a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
348 lines
9.6 KiB
C++
348 lines
9.6 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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/skeleton.h"
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#include "scene/3d/spatial.h"
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#include "scene/resources/animation.h"
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class AnimationNodeBlendTree;
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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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float process_input(int p_input, float p_time, bool p_seek, float p_blend);
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friend class AnimationTree;
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struct AnimationState {
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Ref<Animation> animation;
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float time;
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float delta;
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const Vector<float> *track_blends;
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float blend;
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bool seeked;
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};
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struct State {
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int track_count;
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HashMap<NodePath, int> track_map;
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List<AnimationState> animation_states;
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bool valid;
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AnimationPlayer *player;
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AnimationTree *tree;
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String invalid_reasons;
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uint64_t last_pass;
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};
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Vector<float> blends;
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State *state;
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float _pre_process(const StringName &p_base_path, AnimationNode *p_parent, State *p_state, float p_time, bool p_seek, const Vector<StringName> &p_connections);
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void _pre_update_animations(HashMap<NodePath, int> *track_map);
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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;
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HashMap<NodePath, bool> filter;
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bool filter_enabled;
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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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float _blend_node(const StringName &p_subpath, const Vector<StringName> &p_connections, AnimationNode *p_new_parent, Ref<AnimationNode> p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true, float *r_max = NULL);
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protected:
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void blend_animation(const StringName &p_animation, float p_time, float p_delta, bool p_seeked, float p_blend);
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float blend_node(const StringName &p_sub_path, Ref<AnimationNode> p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true);
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float blend_input(int p_input, float p_time, bool p_seek, float 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;
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void _set_parent(Object *p_parent);
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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 float process(float 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 AnimationTree : public Node {
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GDCLASS(AnimationTree, Node);
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public:
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enum AnimationProcessMode {
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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;
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uint64_t setup_pass;
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uint64_t process_pass;
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Animation::TrackType type;
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Object *object;
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ObjectID object_id;
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TrackCache() {
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root_motion = false;
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setup_pass = 0;
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process_pass = 0;
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object = NULL;
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object_id = 0;
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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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Spatial *spatial;
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Skeleton *skeleton;
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int bone_idx;
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Vector3 loc;
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Quat rot;
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float rot_blend_accum;
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Vector3 scale;
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TrackCacheTransform() {
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type = Animation::TYPE_TRANSFORM;
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spatial = NULL;
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bone_idx = -1;
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skeleton = NULL;
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}
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};
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struct TrackCacheValue : public TrackCache {
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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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float value;
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Vector<StringName> subpath;
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TrackCacheBezier() {
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type = Animation::TYPE_BEZIER;
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value = 0;
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}
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};
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struct TrackCacheAudio : public TrackCache {
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bool playing;
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float start;
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float len;
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TrackCacheAudio() {
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type = Animation::TYPE_AUDIO;
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playing = false;
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start = 0;
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len = 0;
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}
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};
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struct TrackCacheAnimation : public TrackCache {
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bool playing;
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TrackCacheAnimation() {
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type = Animation::TYPE_ANIMATION;
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playing = false;
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}
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};
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HashMap<NodePath, TrackCache *> track_cache;
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Set<TrackCache *> playing_caches;
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Ref<AnimationNode> root;
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AnimationProcessMode process_mode;
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bool active;
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NodePath animation_player;
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AnimationNode::State state;
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bool cache_valid;
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void _node_removed(Node *p_node);
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void _caches_cleared();
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void _clear_caches();
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bool _update_caches(AnimationPlayer *player);
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void _process_graph(float p_delta);
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uint64_t setup_pass;
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uint64_t process_pass;
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bool started;
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NodePath root_motion_track;
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Transform root_motion_transform;
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friend class AnimationNode;
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bool properties_dirty;
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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;
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float activity;
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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_mode(AnimationProcessMode p_mode);
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AnimationProcessMode get_process_mode() 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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virtual String get_configuration_warning() const;
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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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Transform get_root_motion_transform() const;
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float get_connection_activity(const StringName &p_path, int p_connection) const;
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void advance(float 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::AnimationProcessMode)
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#endif // ANIMATION_GRAPH_PLAYER_H
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