328 lines
9.8 KiB
C++
328 lines
9.8 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 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 = 0.0;
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float delta = 0.0;
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const Vector<float> *track_blends = nullptr;
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float blend = 0.0;
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bool seeked = false;
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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<float> blends;
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State *state = nullptr;
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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 = 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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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 = nullptr);
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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 override;
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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 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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Vector3 loc;
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Quaternion rot;
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float rot_blend_accum = 0.0;
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Vector3 scale;
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TrackCacheTransform() {
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type = Animation::TYPE_TRANSFORM3D;
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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 = 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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float start = 0.0;
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float 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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Set<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 _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 = 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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float 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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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::AnimationProcessCallback)
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#endif // ANIMATION_GRAPH_PLAYER_H
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