746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
357 lines
11 KiB
C++
357 lines
11 KiB
C++
/*************************************************************************/
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/* animation_tree.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ANIMATION_GRAPH_PLAYER_H
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#define ANIMATION_GRAPH_PLAYER_H
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#include "animation_player.h"
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#include "scene/3d/node_3d.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/resources/animation.h"
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class AnimationNodeBlendTree;
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class AnimationNodeStartState;
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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:
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enum FilterAction {
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FILTER_IGNORE,
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FILTER_PASS,
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FILTER_STOP,
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FILTER_BLEND
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};
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struct Input {
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String name;
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};
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Vector<Input> inputs;
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friend class AnimationTree;
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struct AnimationState {
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Ref<Animation> animation;
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double time = 0.0;
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double delta = 0.0;
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const Vector<real_t> *track_blends = nullptr;
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real_t blend = 0.0;
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bool seeked = false;
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int pingponged = 0;
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};
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struct State {
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int track_count = 0;
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HashMap<NodePath, int> track_map;
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List<AnimationState> animation_states;
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bool valid = false;
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AnimationPlayer *player = nullptr;
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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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double _pre_process(const StringName &p_base_path, AnimationNode *p_parent, State *p_state, double p_time, bool p_seek, const Vector<StringName> &p_connections);
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//all this is temporary
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StringName base_path;
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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;
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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, real_t p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true, real_t *r_max = nullptr);
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protected:
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void blend_animation(const StringName &p_animation, double p_time, double p_delta, bool p_seeked, real_t p_blend, int p_pingponged = 0);
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double blend_node(const StringName &p_sub_path, Ref<AnimationNode> p_node, double p_time, bool p_seek, real_t p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true);
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double blend_input(int p_input, double p_time, bool p_seek, real_t p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true);
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void make_invalid(const String &p_reason);
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const override;
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GDVIRTUAL0RC(Dictionary, _get_child_nodes)
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GDVIRTUAL0RC(Array, _get_parameter_list)
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GDVIRTUAL1RC(Ref<AnimationNode>, _get_child_by_name, StringName)
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GDVIRTUAL1RC(Variant, _get_parameter_default_value, StringName)
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GDVIRTUAL2RC(double, _process, double, bool)
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GDVIRTUAL0RC(String, _get_caption)
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GDVIRTUAL0RC(bool, _has_filter)
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public:
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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void set_parameter(const StringName &p_name, const Variant &p_value);
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Variant get_parameter(const StringName &p_name) const;
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struct ChildNode {
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StringName name;
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Ref<AnimationNode> node;
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};
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virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
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virtual double process(double p_time, bool p_seek);
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virtual String get_caption() const;
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int get_input_count() const;
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String get_input_name(int p_input);
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void add_input(const String &p_name);
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void set_input_name(int p_input, const String &p_name);
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void remove_input(int p_index);
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void set_filter_path(const NodePath &p_path, bool p_enable);
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bool is_path_filtered(const NodePath &p_path) const;
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void set_filter_enabled(bool p_enable);
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bool is_filter_enabled() const;
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virtual bool has_filter() const;
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virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
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AnimationNode();
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};
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VARIANT_ENUM_CAST(AnimationNode::FilterAction)
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//root node does not allow inputs
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class AnimationRootNode : public AnimationNode {
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GDCLASS(AnimationRootNode, AnimationNode);
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public:
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AnimationRootNode() {}
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};
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class AnimationNodeStartState : public AnimationRootNode {
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GDCLASS(AnimationNodeStartState, AnimationRootNode);
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};
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class AnimationNodeEndState : public AnimationRootNode {
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GDCLASS(AnimationNodeEndState, AnimationRootNode);
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};
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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,
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ANIMATION_PROCESS_IDLE,
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ANIMATION_PROCESS_MANUAL,
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};
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private:
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struct TrackCache {
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bool root_motion = false;
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uint64_t setup_pass = 0;
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uint64_t process_pass = 0;
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Animation::TrackType type = Animation::TrackType::TYPE_ANIMATION;
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Object *object = nullptr;
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ObjectID object_id;
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TrackCache() {
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}
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virtual ~TrackCache() {}
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};
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struct TrackCacheTransform : public TrackCache {
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#ifndef _3D_DISABLED
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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;
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bool loc_used = false;
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bool rot_used = false;
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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;
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TrackCacheTransform() {
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type = Animation::TYPE_POSITION_3D;
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}
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};
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struct TrackCacheBlendShape : public TrackCache {
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MeshInstance3D *mesh_3d = nullptr;
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float init_value = 0;
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float value = 0;
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int shape_index = -1;
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TrackCacheBlendShape() { type = Animation::TYPE_BLEND_SHAPE; }
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};
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struct TrackCacheValue : public TrackCache {
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Variant init_value;
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Variant value;
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Vector<StringName> subpath;
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TrackCacheValue() { type = Animation::TYPE_VALUE; }
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};
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struct TrackCacheMethod : public TrackCache {
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TrackCacheMethod() { type = Animation::TYPE_METHOD; }
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};
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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;
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TrackCacheBezier() {
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type = Animation::TYPE_BEZIER;
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}
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};
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struct TrackCacheAudio : public TrackCache {
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bool playing = false;
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double start = 0.0;
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double len = 0.0;
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TrackCacheAudio() {
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type = Animation::TYPE_AUDIO;
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}
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};
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struct TrackCacheAnimation : public TrackCache {
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bool playing = false;
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TrackCacheAnimation() {
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type = Animation::TYPE_ANIMATION;
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}
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};
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HashMap<NodePath, TrackCache *> track_cache;
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RBSet<TrackCache *> playing_caches;
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Ref<AnimationNode> root;
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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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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 _clear_caches();
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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;
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uint64_t process_pass = 1;
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bool started = true;
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NodePath root_motion_track;
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Transform3D root_motion_transform;
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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 _update_properties();
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List<PropertyInfo> properties;
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HashMap<StringName, HashMap<StringName, StringName>> property_parent_map;
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HashMap<StringName, Variant> property_map;
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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);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_tree_root(const Ref<AnimationNode> &p_root);
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Ref<AnimationNode> get_tree_root() const;
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void set_active(bool p_active);
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bool is_active() const;
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void set_process_callback(AnimationProcessCallback p_mode);
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AnimationProcessCallback get_process_callback() const;
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void set_animation_player(const NodePath &p_player);
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NodePath get_animation_player() const;
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TypedArray<String> get_configuration_warnings() const override;
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bool is_state_invalid() const;
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String get_invalid_state_reason() const;
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void set_root_motion_track(const NodePath &p_track);
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NodePath get_root_motion_track() const;
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Transform3D get_root_motion_transform() const;
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real_t get_connection_activity(const StringName &p_path, int p_connection) const;
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void advance(real_t p_time);
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void rename_parameter(const String &p_base, const String &p_new_base);
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uint64_t get_last_process_pass() const;
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AnimationTree();
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~AnimationTree();
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};
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VARIANT_ENUM_CAST(AnimationTree::AnimationProcessCallback)
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#endif // ANIMATION_GRAPH_PLAYER_H
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