_player() const;
void set_advance_expression_base_node(const NodePath &p_advance_expression_base_node);
NodePath get_advance_expression_base_node() const;
void set_audio_max_polyphony(int p_audio_max_polyphony);
int get_audio_max_polyphony() const;
PackedStringArray get_configuration_warnings() const override;
bool is_state_invalid() const;
String get_invalid_state_reason() const;
void set_root_motion_track(const NodePath &p_track);
NodePath get_root_motion_track() const;
Vector3 get_root_motion_position() const;
Quaternion get_root_motion_rotation() const;
Vector3 get_root_motion_scale() const;
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;
void advance(double p_time);
uint64_t get_last_process_pass() const;
AnimationTree();
~AnimationTree();
};
VARIANT_ENUM_CAST(AnimationTree::AnimationProcessCallback)
#endif // ANIMATION_TREE_H