/*************************************************************************/ /* animation_tree_player.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 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_PLAYER_H #define ANIMATION_TREE_PLAYER_H #include "animation_player.h" #include "scene/3d/skeleton.h" #include "scene/3d/spatial.h" #include "scene/resources/animation.h" class AnimationTreePlayer : public Node { OBJ_TYPE(AnimationTreePlayer, Node); OBJ_CATEGORY("Animation Nodes"); public: enum AnimationProcessMode { ANIMATION_PROCESS_FIXED, ANIMATION_PROCESS_IDLE, }; enum NodeType { NODE_OUTPUT, NODE_ANIMATION, NODE_ONESHOT, NODE_MIX, NODE_BLEND2, NODE_BLEND3, NODE_BLEND4, NODE_TIMESCALE, NODE_TIMESEEK, NODE_TRANSITION, NODE_MAX, }; enum ConnectError { CONNECT_OK, CONNECT_INCOMPLETE, CONNECT_CYCLE }; private: enum { DISCONNECTED = -1, }; struct TrackKey { uint32_t id; StringName property; int bone_idx; inline bool operator<(const TrackKey &p_right) const { if (id == p_right.id) { if (bone_idx == p_right.bone_idx) { return property < p_right.property; } else return bone_idx < p_right.bone_idx; } else return id < p_right.id; } }; struct Track { uint32_t id; Object *object; Spatial *spatial; Skeleton *skeleton; int bone_idx; StringName property; Vector3 loc; Quat rot; Vector3 scale; Variant value; bool skip; }; typedef Map TrackMap; TrackMap track_map; struct Input { StringName node; //Input() { node=-1; } }; struct NodeBase { bool cycletest; NodeType type; Point2 pos; Vector inputs; NodeBase() { cycletest = false; }; virtual ~NodeBase() { cycletest = false; } }; struct NodeOut : public NodeBase { NodeOut() { type = NODE_OUTPUT; inputs.resize(1); } }; struct AnimationNode : public NodeBase { Ref animation; struct TrackRef { int local_track; Track *track; float weight; }; uint64_t last_version; List tref; AnimationNode *next; float time; float step; String from; bool skip; HashMap filter; AnimationNode() { type = NODE_ANIMATION; next = NULL; last_version = 0; skip = false; } }; struct OneShotNode : public NodeBase { bool active; bool start; float fade_in; float fade_out; bool autorestart; float autorestart_delay; float autorestart_random_delay; bool mix; float time; float remaining; float autorestart_remaining; HashMap filter; OneShotNode() { type = NODE_ONESHOT; fade_in = 0; fade_out = 0; inputs.resize(2); autorestart = false; autorestart_delay = 1; autorestart_remaining = 0; mix = false; active = false; start = false; } }; struct MixNode : public NodeBase { float amount; MixNode() { type = NODE_MIX; inputs.resize(2); } }; struct Blend2Node : public NodeBase { float value; HashMap filter; Blend2Node() { type = NODE_BLEND2; value = 0; inputs.resize(2); } }; struct Blend3Node : public NodeBase { float value; Blend3Node() { type = NODE_BLEND3; value = 0; inputs.resize(3); } }; struct Blend4Node : public NodeBase { Point2 value; Blend4Node() { type = NODE_BLEND4; inputs.resize(4); } }; struct TimeScaleNode : public NodeBase { float scale; TimeScaleNode() { type = NODE_TIMESCALE; scale = 1; inputs.resize(1); } }; struct TimeSeekNode : public NodeBase { float seek_pos; TimeSeekNode() { type = NODE_TIMESEEK; inputs.resize(1); seek_pos = -1; } }; struct TransitionNode : public NodeBase { struct InputData { bool auto_advance; InputData() { auto_advance = false; } }; Vector input_data; float prev_time; float prev_xfading; int prev; bool switched; float time; int current; float xfade; TransitionNode() { type = NODE_TRANSITION; xfade = 0; inputs.resize(1); input_data.resize(1); current = 0; prev = -1; prev_time = 0; prev_xfading = 0; switched = false; } void set_current(int p_current); }; void _update_sources(); StringName out_name; NodeOut *out; NodePath base_path; NodePath master; ConnectError last_error; AnimationNode *active_list; AnimationProcessMode animation_process_mode; bool processing; bool active; bool dirty_caches; Map node_map; // return time left to finish animation float _process_node(const StringName &p_node, AnimationNode **r_prev_anim, float p_step, bool p_seek = false, float p_fallback_weight = 1.0, HashMap *p_weights = NULL); void _process_animation(float p_delta); bool reset_request; ConnectError _cycle_test(const StringName &p_at_node); Track *_find_track(const NodePath &p_path); void _recompute_caches(); void _recompute_caches(const StringName &p_node); DVector _get_node_list(); void _compute_weights(float *p_fallback_weight, HashMap *p_weights, float p_coeff, const HashMap *p_filter = NULL, float p_filtered_coeff = 0); 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 *p_list) const; void _notification(int p_what); static void _bind_methods(); public: void add_node(NodeType p_type, const StringName &p_node); // nodes must be >0 node 0 is built-in (exit) bool node_exists(const StringName &p_name) const; Error node_rename(const StringName &p_node, const StringName &p_new_name); int node_get_input_count(const StringName &p_node) const; StringName node_get_input_source(const StringName &p_node, int p_input) const; /* ANIMATION NODE */ void animation_node_set_animation(const StringName &p_node, const Ref &p_animation); Ref animation_node_get_animation(const StringName &p_node) const; void animation_node_set_master_animation(const StringName &p_node, const String &p_master_animation); String animation_node_get_master_animation(const StringName &p_node) const; void animation_node_set_filter_path(const StringName &p_node, const NodePath &p_filter, bool p_enable); void animation_node_set_get_filtered_paths(const StringName &p_node, List *r_paths) const; bool animation_node_is_path_filtered(const StringName &p_node, const NodePath &p_path) const; /* ONE SHOT NODE */ void oneshot_node_set_fadein_time(const StringName &p_node, float p_time); void oneshot_node_set_fadeout_time(const StringName &p_node, float p_time); float oneshot_node_get_fadein_time(const StringName &p_node) const; float oneshot_node_get_fadeout_time(const StringName &p_node) const; void oneshot_node_set_autorestart(const StringName &p_node, bool p_active); void oneshot_node_set_autorestart_delay(const StringName &p_node, float p_time); void oneshot_node_set_autorestart_random_delay(const StringName &p_node, float p_time); bool oneshot_node_has_autorestart(const StringName &p_node) const; float oneshot_node_get_autorestart_delay(const StringName &p_node) const; float oneshot_node_get_autorestart_random_delay(const StringName &p_node) const; void oneshot_node_set_mix_mode(const StringName &p_node, bool p_enabled); bool oneshot_node_get_mix_mode(const StringName &p_node) const; void oneshot_node_start(const StringName &p_node); void oneshot_node_stop(const StringName &p_node); bool oneshot_node_is_active(const StringName &p_node) const; void oneshot_node_set_filter_path(const StringName &p_node, const NodePath &p_filter, bool p_enable); void oneshot_node_set_get_filtered_paths(const StringName &p_node, List *r_paths) const; bool oneshot_node_is_path_filtered(const StringName &p_node, const NodePath &p_path) const; /* MIX/BLEND NODES */ void mix_node_set_amount(const StringName &p_node, float p_amount); float mix_node_get_amount(const StringName &p_node) const; void blend2_node_set_amount(const StringName &p_node, float p_amount); float blend2_node_get_amount(const StringName &p_node) const; void blend2_node_set_filter_path(const StringName &p_node, const NodePath &p_filter, bool p_enable); void blend2_node_set_get_filtered_paths(const StringName &p_node, List *r_paths) const; bool blend2_node_is_path_filtered(const StringName &p_node, const NodePath &p_path) const; void blend3_node_set_amount(const StringName &p_node, float p_amount); float blend3_node_get_amount(const StringName &p_node) const; void blend4_node_set_amount(const StringName &p_node, const Point2 &p_amount); Point2 blend4_node_get_amount(const StringName &p_node) const; /* TIMESCALE/TIMESEEK NODES */ void timescale_node_set_scale(const StringName &p_node, float p_scale); float timescale_node_get_scale(const StringName &p_node) const; void timeseek_node_seek(const StringName &p_node, float p_pos); /* TRANSITION NODE */ void transition_node_set_input_count(const StringName &p_node, int p_inputs); // used for transition node int transition_node_get_input_count(const StringName &p_node) const; void transition_node_delete_input(const StringName &p_node, int p_input); // used for transition node void transition_node_set_input_auto_advance(const StringName &p_node, int p_input, bool p_auto_advance); // used for transition node bool transition_node_has_input_auto_advance(const StringName &p_node, int p_input) const; void transition_node_set_xfade_time(const StringName &p_node, float p_time); // used for transition node float transition_node_get_xfade_time(const StringName &p_node) const; void transition_node_set_current(const StringName &p_node, int p_current); int transition_node_get_current(const StringName &p_node) const; void node_set_pos(const StringName &p_node, const Vector2 &p_pos); //for display /* GETS */ Point2 node_get_pos(const StringName &p_node) const; //for display NodeType node_get_type(const StringName &p_node) const; void get_node_list(List *p_node_list) const; void remove_node(const StringName &p_node); Error connect(const StringName &p_src_node, const StringName &p_dst_node, int p_dst_input); bool is_connected(const StringName &p_src_node, const StringName &p_dst_node, int p_input) const; void disconnect(const StringName &p_src_node, int p_input); void set_base_path(const NodePath &p_path); NodePath get_base_path() const; void set_master_player(const NodePath &p_path); NodePath get_master_player() const; struct Connection { StringName src_node; StringName dst_node; int dst_input; }; void get_connection_list(List *p_connections) const; /* playback */ void set_active(bool p_active); bool is_active() const; void reset(); void recompute_caches(); ConnectError get_last_error() const; void set_animation_process_mode(AnimationProcessMode p_mode); AnimationProcessMode get_animation_process_mode() const; void _set_process(bool p_process, bool p_force = false); void advance(float p_time); AnimationTreePlayer(); ~AnimationTreePlayer(); }; VARIANT_ENUM_CAST(AnimationTreePlayer::NodeType); VARIANT_ENUM_CAST(AnimationTreePlayer::AnimationProcessMode); #endif // ANIMATION_TREE_PLAYER_H