godot/scene/animation/animation_player.h

308 lines
8.2 KiB
C++

/*************************************************************************/
/* animation_player.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef ANIMATION_PLAYER_H
#define ANIMATION_PLAYER_H
#include "scene/resources/animation.h"
#include "scene/3d/spatial.h"
#include "scene/3d/skeleton.h"
#include "scene/2d/node_2d.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class AnimationPlayer : public Node {
GDCLASS( AnimationPlayer, Node );
OBJ_CATEGORY("Animation Nodes");
public:
enum AnimationProcessMode {
ANIMATION_PROCESS_FIXED,
ANIMATION_PROCESS_IDLE,
};
private:
enum {
NODE_CACHE_UPDATE_MAX=1024,
BLEND_FROM_MAX=3
};
enum SpecialProperty {
SP_NONE,
SP_NODE2D_POS,
SP_NODE2D_ROT,
SP_NODE2D_SCALE,
};
struct TrackNodeCache {
NodePath path;
uint32_t id;
RES resource;
Node *node;
Spatial* spatial;
Node2D* node_2d;
Skeleton *skeleton;
int bone_idx;
// accumulated transforms
Vector3 loc_accum;
Quat rot_accum;
Vector3 scale_accum;
uint64_t accum_pass;
struct PropertyAnim {
TrackNodeCache *owner;
SpecialProperty special; //small optimization
StringName prop;
Object *object;
Variant value_accum;
uint64_t accum_pass;
PropertyAnim() { accum_pass=0; object=NULL; }
};
Map<StringName,PropertyAnim> property_anim;
TrackNodeCache() { skeleton=NULL; spatial=NULL; node=NULL; accum_pass=0; bone_idx=-1; node_2d=NULL; }
};
struct TrackNodeCacheKey {
uint32_t id;
int bone_idx;
inline bool operator<(const TrackNodeCacheKey& p_right) const {
if (id<p_right.id)
return true;
else if (id>p_right.id)
return false;
else
return bone_idx<p_right.bone_idx;
}
};
Map<TrackNodeCacheKey,TrackNodeCache> node_cache_map;
TrackNodeCache* cache_update[NODE_CACHE_UPDATE_MAX];
int cache_update_size;
TrackNodeCache::PropertyAnim* cache_update_prop[NODE_CACHE_UPDATE_MAX];
int cache_update_prop_size;
Map<Ref<Animation>,int> used_anims;
uint64_t accum_pass;
float speed_scale;
float default_blend_time;
struct AnimationData {
String name;
StringName next;
Vector<TrackNodeCache*> node_cache;
Ref<Animation> animation;
};
Map<StringName, AnimationData> animation_set;
struct BlendKey {
StringName from;
StringName to;
bool operator<(const BlendKey& bk) const { return from==bk.from?to<bk.to:from<bk.from; }
};
Map<BlendKey, float > blend_times;
struct PlaybackData {
AnimationData* from;
float pos;
float speed_scale;
PlaybackData() {
pos=0;
speed_scale=1.0;
from=NULL;
}
};
struct Blend {
PlaybackData data;
float blend_time;
float blend_left;
Blend() {
blend_left=0;
blend_time=0;
}
};
struct Playback {
List<Blend> blend;
PlaybackData current;
StringName assigned;
} playback;
List<StringName> queued;
bool end_notify;
String autoplay;
AnimationProcessMode animation_process_mode;
bool processing;
bool active;
NodePath root;
void _animation_process_animation(AnimationData* p_anim,float p_time, float p_delta,float p_interp, bool p_allow_discrete=true);
void _generate_node_caches(AnimationData* p_anim);
void _animation_process_data(PlaybackData &cd,float p_delta,float p_blend);
void _animation_process2(float p_delta);
void _animation_update_transforms();
void _animation_process(float p_delta);
void _node_removed(Node *p_node);
// bind helpers
PoolVector<String> _get_animation_list() const {
List<StringName> animations;
get_animation_list(&animations);
PoolVector<String> ret;
while(animations.size()) {
ret.push_back( animations.front()->get());
animations.pop_front();
}
return ret;
}
void _animation_changed();
void _ref_anim(const Ref<Animation>& p_anim);
void _unref_anim(const Ref<Animation>& p_anim);
void _set_process(bool p_process,bool p_force=false);
bool playing;
protected:
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
public:
StringName find_animation(const Ref<Animation>& p_animation) const;
Error add_animation(const StringName& p_name, const Ref<Animation>& p_animation);
void remove_animation(const StringName& p_name);
void rename_animation(const StringName& p_name,const StringName& p_new_name);
bool has_animation(const StringName& p_name) const;
Ref<Animation> get_animation(const StringName& p_name) const;
void get_animation_list( List<StringName> * p_animations) const;
void set_blend_time(const StringName& p_animation1, const StringName& p_animation2, float p_time);
float get_blend_time( const StringName& p_animation1, const StringName& p_animation2) const;
void animation_set_next(const StringName& p_animation, const StringName& p_next);
StringName animation_get_next(const StringName& p_animation) const;
void set_default_blend_time(float p_default);
float get_default_blend_time() const;
void play(const StringName& p_name=StringName(),float p_custom_blend=-1,float p_custom_scale=1.0,bool p_from_end=false);
void play_backwards(const StringName& p_name=StringName(),float p_custom_blend=-1);
void queue(const StringName& p_name);
void clear_queue();
void stop(bool p_reset=true);
bool is_playing() const;
String get_current_animation() const;
void set_current_animation(const String& p_anim);
void stop_all();
void set_active(bool p_active);
bool is_active() const;
bool is_valid() const;
void set_speed_scale(float p_speed);
float get_speed_scale() const;
void set_autoplay(const String& pname);
String get_autoplay() const;
void set_animation_process_mode(AnimationProcessMode p_mode);
AnimationProcessMode get_animation_process_mode() const;
void seek(float p_time,bool p_update=false);
void seek_delta(float p_time,float p_delta);
float get_current_animation_pos() const;
float get_current_animation_length() const;
void advance(float p_time);
void set_root(const NodePath& p_root);
NodePath get_root() const;
void clear_caches(); ///< must be called by hand if an animation was modified after added
void get_argument_options(const StringName& p_function,int p_idx,List<String>*r_options) const;
AnimationPlayer();
~AnimationPlayer();
};
VARIANT_ENUM_CAST( AnimationPlayer::AnimationProcessMode );
#endif