/**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef ANIMATION_TREE_H #define ANIMATION_TREE_H #include "animation_mixer.h" #include "scene/resources/animation.h" #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 for AnimationNodeStateMachine. class AnimationNodeBlendTree; class AnimationNodeStartState; class AnimationNodeEndState; class AnimationTree; class AnimationNode : public Resource { GDCLASS(AnimationNode, Resource); public: friend class AnimationTree; enum FilterAction { FILTER_IGNORE, FILTER_PASS, FILTER_STOP, FILTER_BLEND }; struct Input { String name; }; bool closable = false; Vector inputs; HashMap filter; bool filter_enabled = false; // To propagate information from upstream for use in estimation of playback progress. // These values must be taken from the result of blend_node() or blend_input() and must be essentially read-only. // For example, if you want to change the position, you need to change the pi.time value of PlaybackInfo passed to blend_input(pi) and get the result. struct NodeTimeInfo { // Retain the previous frame values. These are stored into the AnimationTree's Map and exposing them as read-only values. double length = 0.0; double position = 0.0; double delta = 0.0; // Needs internally to estimate remain time, the previous frame values are not retained. Animation::LoopMode loop_mode = Animation::LOOP_NONE; bool will_end = false; // For breaking loop, it is true when just looped. bool is_infinity = false; // For unpredictable state machine's end. bool is_looping() { return loop_mode != Animation::LOOP_NONE; } double get_remain(bool p_break_loop = false) { if ((is_looping() && !p_break_loop) || is_infinity) { return HUGE_LENGTH; } if (is_looping() && p_break_loop && will_end) { return 0; } double remain = length - position; if (Math::is_zero_approx(remain)) { return 0; } return length - position; } }; // Temporary state for blending process which needs to be stored in each AnimationNodes. struct NodeState { StringName base_path; AnimationNode *parent = nullptr; Vector connections; Vector track_weights; } node_state; // Temporary state for blending process which needs to be started in the AnimationTree, pass through the AnimationNodes, and then return to the AnimationTree. struct ProcessState { AnimationTree *tree = nullptr; const HashMap *track_map; // TODO: Is there a better way to manage filter/tracks? bool is_testing = false; bool valid = false; String invalid_reasons; uint64_t last_pass = 0; } *process_state = nullptr; Array _get_filters() const; void _set_filters(const Array &p_filters); friend class AnimationNodeBlendTree; // The time information is passed from upstream to downstream by AnimationMixer::PlaybackInfo::p_playback_info until AnimationNodeAnimation processes it. // Conversely, AnimationNodeAnimation returns the processed result as NodeTimeInfo from downstream to upstream. NodeTimeInfo _blend_node(Ref p_node, const StringName &p_subpath, AnimationNode *p_new_parent, AnimationMixer::PlaybackInfo p_playback_info, FilterAction p_filter = FILTER_IGNORE, bool p_sync = true, bool p_test_only = false, real_t *r_activity = nullptr); NodeTimeInfo _pre_process(ProcessState *p_process_state, AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only = false); protected: StringName current_length = "current_length"; StringName current_position = "current_position"; StringName current_delta = "current_delta"; virtual NodeTimeInfo process(const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only = false); // To organize time information. Virtualizing for especially AnimationNodeAnimation needs to take "backward" into account. virtual NodeTimeInfo _process(const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only = false); // Main process. void blend_animation(const StringName &p_animation, AnimationMixer::PlaybackInfo p_playback_info); NodeTimeInfo blend_node(Ref p_node, const StringName &p_subpath, AnimationMixer::PlaybackInfo p_playback_info, FilterAction p_filter = FILTER_IGNORE, bool p_sync = true, bool p_test_only = false); NodeTimeInfo blend_input(int p_input, AnimationMixer::PlaybackInfo p_playback_info, FilterAction p_filter = FILTER_IGNORE, bool p_sync = true, bool p_test_only = false); // Bind-able methods to expose for compatibility, moreover AnimationMixer::PlaybackInfo is not exposed. void blend_animation_ex(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_ex(const StringName &p_sub_path, Ref 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_ex(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); 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, _get_child_by_name, StringName) GDVIRTUAL1RC(Variant, _get_parameter_default_value, StringName) GDVIRTUAL1RC(bool, _is_parameter_read_only, StringName) GDVIRTUAL4RC(double, _process, double, bool, bool, bool) GDVIRTUAL0RC(String, _get_caption) GDVIRTUAL0RC(bool, _has_filter) public: virtual void get_parameter_list(List *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; void set_node_time_info(const NodeTimeInfo &p_node_time_info); // Wrapper of set_parameter(). virtual NodeTimeInfo get_node_time_info() const; // Wrapper of get_parameter(). struct ChildNode { StringName name; Ref node; }; virtual void get_child_nodes(List *r_child_nodes); 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; void set_deletable(bool p_closable); bool is_deletable() const; virtual bool has_filter() const; #ifdef TOOLS_ENABLED virtual void get_argument_options(const StringName &p_function, int p_idx, List *r_options) const override; #endif virtual Ref get_child_by_name(const StringName &p_name) const; Ref find_node_by_path(const String &p_name) const; AnimationNode(); }; VARIANT_ENUM_CAST(AnimationNode::FilterAction) // 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); public: AnimationRootNode() {} }; class AnimationNodeStartState : public AnimationRootNode { GDCLASS(AnimationNodeStartState, AnimationRootNode); }; class AnimationNodeEndState : public AnimationRootNode { GDCLASS(AnimationNodeEndState, AnimationRootNode); }; class AnimationTree : public AnimationMixer { GDCLASS(AnimationTree, AnimationMixer); #ifndef DISABLE_DEPRECATED public: enum AnimationProcessCallback { ANIMATION_PROCESS_PHYSICS, ANIMATION_PROCESS_IDLE, ANIMATION_PROCESS_MANUAL, }; #endif // DISABLE_DEPRECATED private: Ref root_animation_node; NodePath advance_expression_base_node = NodePath(String(".")); AnimationNode::ProcessState process_state; uint64_t process_pass = 1; bool started = true; friend class AnimationNode; List properties; HashMap> property_parent_map; HashMap property_reference_map; HashMap> property_map; // Property value and read-only flag. bool properties_dirty = true; void _update_properties(); void _update_properties_for_node(const String &p_base_path, Ref p_node); 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); struct Activity { uint64_t last_pass = 0; real_t activity = 0.0; }; HashMap> input_activity_map; HashMap *> input_activity_map_get; NodePath animation_player; void _setup_animation_player(); void _animation_player_changed(); 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 *p_list) const; virtual void _validate_property(PropertyInfo &p_property) const override; void _notification(int p_what); static void _bind_methods(); virtual void _set_active(bool p_active) override; // Make animation instances. virtual bool _blend_pre_process(double p_delta, int p_track_count, const HashMap &p_track_map) override; #ifndef DISABLE_DEPRECATED void _set_process_callback_bind_compat_80813(AnimationProcessCallback p_mode); AnimationProcessCallback _get_process_callback_bind_compat_80813() const; void _set_tree_root_bind_compat_80813(const Ref &p_root); Ref _get_tree_root_bind_compat_80813() const; static void _bind_compatibility_methods(); #endif // DISABLE_DEPRECATED public: void set_animation_player(const NodePath &p_path); NodePath get_animation_player() const; void set_root_animation_node(const Ref &p_animation_node); Ref get_root_animation_node() const; void set_advance_expression_base_node(const NodePath &p_path); NodePath get_advance_expression_base_node() const; PackedStringArray get_configuration_warnings() const override; bool is_state_invalid() const; String get_invalid_state_reason() const; real_t get_connection_activity(const StringName &p_path, int p_connection) const; uint64_t get_last_process_pass() const; AnimationTree(); ~AnimationTree(); }; #ifndef DISABLE_DEPRECATED VARIANT_ENUM_CAST(AnimationTree::AnimationProcessCallback); #endif // DISABLE_DEPRECATED #endif // ANIMATION_TREE_H