godot/scene/animation/animation_player.cpp
reduz 6f401439f8 Implement Animation Libraries
* Instead of containing single animations, AnimationPlayer now contains libraries.
* Libraries, in turn, contain the animations.

This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models.

Missing (will be done on separate PRs):

* Make it possible to import scenes (dae/fbx/gltf) as animation libraries.
* Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything.
2022-04-11 12:51:54 +02:00

2142 lines
68 KiB
C++

/*************************************************************************/
/* animation_player.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "animation_player.h"
#include "core/config/engine.h"
#include "core/object/message_queue.h"
#include "scene/scene_string_names.h"
#include "servers/audio/audio_stream.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_node.h"
#include "scene/2d/skeleton_2d.h"
void AnimatedValuesBackup::update_skeletons() {
for (int i = 0; i < entries.size(); i++) {
if (entries[i].bone_idx != -1) {
// 3D bone
Object::cast_to<Skeleton3D>(entries[i].object)->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
} else {
Bone2D *bone = Object::cast_to<Bone2D>(entries[i].object);
if (bone && bone->skeleton) {
// 2D bone
bone->skeleton->_update_transform();
}
}
}
}
void AnimatedValuesBackup::restore() const {
for (int i = 0; i < entries.size(); i++) {
const AnimatedValuesBackup::Entry *entry = &entries[i];
if (entry->bone_idx == -1) {
entry->object->set_indexed(entry->subpath, entry->value);
} else {
Array arr = entry->value;
if (arr.size() == 3) {
Object::cast_to<Skeleton3D>(entry->object)->set_bone_pose_position(entry->bone_idx, arr[0]);
Object::cast_to<Skeleton3D>(entry->object)->set_bone_pose_rotation(entry->bone_idx, arr[1]);
Object::cast_to<Skeleton3D>(entry->object)->set_bone_pose_scale(entry->bone_idx, arr[0]);
}
}
}
}
void AnimatedValuesBackup::_bind_methods() {
ClassDB::bind_method(D_METHOD("restore"), &AnimatedValuesBackup::restore);
}
#endif
bool AnimationPlayer::_set(const StringName &p_name, const Variant &p_value) {
String name = p_name;
if (name.begins_with("playback/play")) { // bw compatibility
set_current_animation(p_value);
} else if (name.begins_with("anims/")) {
// Backwards compatibility with 3.x, add them to "default" library.
String which = name.get_slicec('/', 1);
Ref<Animation> anim = p_value;
Ref<AnimationLibrary> al;
if (!has_animation_library(StringName())) {
al.instantiate();
add_animation_library(StringName(), al);
} else {
al = get_animation_library(StringName());
}
al->add_animation(which, anim);
} else if (name.begins_with("libraries")) {
Dictionary d = p_value;
while (animation_libraries.size()) {
remove_animation_library(animation_libraries[0].name);
}
List<Variant> keys;
d.get_key_list(&keys);
for (const Variant &K : keys) {
StringName lib_name = K;
Ref<AnimationLibrary> lib = d[lib_name];
add_animation_library(lib_name, lib);
}
} else if (name.begins_with("next/")) {
String which = name.get_slicec('/', 1);
animation_set_next(which, p_value);
} else if (p_name == SceneStringNames::get_singleton()->blend_times) {
Array array = p_value;
int len = array.size();
ERR_FAIL_COND_V(len % 3, false);
for (int i = 0; i < len / 3; i++) {
StringName from = array[i * 3 + 0];
StringName to = array[i * 3 + 1];
float time = array[i * 3 + 2];
set_blend_time(from, to, time);
}
} else {
return false;
}
return true;
}
bool AnimationPlayer::_get(const StringName &p_name, Variant &r_ret) const {
String name = p_name;
if (name == "playback/play") { // bw compatibility
r_ret = get_current_animation();
} else if (name.begins_with("libraries")) {
Dictionary d;
for (uint32_t i = 0; i < animation_libraries.size(); i++) {
d[animation_libraries[i].name] = animation_libraries[i].library;
}
r_ret = d;
} else if (name.begins_with("next/")) {
String which = name.get_slicec('/', 1);
r_ret = animation_get_next(which);
} else if (name == "blend_times") {
Vector<BlendKey> keys;
for (const KeyValue<BlendKey, float> &E : blend_times) {
keys.ordered_insert(E.key);
}
Array array;
for (int i = 0; i < keys.size(); i++) {
array.push_back(keys[i].from);
array.push_back(keys[i].to);
array.push_back(blend_times[keys[i]]);
}
r_ret = array;
} else {
return false;
}
return true;
}
void AnimationPlayer::_validate_property(PropertyInfo &property) const {
if (property.name == "current_animation") {
List<String> names;
for (const KeyValue<StringName, AnimationData> &E : animation_set) {
names.push_back(E.key);
}
names.sort();
names.push_front("[stop]");
String hint;
for (List<String>::Element *E = names.front(); E; E = E->next()) {
if (E != names.front()) {
hint += ",";
}
hint += E->get();
}
property.hint_string = hint;
}
Node::_validate_property(property);
}
void AnimationPlayer::_get_property_list(List<PropertyInfo> *p_list) const {
List<PropertyInfo> anim_names;
anim_names.push_back(PropertyInfo(Variant::DICTIONARY, "libraries"));
for (const KeyValue<StringName, AnimationData> &E : animation_set) {
if (E.value.next != StringName()) {
anim_names.push_back(PropertyInfo(Variant::STRING, "next/" + String(E.key), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
}
}
anim_names.sort();
for (const PropertyInfo &E : anim_names) {
p_list->push_back(E);
}
p_list->push_back(PropertyInfo(Variant::ARRAY, "blend_times", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
}
void AnimationPlayer::advance(float p_time) {
_animation_process(p_time);
}
void AnimationPlayer::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (!processing) {
//make sure that a previous process state was not saved
//only process if "processing" is set
set_physics_process_internal(false);
set_process_internal(false);
}
clear_caches();
} break;
case NOTIFICATION_READY: {
if (!Engine::get_singleton()->is_editor_hint() && animation_set.has(autoplay)) {
play(autoplay);
_animation_process(0);
}
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (process_callback == ANIMATION_PROCESS_PHYSICS) {
break;
}
if (processing) {
_animation_process(get_process_delta_time());
}
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (process_callback == ANIMATION_PROCESS_IDLE) {
break;
}
if (processing) {
_animation_process(get_physics_process_delta_time());
}
} break;
case NOTIFICATION_EXIT_TREE: {
clear_caches();
} break;
}
}
void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim, Node *p_root_override) {
// Already cached?
if (p_anim->node_cache.size() == p_anim->animation->get_track_count()) {
return;
}
Node *parent = p_root_override ? p_root_override : get_node(root);
ERR_FAIL_COND(!parent);
Animation *a = p_anim->animation.operator->();
p_anim->node_cache.resize(a->get_track_count());
setup_pass++;
for (int i = 0; i < a->get_track_count(); i++) {
p_anim->node_cache.write[i] = nullptr;
RES resource;
Vector<StringName> leftover_path;
Node *child = parent->get_node_and_resource(a->track_get_path(i), resource, leftover_path);
ERR_CONTINUE_MSG(!child, "On Animation: '" + p_anim->name + "', couldn't resolve track: '" + String(a->track_get_path(i)) + "'."); // couldn't find the child node
ObjectID id = resource.is_valid() ? resource->get_instance_id() : child->get_instance_id();
int bone_idx = -1;
int blend_shape_idx = -1;
#ifndef _3D_DISABLED
if (a->track_get_path(i).get_subname_count() == 1 && Object::cast_to<Skeleton3D>(child)) {
Skeleton3D *sk = Object::cast_to<Skeleton3D>(child);
bone_idx = sk->find_bone(a->track_get_path(i).get_subname(0));
if (bone_idx == -1) {
continue;
}
}
if (a->track_get_type(i) == Animation::TYPE_BLEND_SHAPE) {
MeshInstance3D *mi_3d = Object::cast_to<MeshInstance3D>(child);
if (!mi_3d) {
continue;
}
if (a->track_get_path(i).get_subname_count() != 1) {
continue;
}
blend_shape_idx = mi_3d->find_blend_shape_by_name(a->track_get_path(i).get_subname(0));
if (blend_shape_idx == -1) {
continue;
}
}
#endif // _3D_DISABLED
{
if (!child->is_connected("tree_exiting", callable_mp(this, &AnimationPlayer::_node_removed))) {
child->connect("tree_exiting", callable_mp(this, &AnimationPlayer::_node_removed), make_binds(child), CONNECT_ONESHOT);
}
}
TrackNodeCacheKey key;
key.id = id;
key.bone_idx = bone_idx;
key.blend_shape_idx = blend_shape_idx;
if (!node_cache_map.has(key)) {
node_cache_map[key] = TrackNodeCache();
}
TrackNodeCache *node_cache = &node_cache_map[key];
p_anim->node_cache.write[i] = node_cache;
node_cache->path = a->track_get_path(i);
node_cache->node = child;
node_cache->resource = resource;
node_cache->node_2d = Object::cast_to<Node2D>(child);
#ifndef _3D_DISABLED
if (a->track_get_type(i) == Animation::TYPE_POSITION_3D || a->track_get_type(i) == Animation::TYPE_ROTATION_3D || a->track_get_type(i) == Animation::TYPE_SCALE_3D) {
// special cases and caches for transform tracks
if (node_cache->last_setup_pass != setup_pass) {
node_cache->loc_used = false;
node_cache->rot_used = false;
node_cache->scale_used = false;
}
// cache node_3d
node_cache->node_3d = Object::cast_to<Node3D>(child);
// cache skeleton
node_cache->skeleton = Object::cast_to<Skeleton3D>(child);
if (node_cache->skeleton) {
if (a->track_get_path(i).get_subname_count() == 1) {
StringName bone_name = a->track_get_path(i).get_subname(0);
node_cache->bone_idx = node_cache->skeleton->find_bone(bone_name);
if (node_cache->bone_idx < 0) {
// broken track (nonexistent bone)
node_cache->skeleton = nullptr;
node_cache->node_3d = nullptr;
ERR_CONTINUE(node_cache->bone_idx < 0);
}
} else {
// no property, just use spatialnode
node_cache->skeleton = nullptr;
}
}
switch (a->track_get_type(i)) {
case Animation::TYPE_POSITION_3D: {
node_cache->loc_used = true;
} break;
case Animation::TYPE_ROTATION_3D: {
node_cache->rot_used = true;
} break;
case Animation::TYPE_SCALE_3D: {
node_cache->scale_used = true;
} break;
default: {
}
}
}
if (a->track_get_type(i) == Animation::TYPE_BLEND_SHAPE) {
// special cases and caches for transform tracks
node_cache->node_blend_shape = Object::cast_to<MeshInstance3D>(child);
node_cache->blend_shape_idx = blend_shape_idx;
}
#endif // _3D_DISABLED
if (a->track_get_type(i) == Animation::TYPE_VALUE) {
if (!node_cache->property_anim.has(a->track_get_path(i).get_concatenated_subnames())) {
TrackNodeCache::PropertyAnim pa;
pa.subpath = leftover_path;
pa.object = resource.is_valid() ? (Object *)resource.ptr() : (Object *)child;
pa.special = SP_NONE;
pa.owner = p_anim->node_cache[i];
if (false && node_cache->node_2d) {
if (leftover_path.size() == 1 && leftover_path[0] == SceneStringNames::get_singleton()->transform_pos) {
pa.special = SP_NODE2D_POS;
} else if (leftover_path.size() == 1 && leftover_path[0] == SceneStringNames::get_singleton()->transform_rot) {
pa.special = SP_NODE2D_ROT;
} else if (leftover_path.size() == 1 && leftover_path[0] == SceneStringNames::get_singleton()->transform_scale) {
pa.special = SP_NODE2D_SCALE;
}
}
node_cache->property_anim[a->track_get_path(i).get_concatenated_subnames()] = pa;
}
}
if (a->track_get_type(i) == Animation::TYPE_BEZIER && leftover_path.size()) {
if (!node_cache->bezier_anim.has(a->track_get_path(i).get_concatenated_subnames())) {
TrackNodeCache::BezierAnim ba;
ba.bezier_property = leftover_path;
ba.object = resource.is_valid() ? (Object *)resource.ptr() : (Object *)child;
ba.owner = p_anim->node_cache[i];
node_cache->bezier_anim[a->track_get_path(i).get_concatenated_subnames()] = ba;
}
}
node_cache->last_setup_pass = setup_pass;
}
}
static void _call_object(Object *p_object, const StringName &p_method, const Vector<Variant> &p_params, bool p_deferred) {
// Separate function to use alloca() more efficiently
const Variant **argptrs = (const Variant **)alloca(sizeof(const Variant **) * p_params.size());
const Variant *args = p_params.ptr();
uint32_t argcount = p_params.size();
for (uint32_t i = 0; i < argcount; i++) {
argptrs[i] = &args[i];
}
if (p_deferred) {
MessageQueue::get_singleton()->push_callp(p_object, p_method, argptrs, argcount);
} else {
Callable::CallError ce;
p_object->callp(p_method, argptrs, argcount, ce);
}
}
void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, double p_time, double p_delta, float p_interp, bool p_is_current, bool p_seeked, bool p_started, int p_pingponged) {
_ensure_node_caches(p_anim);
ERR_FAIL_COND(p_anim->node_cache.size() != p_anim->animation->get_track_count());
Animation *a = p_anim->animation.operator->();
bool can_call = is_inside_tree() && !Engine::get_singleton()->is_editor_hint();
bool backward = signbit(p_delta);
for (int i = 0; i < a->get_track_count(); i++) {
// If an animation changes this animation (or it animates itself)
// we need to recreate our animation cache
if (p_anim->node_cache.size() != a->get_track_count()) {
_ensure_node_caches(p_anim);
}
TrackNodeCache *nc = p_anim->node_cache[i];
if (!nc) {
continue; // no node cache for this track, skip it
}
if (!a->track_is_enabled(i)) {
continue; // do nothing if the track is disabled
}
if (a->track_get_key_count(i) == 0) {
continue; // do nothing if track is empty
}
switch (a->track_get_type(i)) {
case Animation::TYPE_POSITION_3D: {
#ifndef _3D_DISABLED
if (!nc->node_3d) {
continue;
}
Vector3 loc;
Error err = a->position_track_interpolate(i, p_time, &loc);
//ERR_CONTINUE(err!=OK); //used for testing, should be removed
if (err != OK) {
continue;
}
if (nc->accum_pass != accum_pass) {
ERR_CONTINUE(cache_update_size >= NODE_CACHE_UPDATE_MAX);
cache_update[cache_update_size++] = nc;
nc->accum_pass = accum_pass;
nc->loc_accum = loc;
nc->rot_accum = Quaternion();
nc->scale_accum = Vector3();
} else {
nc->loc_accum = nc->loc_accum.lerp(loc, p_interp);
}
#endif // _3D_DISABLED
} break;
case Animation::TYPE_ROTATION_3D: {
#ifndef _3D_DISABLED
if (!nc->node_3d) {
continue;
}
Quaternion rot;
Error err = a->rotation_track_interpolate(i, p_time, &rot);
//ERR_CONTINUE(err!=OK); //used for testing, should be removed
if (err != OK) {
continue;
}
if (nc->accum_pass != accum_pass) {
ERR_CONTINUE(cache_update_size >= NODE_CACHE_UPDATE_MAX);
cache_update[cache_update_size++] = nc;
nc->accum_pass = accum_pass;
nc->loc_accum = Vector3();
nc->rot_accum = rot;
nc->scale_accum = Vector3();
} else {
nc->rot_accum = nc->rot_accum.slerp(rot, p_interp);
}
#endif // _3D_DISABLED
} break;
case Animation::TYPE_SCALE_3D: {
#ifndef _3D_DISABLED
if (!nc->node_3d) {
continue;
}
Vector3 scale;
Error err = a->scale_track_interpolate(i, p_time, &scale);
//ERR_CONTINUE(err!=OK); //used for testing, should be removed
if (err != OK) {
continue;
}
if (nc->accum_pass != accum_pass) {
ERR_CONTINUE(cache_update_size >= NODE_CACHE_UPDATE_MAX);
cache_update[cache_update_size++] = nc;
nc->accum_pass = accum_pass;
nc->loc_accum = Vector3();
nc->rot_accum = Quaternion();
nc->scale_accum = scale;
} else {
nc->scale_accum = nc->scale_accum.lerp(scale, p_interp);
}
#endif // _3D_DISABLED
} break;
case Animation::TYPE_BLEND_SHAPE: {
#ifndef _3D_DISABLED
if (!nc->node_blend_shape) {
continue;
}
float blend;
Error err = a->blend_shape_track_interpolate(i, p_time, &blend);
//ERR_CONTINUE(err!=OK); //used for testing, should be removed
if (err != OK) {
continue;
}
if (nc->accum_pass != accum_pass) {
ERR_CONTINUE(cache_update_size >= NODE_CACHE_UPDATE_MAX);
nc->accum_pass = accum_pass;
cache_update[cache_update_size++] = nc;
nc->blend_shape_accum = blend;
} else {
nc->blend_shape_accum = Math::lerp(nc->blend_shape_accum, blend, p_interp);
}
#endif // _3D_DISABLED
} break;
case Animation::TYPE_VALUE: {
if (!nc->node) {
continue;
}
//StringName property=a->track_get_path(i).get_property();
Map<StringName, TrackNodeCache::PropertyAnim>::Element *E = nc->property_anim.find(a->track_get_path(i).get_concatenated_subnames());
ERR_CONTINUE(!E); //should it continue, or create a new one?
TrackNodeCache::PropertyAnim *pa = &E->get();
Animation::UpdateMode update_mode = a->value_track_get_update_mode(i);
if (update_mode == Animation::UPDATE_CAPTURE) {
if (p_started || pa->capture == Variant()) {
pa->capture = pa->object->get_indexed(pa->subpath);
}
int key_count = a->track_get_key_count(i);
if (key_count == 0) {
continue; //eeh not worth it
}
double first_key_time = a->track_get_key_time(i, 0);
double transition = 1.0;
int first_key = 0;
if (first_key_time == 0.0) {
//ignore, use for transition
if (key_count == 1) {
continue; //with one key we can't do anything
}
transition = (double)a->track_get_key_transition(i, 0);
first_key_time = a->track_get_key_time(i, 1);
first_key = 1;
}
if (p_time < first_key_time) {
double c = Math::ease(p_time / first_key_time, transition);
Variant first_value = a->track_get_key_value(i, first_key);
Variant interp_value;
Variant::interpolate(pa->capture, first_value, c, interp_value);
if (pa->accum_pass != accum_pass) {
ERR_CONTINUE(cache_update_prop_size >= NODE_CACHE_UPDATE_MAX);
cache_update_prop[cache_update_prop_size++] = pa;
pa->value_accum = interp_value;
pa->accum_pass = accum_pass;
} else {
Variant::interpolate(pa->value_accum, interp_value, p_interp, pa->value_accum);
}
continue; //handled
}
}
if (update_mode == Animation::UPDATE_CONTINUOUS || update_mode == Animation::UPDATE_CAPTURE || (p_delta == 0 && update_mode == Animation::UPDATE_DISCRETE)) { //delta == 0 means seek
Variant value = a->value_track_interpolate(i, p_time);
if (value == Variant()) {
continue;
}
if (pa->accum_pass != accum_pass) {
ERR_CONTINUE(cache_update_prop_size >= NODE_CACHE_UPDATE_MAX);
cache_update_prop[cache_update_prop_size++] = pa;
pa->value_accum = value;
pa->accum_pass = accum_pass;
} else {
Variant::interpolate(pa->value_accum, value, p_interp, pa->value_accum);
}
} else if (p_is_current && p_delta != 0) {
List<int> indices;
a->value_track_get_key_indices(i, p_time, p_delta, &indices, p_pingponged);
for (int &F : indices) {
Variant value = a->track_get_key_value(i, F);
switch (pa->special) {
case SP_NONE: {
bool valid;
pa->object->set_indexed(pa->subpath, value, &valid); //you are not speshul
#ifdef DEBUG_ENABLED
if (!valid) {
ERR_PRINT("Failed setting track value '" + String(pa->owner->path) + "'. Check if the property exists or the type of key is valid. Animation '" + a->get_name() + "' at node '" + get_path() + "'.");
}
#endif
} break;
case SP_NODE2D_POS: {
#ifdef DEBUG_ENABLED
if (value.get_type() != Variant::VECTOR2) {
ERR_PRINT("Position key at time " + rtos(p_time) + " in Animation Track '" + String(pa->owner->path) + "' not of type Vector2(). Animation '" + a->get_name() + "' at node '" + get_path() + "'.");
}
#endif
static_cast<Node2D *>(pa->object)->set_position(value);
} break;
case SP_NODE2D_ROT: {
#ifdef DEBUG_ENABLED
if (value.is_num()) {
ERR_PRINT("Rotation key at time " + rtos(p_time) + " in Animation Track '" + String(pa->owner->path) + "' not numerical. Animation '" + a->get_name() + "' at node '" + get_path() + "'.");
}
#endif
static_cast<Node2D *>(pa->object)->set_rotation((double)value);
} break;
case SP_NODE2D_SCALE: {
#ifdef DEBUG_ENABLED
if (value.get_type() != Variant::VECTOR2) {
ERR_PRINT("Scale key at time " + rtos(p_time) + " in Animation Track '" + String(pa->owner->path) + "' not of type Vector2()." + a->get_name() + "' at node '" + get_path() + "'.");
}
#endif
static_cast<Node2D *>(pa->object)->set_scale(value);
} break;
}
}
}
} break;
case Animation::TYPE_METHOD: {
if (!nc->node) {
continue;
}
if (p_delta == 0) {
continue;
}
if (!p_is_current) {
break;
}
List<int> indices;
a->method_track_get_key_indices(i, p_time, p_delta, &indices, p_pingponged);
for (int &E : indices) {
StringName method = a->method_track_get_name(i, E);
Vector<Variant> params = a->method_track_get_params(i, E);
#ifdef DEBUG_ENABLED
if (!nc->node->has_method(method)) {
ERR_PRINT("Invalid method call '" + method + "'. '" + a->get_name() + "' at node '" + get_path() + "'.");
}
#endif
if (can_call) {
_call_object(nc->node, method, params, method_call_mode == ANIMATION_METHOD_CALL_DEFERRED);
}
}
} break;
case Animation::TYPE_BEZIER: {
if (!nc->node) {
continue;
}
Map<StringName, TrackNodeCache::BezierAnim>::Element *E = nc->bezier_anim.find(a->track_get_path(i).get_concatenated_subnames());
ERR_CONTINUE(!E); //should it continue, or create a new one?
TrackNodeCache::BezierAnim *ba = &E->get();
real_t bezier = a->bezier_track_interpolate(i, p_time);
if (ba->accum_pass != accum_pass) {
ERR_CONTINUE(cache_update_bezier_size >= NODE_CACHE_UPDATE_MAX);
cache_update_bezier[cache_update_bezier_size++] = ba;
ba->bezier_accum = bezier;
ba->accum_pass = accum_pass;
} else {
ba->bezier_accum = Math::lerp(ba->bezier_accum, (float)bezier, p_interp);
}
} break;
case Animation::TYPE_AUDIO: {
if (!nc->node) {
continue;
}
if (p_delta == 0) {
continue;
}
if (p_seeked) {
//find whatever should be playing
int idx = a->track_find_key(i, p_time);
if (idx < 0) {
continue;
}
Ref<AudioStream> stream = a->audio_track_get_key_stream(i, idx);
if (!stream.is_valid()) {
nc->node->call(SNAME("stop"));
nc->audio_playing = false;
playing_caches.erase(nc);
} else {
float start_ofs = a->audio_track_get_key_start_offset(i, idx);
start_ofs += p_time - a->track_get_key_time(i, idx);
float end_ofs = a->audio_track_get_key_end_offset(i, idx);
float len = stream->get_length();
if (start_ofs > len - end_ofs) {
nc->node->call(SNAME("stop"));
nc->audio_playing = false;
playing_caches.erase(nc);
continue;
}
nc->node->call(SNAME("set_stream"), stream);
nc->node->call(SNAME("play"), start_ofs);
nc->audio_playing = true;
playing_caches.insert(nc);
if (len && end_ofs > 0) { //force an end at a time
nc->audio_len = len - start_ofs - end_ofs;
} else {
nc->audio_len = 0;
}
nc->audio_start = p_time;
}
} else {
//find stuff to play
List<int> to_play;
a->track_get_key_indices_in_range(i, p_time, p_delta, &to_play, p_pingponged);
if (to_play.size()) {
int idx = to_play.back()->get();
Ref<AudioStream> stream = a->audio_track_get_key_stream(i, idx);
if (!stream.is_valid()) {
nc->node->call(SNAME("stop"));
nc->audio_playing = false;
playing_caches.erase(nc);
} else {
float start_ofs = a->audio_track_get_key_start_offset(i, idx);
float end_ofs = a->audio_track_get_key_end_offset(i, idx);
float len = stream->get_length();
nc->node->call(SNAME("set_stream"), stream);
nc->node->call(SNAME("play"), start_ofs);
nc->audio_playing = true;
playing_caches.insert(nc);
if (len && end_ofs > 0) { //force an end at a time
nc->audio_len = len - start_ofs - end_ofs;
} else {
nc->audio_len = 0;
}
nc->audio_start = p_time;
}
} else if (nc->audio_playing) {
bool loop = a->get_loop_mode() != Animation::LoopMode::LOOP_NONE;
bool stop = false;
if (!loop) {
if ((p_time < nc->audio_start && !backward) || (p_time > nc->audio_start && backward)) {
stop = true;
}
} else if (nc->audio_len > 0) {
float len = nc->audio_start > p_time ? (a->get_length() - nc->audio_start) + p_time : p_time - nc->audio_start;
if (len > nc->audio_len) {
stop = true;
}
}
if (stop) {
//time to stop
nc->node->call(SNAME("stop"));
nc->audio_playing = false;
playing_caches.erase(nc);
}
}
}
} break;
case Animation::TYPE_ANIMATION: {
AnimationPlayer *player = Object::cast_to<AnimationPlayer>(nc->node);
if (!player) {
continue;
}
if (p_delta == 0 || p_seeked) {
//seek
int idx = a->track_find_key(i, p_time);
if (idx < 0) {
continue;
}
double pos = a->track_get_key_time(i, idx);
StringName anim_name = a->animation_track_get_key_animation(i, idx);
if (String(anim_name) == "[stop]" || !player->has_animation(anim_name)) {
continue;
}
Ref<Animation> anim = player->get_animation(anim_name);
double at_anim_pos = 0.0;
switch (anim->get_loop_mode()) {
case Animation::LoopMode::LOOP_NONE: {
at_anim_pos = MIN((double)anim->get_length(), p_time - pos); //seek to end
} break;
case Animation::LoopMode::LOOP_LINEAR: {
at_anim_pos = Math::fposmod(p_time - pos, (double)anim->get_length()); //seek to loop
} break;
case Animation::LoopMode::LOOP_PINGPONG: {
at_anim_pos = Math::pingpong(p_time - pos, (double)anim->get_length());
} break;
default:
break;
}
if (player->is_playing() || p_seeked) {
player->play(anim_name);
player->seek(at_anim_pos);
nc->animation_playing = true;
playing_caches.insert(nc);
} else {
player->set_assigned_animation(anim_name);
player->seek(at_anim_pos, true);
}
} else {
//find stuff to play
List<int> to_play;
a->track_get_key_indices_in_range(i, p_time, p_delta, &to_play, p_pingponged);
if (to_play.size()) {
int idx = to_play.back()->get();
StringName anim_name = a->animation_track_get_key_animation(i, idx);
if (String(anim_name) == "[stop]" || !player->has_animation(anim_name)) {
if (playing_caches.has(nc)) {
playing_caches.erase(nc);
player->stop();
nc->animation_playing = false;
}
} else {
player->play(anim_name);
player->seek(0.0, true);
nc->animation_playing = true;
playing_caches.insert(nc);
}
}
}
} break;
}
}
}
void AnimationPlayer::_animation_process_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_started) {
double delta = p_delta * speed_scale * cd.speed_scale;
double next_pos = cd.pos + delta;
real_t len = cd.from->animation->get_length();
int pingponged = 0;
switch (cd.from->animation->get_loop_mode()) {
case Animation::LoopMode::LOOP_NONE: {
if (next_pos < 0) {
next_pos = 0;
} else if (next_pos > len) {
next_pos = len;
}
bool backwards = signbit(delta); // Negative zero means playing backwards too
delta = next_pos - cd.pos; // Fix delta (after determination of backwards because negative zero is lost here)
if (&cd == &playback.current) {
if (!backwards && cd.pos <= len && next_pos == len) {
//playback finished
end_reached = true;
end_notify = cd.pos < len; // Notify only if not already at the end
}
if (backwards && cd.pos >= 0 && next_pos == 0) {
//playback finished
end_reached = true;
end_notify = cd.pos > 0; // Notify only if not already at the beginning
}
}
} break;
case Animation::LoopMode::LOOP_LINEAR: {
double looped_next_pos = Math::fposmod(next_pos, (double)len);
if (looped_next_pos == 0 && next_pos != 0) {
// Loop multiples of the length to it, rather than 0
// so state at time=length is previewable in the editor
next_pos = len;
} else {
next_pos = looped_next_pos;
}
} break;
case Animation::LoopMode::LOOP_PINGPONG: {
if ((int)Math::floor(abs(next_pos - cd.pos) / len) % 2 == 0) {
if (next_pos < 0 && cd.pos >= 0) {
cd.speed_scale *= -1.0;
pingponged = -1;
}
if (next_pos > len && cd.pos <= len) {
cd.speed_scale *= -1.0;
pingponged = 1;
}
}
double looped_next_pos = Math::pingpong(next_pos, (double)len);
if (looped_next_pos == 0 && next_pos != 0) {
// Loop multiples of the length to it, rather than 0
// so state at time=length is previewable in the editor
next_pos = len;
} else {
next_pos = looped_next_pos;
}
} break;
default:
break;
}
cd.pos = next_pos;
_animation_process_animation(cd.from, cd.pos, delta, p_blend, &cd == &playback.current, p_seeked, p_started, pingponged);
}
void AnimationPlayer::_animation_process2(double p_delta, bool p_started) {
Playback &c = playback;
accum_pass++;
_animation_process_data(c.current, p_delta, 1.0f, c.seeked && p_delta != 0, p_started);
if (p_delta != 0) {
c.seeked = false;
}
List<Blend>::Element *prev = nullptr;
for (List<Blend>::Element *E = c.blend.back(); E; E = prev) {
Blend &b = E->get();
float blend = b.blend_left / b.blend_time;
_animation_process_data(b.data, p_delta, blend, false, false);
b.blend_left -= Math::absf(speed_scale * p_delta);
prev = E->prev();
if (b.blend_left < 0) {
c.blend.erase(E);
}
}
}
void AnimationPlayer::_animation_update_transforms() {
{
Transform3D t;
for (int i = 0; i < cache_update_size; i++) {
TrackNodeCache *nc = cache_update[i];
ERR_CONTINUE(nc->accum_pass != accum_pass);
#ifndef _3D_DISABLED
if (nc->skeleton && nc->bone_idx >= 0) {
if (nc->loc_used) {
nc->skeleton->set_bone_pose_position(nc->bone_idx, nc->loc_accum);
}
if (nc->rot_used) {
nc->skeleton->set_bone_pose_rotation(nc->bone_idx, nc->rot_accum);
}
if (nc->scale_used) {
nc->skeleton->set_bone_pose_scale(nc->bone_idx, nc->scale_accum);
}
} else if (nc->node_blend_shape) {
nc->node_blend_shape->set_blend_shape_value(nc->blend_shape_idx, nc->blend_shape_accum);
} else if (nc->node_3d) {
if (nc->loc_used) {
nc->node_3d->set_position(nc->loc_accum);
}
if (nc->rot_used) {
nc->node_3d->set_rotation(nc->rot_accum.get_euler());
}
if (nc->scale_used) {
nc->node_3d->set_scale(nc->scale_accum);
}
}
#endif // _3D_DISABLED
}
}
cache_update_size = 0;
for (int i = 0; i < cache_update_prop_size; i++) {
TrackNodeCache::PropertyAnim *pa = cache_update_prop[i];
ERR_CONTINUE(pa->accum_pass != accum_pass);
switch (pa->special) {
case SP_NONE: {
bool valid;
pa->object->set_indexed(pa->subpath, pa->value_accum, &valid); //you are not speshul
#ifdef DEBUG_ENABLED
if (!valid) {
// Get subpath as string for printing the error
// Cannot use `String::join(Vector<String>)` because this is a vector of StringName
String key_debug;
if (pa->subpath.size() > 0) {
key_debug = pa->subpath[0];
for (int subpath_index = 1; subpath_index < pa->subpath.size(); ++subpath_index) {
key_debug += ".";
key_debug += pa->subpath[subpath_index];
}
}
ERR_PRINT("Failed setting key '" + key_debug +
"' at time " + rtos(playback.current.pos) +
" in Animation '" + get_current_animation() +
"' at Node '" + get_path() +
"', Track '" + String(pa->owner->path) +
"'. Check if the property exists or the type of key is right for the property.");
}
#endif
} break;
case SP_NODE2D_POS: {
#ifdef DEBUG_ENABLED
if (pa->value_accum.get_type() != Variant::VECTOR2) {
ERR_PRINT("Position key at time " + rtos(playback.current.pos) + " in Animation '" + get_current_animation() + "' at Node '" + get_path() + "', Track '" + String(pa->owner->path) + "' not of type Vector2()");
}
#endif
static_cast<Node2D *>(pa->object)->set_position(pa->value_accum);
} break;
case SP_NODE2D_ROT: {
#ifdef DEBUG_ENABLED
if (pa->value_accum.is_num()) {
ERR_PRINT("Rotation key at time " + rtos(playback.current.pos) + " in Animation '" + get_current_animation() + "' at Node '" + get_path() + "', Track '" + String(pa->owner->path) + "' not numerical");
}
#endif
static_cast<Node2D *>(pa->object)->set_rotation(Math::deg2rad((double)pa->value_accum));
} break;
case SP_NODE2D_SCALE: {
#ifdef DEBUG_ENABLED
if (pa->value_accum.get_type() != Variant::VECTOR2) {
ERR_PRINT("Scale key at time " + rtos(playback.current.pos) + " in Animation '" + get_current_animation() + "' at Node '" + get_path() + "', Track '" + String(pa->owner->path) + "' not of type Vector2()");
}
#endif
static_cast<Node2D *>(pa->object)->set_scale(pa->value_accum);
} break;
}
}
cache_update_prop_size = 0;
for (int i = 0; i < cache_update_bezier_size; i++) {
TrackNodeCache::BezierAnim *ba = cache_update_bezier[i];
ERR_CONTINUE(ba->accum_pass != accum_pass);
ba->object->set_indexed(ba->bezier_property, ba->bezier_accum);
}
cache_update_bezier_size = 0;
}
void AnimationPlayer::_animation_process(double p_delta) {
if (playback.current.from) {
end_reached = false;
end_notify = false;
_animation_process2(p_delta, playback.started);
if (playback.started) {
playback.started = false;
}
_animation_update_transforms();
if (end_reached) {
if (queued.size()) {
String old = playback.assigned;
play(queued.front()->get());
String new_name = playback.assigned;
queued.pop_front();
if (end_notify) {
emit_signal(SceneStringNames::get_singleton()->animation_changed, old, new_name);
}
} else {
//stop();
playing = false;
_set_process(false);
if (end_notify) {
emit_signal(SceneStringNames::get_singleton()->animation_finished, playback.assigned);
}
}
end_reached = false;
}
} else {
_set_process(false);
}
}
void AnimationPlayer::_animation_set_cache_update() {
// Relatively fast function to update all animations.
animation_set_update_pass++;
bool clear_cache_needed = false;
// Update changed and add otherwise
for (uint32_t i = 0; i < animation_libraries.size(); i++) {
for (const KeyValue<StringName, Ref<Animation>> &K : animation_libraries[i].library->animations) {
StringName key = animation_libraries[i].name == StringName() ? K.key : StringName(String(animation_libraries[i].name) + "/" + String(K.key));
if (!animation_set.has(key)) {
AnimationData ad;
ad.animation = K.value;
ad.animation_library = animation_libraries[i].name;
ad.name = key;
ad.last_update = animation_set_update_pass;
animation_set.insert(ad.name, ad);
} else {
AnimationData &ad = animation_set[key];
if (ad.last_update != animation_set_update_pass) {
// Was not updated, update. If the animation is duplicated, the second one will be ignored.
if (ad.animation != K.value || ad.animation_library != animation_libraries[i].name) {
// Animation changed, update and clear caches.
clear_cache_needed = true;
ad.animation = K.value;
ad.animation_library = animation_libraries[i].name;
}
ad.last_update = animation_set_update_pass;
}
}
}
}
// Check removed
List<StringName> to_erase;
for (const KeyValue<StringName, AnimationData> &E : animation_set) {
if (E.value.last_update != animation_set_update_pass) {
// Was not updated, must be erased
to_erase.push_back(E.key);
clear_cache_needed = true;
}
}
while (to_erase.size()) {
animation_set.erase(to_erase.front()->get());
to_erase.pop_front();
}
if (clear_cache_needed) {
// If something was modified or removed, caches need to be cleared
clear_caches();
}
}
void AnimationPlayer::_animation_added(const StringName &p_name, const StringName &p_library) {
_animation_set_cache_update();
update_configuration_warnings();
}
void AnimationPlayer::_animation_removed(const StringName &p_name, const StringName &p_library) {
StringName name = p_library == StringName() ? p_name : StringName(String(p_library) + "/" + String(p_name));
if (!animation_set.has(name)) {
return; // No need to update because not the one from the library being used.
}
_animation_set_cache_update();
// Erase blends if needed
List<BlendKey> to_erase;
for (const KeyValue<BlendKey, float> &E : blend_times) {
BlendKey bk = E.key;
if (bk.from == name || bk.to == name) {
to_erase.push_back(bk);
}
}
while (to_erase.size()) {
blend_times.erase(to_erase.front()->get());
to_erase.pop_front();
}
update_configuration_warnings();
}
void AnimationPlayer::_rename_animation(const StringName &p_from_name, const StringName &p_to_name) {
// Rename autoplay or blends if needed.
List<BlendKey> to_erase;
Map<BlendKey, float> to_insert;
for (const KeyValue<BlendKey, float> &E : blend_times) {
BlendKey bk = E.key;
BlendKey new_bk = bk;
bool erase = false;
if (bk.from == p_from_name) {
new_bk.from = p_to_name;
erase = true;
}
if (bk.to == p_from_name) {
new_bk.to = p_to_name;
erase = true;
}
if (erase) {
to_erase.push_back(bk);
to_insert[new_bk] = E.value;
}
}
while (to_erase.size()) {
blend_times.erase(to_erase.front()->get());
to_erase.pop_front();
}
while (to_insert.size()) {
blend_times[to_insert.front()->key()] = to_insert.front()->get();
to_insert.erase(to_insert.front());
}
if (autoplay == p_from_name) {
autoplay = p_to_name;
}
}
void AnimationPlayer::_animation_renamed(const StringName &p_name, const StringName &p_to_name, const StringName &p_library) {
StringName from_name = p_library == StringName() ? p_name : StringName(String(p_library) + "/" + String(p_name));
StringName to_name = p_library == StringName() ? p_to_name : StringName(String(p_library) + "/" + String(p_to_name));
if (!animation_set.has(from_name)) {
return; // No need to update because not the one from the library being used.
}
_animation_set_cache_update();
_rename_animation(from_name, to_name);
update_configuration_warnings();
}
Error AnimationPlayer::add_animation_library(const StringName &p_name, const Ref<AnimationLibrary> &p_animation_library) {
ERR_FAIL_COND_V(p_animation_library.is_null(), ERR_INVALID_PARAMETER);
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_V_MSG(String(p_name).contains("/") || String(p_name).contains(":") || String(p_name).contains(",") || String(p_name).contains("["), ERR_INVALID_PARAMETER, "Invalid animation name: " + String(p_name) + ".");
#endif
int insert_pos = 0;
for (uint32_t i = 0; i < animation_libraries.size(); i++) {
ERR_FAIL_COND_V_MSG(animation_libraries[i].name == p_name, ERR_ALREADY_EXISTS, "Can't add animation library twice with name: " + String(p_name));
ERR_FAIL_COND_V_MSG(animation_libraries[i].library == p_animation_library, ERR_ALREADY_EXISTS, "Can't add animation library twice (adding as '" + p_name.operator String() + "', exists as '" + animation_libraries[i].name.operator String() + "'.");
if (animation_libraries[i].name.operator String() >= p_name.operator String()) {
break;
}
insert_pos++;
}
AnimationLibraryData ald;
ald.name = p_name;
ald.library = p_animation_library;
animation_libraries.insert(insert_pos, ald);
ald.library->connect(SNAME("animation_added"), callable_mp(this, &AnimationPlayer::_animation_added), varray(p_name));
ald.library->connect(SNAME("animation_removed"), callable_mp(this, &AnimationPlayer::_animation_added), varray(p_name));
ald.library->connect(SNAME("animation_renamed"), callable_mp(this, &AnimationPlayer::_animation_renamed), varray(p_name));
_animation_set_cache_update();
notify_property_list_changed();
update_configuration_warnings();
return OK;
}
void AnimationPlayer::remove_animation_library(const StringName &p_name) {
int at_pos = -1;
for (uint32_t i = 0; i < animation_libraries.size(); i++) {
if (animation_libraries[i].name == p_name) {
at_pos = i;
break;
}
}
ERR_FAIL_COND(at_pos == -1);
animation_libraries[at_pos].library->disconnect(SNAME("animation_added"), callable_mp(this, &AnimationPlayer::_animation_added));
animation_libraries[at_pos].library->disconnect(SNAME("animation_removed"), callable_mp(this, &AnimationPlayer::_animation_added));
animation_libraries[at_pos].library->disconnect(SNAME("animation_renamed"), callable_mp(this, &AnimationPlayer::_animation_renamed));
stop();
for (const KeyValue<StringName, Ref<Animation>> &K : animation_libraries[at_pos].library->animations) {
_unref_anim(K.value);
}
animation_libraries.remove_at(at_pos);
_animation_set_cache_update();
notify_property_list_changed();
update_configuration_warnings();
}
void AnimationPlayer::_ref_anim(const Ref<Animation> &p_anim) {
Ref<Animation>(p_anim)->connect(SceneStringNames::get_singleton()->tracks_changed, callable_mp(this, &AnimationPlayer::_animation_changed), varray(), CONNECT_REFERENCE_COUNTED);
}
void AnimationPlayer::_unref_anim(const Ref<Animation> &p_anim) {
Ref<Animation>(p_anim)->disconnect(SceneStringNames::get_singleton()->tracks_changed, callable_mp(this, &AnimationPlayer::_animation_changed));
}
void AnimationPlayer::rename_animation_library(const StringName &p_name, const StringName &p_new_name) {
if (p_name == p_new_name) {
return;
}
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_MSG(String(p_new_name).contains("/") || String(p_new_name).contains(":") || String(p_new_name).contains(",") || String(p_new_name).contains("["), "Invalid animation library name: " + String(p_new_name) + ".");
#endif
bool found = false;
for (uint32_t i = 0; i < animation_libraries.size(); i++) {
ERR_FAIL_COND_MSG(animation_libraries[i].name == p_new_name, "Can't rename animation library to another existing name: " + String(p_new_name));
if (animation_libraries[i].name == p_name) {
found = true;
animation_libraries[i].name = p_new_name;
// rename connections
animation_libraries[i].library->disconnect(SNAME("animation_added"), callable_mp(this, &AnimationPlayer::_animation_added));
animation_libraries[i].library->disconnect(SNAME("animation_removed"), callable_mp(this, &AnimationPlayer::_animation_added));
animation_libraries[i].library->disconnect(SNAME("animation_renamed"), callable_mp(this, &AnimationPlayer::_animation_renamed));
animation_libraries[i].library->connect(SNAME("animation_added"), callable_mp(this, &AnimationPlayer::_animation_added), varray(p_new_name));
animation_libraries[i].library->connect(SNAME("animation_removed"), callable_mp(this, &AnimationPlayer::_animation_added), varray(p_new_name));
animation_libraries[i].library->connect(SNAME("animation_renamed"), callable_mp(this, &AnimationPlayer::_animation_renamed), varray(p_new_name));
for (const KeyValue<StringName, Ref<Animation>> &K : animation_libraries[i].library->animations) {
StringName old_name = p_name == StringName() ? K.key : StringName(String(p_name) + "/" + String(K.key));
StringName new_name = p_new_name == StringName() ? K.key : StringName(String(p_new_name) + "/" + String(K.key));
_rename_animation(old_name, new_name);
}
}
}
ERR_FAIL_COND(!found);
stop();
animation_libraries.sort(); // Must keep alphabetical order.
_animation_set_cache_update(); // Update cache.
notify_property_list_changed();
}
bool AnimationPlayer::has_animation_library(const StringName &p_name) const {
for (uint32_t i = 0; i < animation_libraries.size(); i++) {
if (animation_libraries[i].name == p_name) {
return true;
}
}
return false;
}
Ref<AnimationLibrary> AnimationPlayer::get_animation_library(const StringName &p_name) const {
for (uint32_t i = 0; i < animation_libraries.size(); i++) {
if (animation_libraries[i].name == p_name) {
return animation_libraries[i].library;
}
}
ERR_FAIL_V(Ref<AnimationLibrary>());
}
TypedArray<StringName> AnimationPlayer::_get_animation_library_list() const {
TypedArray<StringName> ret;
for (uint32_t i = 0; i < animation_libraries.size(); i++) {
ret.push_back(animation_libraries[i].name);
}
return ret;
}
void AnimationPlayer::get_animation_library_list(List<StringName> *p_libraries) const {
for (uint32_t i = 0; i < animation_libraries.size(); i++) {
p_libraries->push_back(animation_libraries[i].name);
}
}
TypedArray<String> AnimationPlayer::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
for (uint32_t i = 0; i < animation_libraries.size(); i++) {
for (const KeyValue<StringName, Ref<Animation>> &K : animation_libraries[i].library->animations) {
if (animation_set.has(K.key) && animation_set[K.key].animation_library != animation_libraries[i].name) {
warnings.push_back(vformat(RTR("Animation '%s' in library '%s' is unused because another animation with the same name exists in library '%s'."), K.key, animation_libraries[i].name, animation_set[K.key].animation_library));
}
}
}
return warnings;
}
bool AnimationPlayer::has_animation(const StringName &p_name) const {
return animation_set.has(p_name);
}
Ref<Animation> AnimationPlayer::get_animation(const StringName &p_name) const {
ERR_FAIL_COND_V(!animation_set.has(p_name), Ref<Animation>());
const AnimationData &data = animation_set[p_name];
return data.animation;
}
void AnimationPlayer::get_animation_list(List<StringName> *p_animations) const {
List<String> anims;
for (const KeyValue<StringName, AnimationData> &E : animation_set) {
anims.push_back(E.key);
}
anims.sort();
for (const String &E : anims) {
p_animations->push_back(E);
}
}
void AnimationPlayer::set_blend_time(const StringName &p_animation1, const StringName &p_animation2, float p_time) {
ERR_FAIL_COND(!animation_set.has(p_animation1));
ERR_FAIL_COND(!animation_set.has(p_animation2));
ERR_FAIL_COND_MSG(p_time < 0, "Blend time cannot be smaller than 0.");
BlendKey bk;
bk.from = p_animation1;
bk.to = p_animation2;
if (p_time == 0) {
blend_times.erase(bk);
} else {
blend_times[bk] = p_time;
}
}
float AnimationPlayer::get_blend_time(const StringName &p_animation1, const StringName &p_animation2) const {
BlendKey bk;
bk.from = p_animation1;
bk.to = p_animation2;
if (blend_times.has(bk)) {
return blend_times[bk];
} else {
return 0;
}
}
void AnimationPlayer::queue(const StringName &p_name) {
if (!is_playing()) {
play(p_name);
} else {
queued.push_back(p_name);
}
}
Vector<String> AnimationPlayer::get_queue() {
Vector<String> ret;
for (const StringName &E : queued) {
ret.push_back(E);
}
return ret;
}
void AnimationPlayer::clear_queue() {
queued.clear();
}
void AnimationPlayer::play_backwards(const StringName &p_name, float p_custom_blend) {
play(p_name, p_custom_blend, -1, true);
}
void AnimationPlayer::play(const StringName &p_name, float p_custom_blend, float p_custom_scale, bool p_from_end) {
StringName name = p_name;
if (String(name) == "") {
name = playback.assigned;
}
ERR_FAIL_COND_MSG(!animation_set.has(name), "Animation not found: " + name + ".");
Playback &c = playback;
if (c.current.from) {
float blend_time = 0.0;
// find if it can blend
BlendKey bk;
bk.from = c.current.from->name;
bk.to = name;
if (p_custom_blend >= 0) {
blend_time = p_custom_blend;
} else if (blend_times.has(bk)) {
blend_time = blend_times[bk];
} else {
bk.from = "*";
if (blend_times.has(bk)) {
blend_time = blend_times[bk];
} else {
bk.from = c.current.from->name;
bk.to = "*";
if (blend_times.has(bk)) {
blend_time = blend_times[bk];
}
}
}
if (p_custom_blend < 0 && blend_time == 0 && default_blend_time) {
blend_time = default_blend_time;
}
if (blend_time > 0) {
Blend b;
b.data = c.current;
b.blend_time = b.blend_left = blend_time;
c.blend.push_back(b);
}
}
if (get_current_animation() != p_name) {
_stop_playing_caches();
}
c.current.from = &animation_set[name];
if (c.assigned != name) { // reset
c.current.pos = p_from_end ? c.current.from->animation->get_length() : 0;
} else {
if (p_from_end && c.current.pos == 0) {
// Animation reset BUT played backwards, set position to the end
c.current.pos = c.current.from->animation->get_length();
} else if (!p_from_end && c.current.pos == c.current.from->animation->get_length()) {
// Animation resumed but already ended, set position to the beginning
c.current.pos = 0;
}
}
c.current.speed_scale = p_custom_scale;
c.assigned = name;
c.seeked = false;
c.started = true;
if (!end_reached) {
queued.clear();
}
_set_process(true); // always process when starting an animation
playing = true;
emit_signal(SceneStringNames::get_singleton()->animation_started, c.assigned);
if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) {
return; // no next in this case
}
StringName next = animation_get_next(p_name);
if (next != StringName() && animation_set.has(next)) {
queue(next);
}
}
bool AnimationPlayer::is_playing() const {
return playing;
}
void AnimationPlayer::set_current_animation(const String &p_anim) {
if (p_anim == "[stop]" || p_anim.is_empty()) {
stop();
} else if (!is_playing() || playback.assigned != p_anim) {
play(p_anim);
} else {
// Same animation, do not replay from start
}
}
String AnimationPlayer::get_current_animation() const {
return (is_playing() ? playback.assigned : "");
}
void AnimationPlayer::set_assigned_animation(const String &p_anim) {
if (is_playing()) {
play(p_anim);
} else {
ERR_FAIL_COND(!animation_set.has(p_anim));
playback.current.pos = 0;
playback.current.from = &animation_set[p_anim];
playback.assigned = p_anim;
}
}
String AnimationPlayer::get_assigned_animation() const {
return playback.assigned;
}
void AnimationPlayer::stop(bool p_reset) {
_stop_playing_caches();
Playback &c = playback;
c.blend.clear();
if (p_reset) {
c.current.from = nullptr;
c.current.speed_scale = 1;
c.current.pos = 0;
}
_set_process(false);
queued.clear();
playing = false;
}
void AnimationPlayer::set_speed_scale(float p_speed) {
speed_scale = p_speed;
}
float AnimationPlayer::get_speed_scale() const {
return speed_scale;
}
float AnimationPlayer::get_playing_speed() const {
if (!playing) {
return 0;
}
return speed_scale * playback.current.speed_scale;
}
void AnimationPlayer::seek(double p_time, bool p_update) {
if (!playback.current.from) {
if (playback.assigned) {
ERR_FAIL_COND(!animation_set.has(playback.assigned));
playback.current.from = &animation_set[playback.assigned];
}
ERR_FAIL_COND(!playback.current.from);
}
playback.current.pos = p_time;
playback.seeked = true;
if (p_update) {
_animation_process(0);
}
}
void AnimationPlayer::seek_delta(double p_time, float p_delta) {
if (!playback.current.from) {
if (playback.assigned) {
ERR_FAIL_COND(!animation_set.has(playback.assigned));
playback.current.from = &animation_set[playback.assigned];
}
ERR_FAIL_COND(!playback.current.from);
}
playback.current.pos = p_time - p_delta;
if (speed_scale != 0.0) {
p_delta /= speed_scale;
}
_animation_process(p_delta);
//playback.current.pos=p_time;
}
bool AnimationPlayer::is_valid() const {
return (playback.current.from);
}
float AnimationPlayer::get_current_animation_position() const {
ERR_FAIL_COND_V_MSG(!playback.current.from, 0, "AnimationPlayer has no current animation");
return playback.current.pos;
}
float AnimationPlayer::get_current_animation_length() const {
ERR_FAIL_COND_V_MSG(!playback.current.from, 0, "AnimationPlayer has no current animation");
return playback.current.from->animation->get_length();
}
void AnimationPlayer::_animation_changed() {
clear_caches();
emit_signal(SNAME("caches_cleared"));
if (is_playing()) {
playback.seeked = true; //need to restart stuff, like audio
}
}
void AnimationPlayer::_stop_playing_caches() {
for (Set<TrackNodeCache *>::Element *E = playing_caches.front(); E; E = E->next()) {
if (E->get()->node && E->get()->audio_playing) {
E->get()->node->call(SNAME("stop"));
}
if (E->get()->node && E->get()->animation_playing) {
AnimationPlayer *player = Object::cast_to<AnimationPlayer>(E->get()->node);
if (!player) {
continue;
}
player->stop();
}
}
playing_caches.clear();
}
void AnimationPlayer::_node_removed(Node *p_node) {
clear_caches(); // nodes contained here are being removed, clear the caches
}
void AnimationPlayer::clear_caches() {
_stop_playing_caches();
node_cache_map.clear();
for (KeyValue<StringName, AnimationData> &E : animation_set) {
E.value.node_cache.clear();
}
cache_update_size = 0;
cache_update_prop_size = 0;
cache_update_bezier_size = 0;
}
void AnimationPlayer::set_active(bool p_active) {
if (active == p_active) {
return;
}
active = p_active;
_set_process(processing, true);
}
bool AnimationPlayer::is_active() const {
return active;
}
StringName AnimationPlayer::find_animation(const Ref<Animation> &p_animation) const {
for (const KeyValue<StringName, AnimationData> &E : animation_set) {
if (E.value.animation == p_animation) {
return E.key;
}
}
return StringName();
}
StringName AnimationPlayer::find_animation_library(const Ref<Animation> &p_animation) const {
for (const KeyValue<StringName, AnimationData> &E : animation_set) {
if (E.value.animation == p_animation) {
return E.value.animation_library;
}
}
return StringName();
}
void AnimationPlayer::set_autoplay(const String &p_name) {
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
WARN_PRINT("Setting autoplay after the node has been added to the scene has no effect.");
}
autoplay = p_name;
}
String AnimationPlayer::get_autoplay() const {
return autoplay;
}
void AnimationPlayer::set_reset_on_save_enabled(bool p_enabled) {
reset_on_save = p_enabled;
}
bool AnimationPlayer::is_reset_on_save_enabled() const {
return reset_on_save;
}
void AnimationPlayer::set_process_callback(AnimationProcessCallback p_mode) {
if (process_callback == p_mode) {
return;
}
bool pr = processing;
if (pr) {
_set_process(false);
}
process_callback = p_mode;
if (pr) {
_set_process(true);
}
}
AnimationPlayer::AnimationProcessCallback AnimationPlayer::get_process_callback() const {
return process_callback;
}
void AnimationPlayer::set_method_call_mode(AnimationMethodCallMode p_mode) {
method_call_mode = p_mode;
}
AnimationPlayer::AnimationMethodCallMode AnimationPlayer::get_method_call_mode() const {
return method_call_mode;
}
void AnimationPlayer::_set_process(bool p_process, bool p_force) {
if (processing == p_process && !p_force) {
return;
}
switch (process_callback) {
case ANIMATION_PROCESS_PHYSICS:
set_physics_process_internal(p_process && active);
break;
case ANIMATION_PROCESS_IDLE:
set_process_internal(p_process && active);
break;
case ANIMATION_PROCESS_MANUAL:
break;
}
processing = p_process;
}
void AnimationPlayer::animation_set_next(const StringName &p_animation, const StringName &p_next) {
ERR_FAIL_COND(!animation_set.has(p_animation));
animation_set[p_animation].next = p_next;
}
StringName AnimationPlayer::animation_get_next(const StringName &p_animation) const {
if (!animation_set.has(p_animation)) {
return StringName();
}
return animation_set[p_animation].next;
}
void AnimationPlayer::set_default_blend_time(float p_default) {
default_blend_time = p_default;
}
float AnimationPlayer::get_default_blend_time() const {
return default_blend_time;
}
void AnimationPlayer::set_root(const NodePath &p_root) {
root = p_root;
clear_caches();
}
NodePath AnimationPlayer::get_root() const {
return root;
}
void AnimationPlayer::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
String pf = p_function;
if (p_idx == 0 && (p_function == "play" || p_function == "play_backwards" || p_function == "remove_animation" || p_function == "has_animation" || p_function == "queue")) {
List<StringName> al;
get_animation_list(&al);
for (const StringName &name : al) {
r_options->push_back(String(name).quote());
}
}
Node::get_argument_options(p_function, p_idx, r_options);
}
#ifdef TOOLS_ENABLED
Ref<AnimatedValuesBackup> AnimationPlayer::backup_animated_values(Node *p_root_override) {
Ref<AnimatedValuesBackup> backup;
if (!playback.current.from) {
return backup;
}
_ensure_node_caches(playback.current.from, p_root_override);
backup.instantiate();
for (int i = 0; i < playback.current.from->node_cache.size(); i++) {
TrackNodeCache *nc = playback.current.from->node_cache[i];
if (!nc) {
continue;
}
if (nc->skeleton) {
if (nc->bone_idx == -1) {
continue;
}
AnimatedValuesBackup::Entry entry;
entry.object = nc->skeleton;
entry.bone_idx = nc->bone_idx;
Array arr;
arr.resize(3);
arr[0] = nc->skeleton->get_bone_pose_position(nc->bone_idx);
arr[1] = nc->skeleton->get_bone_pose_rotation(nc->bone_idx);
arr[2] = nc->skeleton->get_bone_pose_scale(nc->bone_idx);
entry.value = nc;
backup->entries.push_back(entry);
} else {
if (nc->node_3d) {
AnimatedValuesBackup::Entry entry;
entry.object = nc->node_3d;
entry.subpath.push_back("transform");
entry.value = nc->node_3d->get_transform();
entry.bone_idx = -1;
backup->entries.push_back(entry);
} else {
for (const KeyValue<StringName, TrackNodeCache::PropertyAnim> &E : nc->property_anim) {
AnimatedValuesBackup::Entry entry;
entry.object = E.value.object;
entry.subpath = E.value.subpath;
bool valid;
entry.value = E.value.object->get_indexed(E.value.subpath, &valid);
entry.bone_idx = -1;
if (valid) {
backup->entries.push_back(entry);
}
}
}
}
}
return backup;
}
Ref<AnimatedValuesBackup> AnimationPlayer::apply_reset(bool p_user_initiated) {
ERR_FAIL_COND_V(!can_apply_reset(), Ref<AnimatedValuesBackup>());
Ref<Animation> reset_anim = animation_set[SceneStringNames::get_singleton()->RESET].animation;
ERR_FAIL_COND_V(reset_anim.is_null(), Ref<AnimatedValuesBackup>());
Node *root_node = get_node_or_null(root);
ERR_FAIL_COND_V(!root_node, Ref<AnimatedValuesBackup>());
AnimationPlayer *aux_player = memnew(AnimationPlayer);
EditorNode::get_singleton()->add_child(aux_player);
Ref<AnimationLibrary> al;
al.instantiate();
al->add_animation(SceneStringNames::get_singleton()->RESET, reset_anim);
aux_player->add_animation_library("default", al);
aux_player->set_assigned_animation(SceneStringNames::get_singleton()->RESET);
// Forcing the use of the original root because the scene where original player belongs may be not the active one
Node *root = get_node(get_root());
Ref<AnimatedValuesBackup> old_values = aux_player->backup_animated_values(root);
aux_player->seek(0.0f, true);
aux_player->queue_delete();
if (p_user_initiated) {
Ref<AnimatedValuesBackup> new_values = aux_player->backup_animated_values();
old_values->restore();
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Anim Apply Reset"));
ur->add_do_method(new_values.ptr(), "restore");
ur->add_undo_method(old_values.ptr(), "restore");
ur->commit_action();
}
return old_values;
}
bool AnimationPlayer::can_apply_reset() const {
return has_animation(SceneStringNames::get_singleton()->RESET) && playback.assigned != SceneStringNames::get_singleton()->RESET;
}
#endif // TOOLS_ENABLED
void AnimationPlayer::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_animation_library", "name", "library"), &AnimationPlayer::add_animation_library);
ClassDB::bind_method(D_METHOD("remove_animation_library", "name"), &AnimationPlayer::remove_animation_library);
ClassDB::bind_method(D_METHOD("rename_animation_library", "name", "newname"), &AnimationPlayer::rename_animation_library);
ClassDB::bind_method(D_METHOD("has_animation_library", "name"), &AnimationPlayer::has_animation_library);
ClassDB::bind_method(D_METHOD("get_animation_library", "name"), &AnimationPlayer::get_animation_library);
ClassDB::bind_method(D_METHOD("get_animation_library_list"), &AnimationPlayer::_get_animation_library_list);
ClassDB::bind_method(D_METHOD("has_animation", "name"), &AnimationPlayer::has_animation);
ClassDB::bind_method(D_METHOD("get_animation", "name"), &AnimationPlayer::get_animation);
ClassDB::bind_method(D_METHOD("get_animation_list"), &AnimationPlayer::_get_animation_list);
ClassDB::bind_method(D_METHOD("animation_set_next", "anim_from", "anim_to"), &AnimationPlayer::animation_set_next);
ClassDB::bind_method(D_METHOD("animation_get_next", "anim_from"), &AnimationPlayer::animation_get_next);
ClassDB::bind_method(D_METHOD("set_blend_time", "anim_from", "anim_to", "sec"), &AnimationPlayer::set_blend_time);
ClassDB::bind_method(D_METHOD("get_blend_time", "anim_from", "anim_to"), &AnimationPlayer::get_blend_time);
ClassDB::bind_method(D_METHOD("set_default_blend_time", "sec"), &AnimationPlayer::set_default_blend_time);
ClassDB::bind_method(D_METHOD("get_default_blend_time"), &AnimationPlayer::get_default_blend_time);
ClassDB::bind_method(D_METHOD("play", "name", "custom_blend", "custom_speed", "from_end"), &AnimationPlayer::play, DEFVAL(""), DEFVAL(-1), DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("play_backwards", "name", "custom_blend"), &AnimationPlayer::play_backwards, DEFVAL(""), DEFVAL(-1));
ClassDB::bind_method(D_METHOD("stop", "reset"), &AnimationPlayer::stop, DEFVAL(true));
ClassDB::bind_method(D_METHOD("is_playing"), &AnimationPlayer::is_playing);
ClassDB::bind_method(D_METHOD("set_current_animation", "anim"), &AnimationPlayer::set_current_animation);
ClassDB::bind_method(D_METHOD("get_current_animation"), &AnimationPlayer::get_current_animation);
ClassDB::bind_method(D_METHOD("set_assigned_animation", "anim"), &AnimationPlayer::set_assigned_animation);
ClassDB::bind_method(D_METHOD("get_assigned_animation"), &AnimationPlayer::get_assigned_animation);
ClassDB::bind_method(D_METHOD("queue", "name"), &AnimationPlayer::queue);
ClassDB::bind_method(D_METHOD("get_queue"), &AnimationPlayer::get_queue);
ClassDB::bind_method(D_METHOD("clear_queue"), &AnimationPlayer::clear_queue);
ClassDB::bind_method(D_METHOD("set_active", "active"), &AnimationPlayer::set_active);
ClassDB::bind_method(D_METHOD("is_active"), &AnimationPlayer::is_active);
ClassDB::bind_method(D_METHOD("set_speed_scale", "speed"), &AnimationPlayer::set_speed_scale);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimationPlayer::get_speed_scale);
ClassDB::bind_method(D_METHOD("get_playing_speed"), &AnimationPlayer::get_playing_speed);
ClassDB::bind_method(D_METHOD("set_autoplay", "name"), &AnimationPlayer::set_autoplay);
ClassDB::bind_method(D_METHOD("get_autoplay"), &AnimationPlayer::get_autoplay);
ClassDB::bind_method(D_METHOD("set_reset_on_save_enabled", "enabled"), &AnimationPlayer::set_reset_on_save_enabled);
ClassDB::bind_method(D_METHOD("is_reset_on_save_enabled"), &AnimationPlayer::is_reset_on_save_enabled);
ClassDB::bind_method(D_METHOD("set_root", "path"), &AnimationPlayer::set_root);
ClassDB::bind_method(D_METHOD("get_root"), &AnimationPlayer::get_root);
ClassDB::bind_method(D_METHOD("find_animation", "animation"), &AnimationPlayer::find_animation);
ClassDB::bind_method(D_METHOD("find_animation_library", "animation"), &AnimationPlayer::find_animation_library);
ClassDB::bind_method(D_METHOD("clear_caches"), &AnimationPlayer::clear_caches);
ClassDB::bind_method(D_METHOD("set_process_callback", "mode"), &AnimationPlayer::set_process_callback);
ClassDB::bind_method(D_METHOD("get_process_callback"), &AnimationPlayer::get_process_callback);
ClassDB::bind_method(D_METHOD("set_method_call_mode", "mode"), &AnimationPlayer::set_method_call_mode);
ClassDB::bind_method(D_METHOD("get_method_call_mode"), &AnimationPlayer::get_method_call_mode);
ClassDB::bind_method(D_METHOD("get_current_animation_position"), &AnimationPlayer::get_current_animation_position);
ClassDB::bind_method(D_METHOD("get_current_animation_length"), &AnimationPlayer::get_current_animation_length);
ClassDB::bind_method(D_METHOD("seek", "seconds", "update"), &AnimationPlayer::seek, DEFVAL(false));
ClassDB::bind_method(D_METHOD("advance", "delta"), &AnimationPlayer::advance);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_node"), "set_root", "get_root");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "current_animation", PROPERTY_HINT_ENUM, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ANIMATE_AS_TRIGGER), "set_current_animation", "get_current_animation");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "assigned_animation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_assigned_animation", "get_assigned_animation");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "autoplay", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_autoplay", "get_autoplay");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reset_on_save", PROPERTY_HINT_NONE, ""), "set_reset_on_save_enabled", "is_reset_on_save_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "current_animation_length", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_current_animation_length");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "current_animation_position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_current_animation_position");
ADD_GROUP("Playback Options", "playback_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "playback_process_mode", PROPERTY_HINT_ENUM, "Physics,Idle,Manual"), "set_process_callback", "get_process_callback");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "playback_default_blend_time", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_default_blend_time", "get_default_blend_time");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playback_active", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_active", "is_active");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "playback_speed", PROPERTY_HINT_RANGE, "-64,64,0.01"), "set_speed_scale", "get_speed_scale");
ADD_PROPERTY(PropertyInfo(Variant::INT, "method_call_mode", PROPERTY_HINT_ENUM, "Deferred,Immediate"), "set_method_call_mode", "get_method_call_mode");
ADD_SIGNAL(MethodInfo("animation_finished", PropertyInfo(Variant::STRING_NAME, "anim_name")));
ADD_SIGNAL(MethodInfo("animation_changed", PropertyInfo(Variant::STRING_NAME, "old_name"), PropertyInfo(Variant::STRING_NAME, "new_name")));
ADD_SIGNAL(MethodInfo("animation_started", PropertyInfo(Variant::STRING_NAME, "anim_name")));
ADD_SIGNAL(MethodInfo("caches_cleared"));
BIND_ENUM_CONSTANT(ANIMATION_PROCESS_PHYSICS);
BIND_ENUM_CONSTANT(ANIMATION_PROCESS_IDLE);
BIND_ENUM_CONSTANT(ANIMATION_PROCESS_MANUAL);
BIND_ENUM_CONSTANT(ANIMATION_METHOD_CALL_DEFERRED);
BIND_ENUM_CONSTANT(ANIMATION_METHOD_CALL_IMMEDIATE);
}
AnimationPlayer::AnimationPlayer() {
root = SceneStringNames::get_singleton()->path_pp;
}
AnimationPlayer::~AnimationPlayer() {
}