/**************************************************************************/ /* 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_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" #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. 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; double time = 0.0; double delta = 0.0; Vector<real_t> track_blends; 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; }; Vector<real_t> blends; State *state = nullptr; 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); //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, bool p_test_only = false); protected: 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); 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, 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); 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) GDVIRTUAL4RC(double, _process, double, bool, 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 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) const; Ref<AnimationNode> 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 Node { GDCLASS(AnimationTree, Node); void _call_object(Object *p_object, const StringName &p_method, const Vector<Variant> &p_params, bool p_deferred); 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); Quaternion init_rot = Quaternion(0, 0, 0, 1); Vector3 init_scale = Vector3(1, 1, 1); Vector3 loc; 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; 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; 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; 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