godot/scene/animation/animation_player.h
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

371 lines
10 KiB
C++

/**************************************************************************/
/* animation_player.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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/2d/node_2d.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/spatial.h"
#include "scene/resources/animation.h"
#ifdef TOOLS_ENABLED
class AnimatedValuesBackup : public Reference {
GDCLASS(AnimatedValuesBackup, Reference);
struct Entry {
Object *object;
Vector<StringName> subpath; // Unused if bone
int bone_idx; // -1 if not a bone
Variant value;
};
Vector<Entry> entries;
friend class AnimationPlayer;
protected:
static void _bind_methods();
public:
void update_skeletons();
void restore() const;
};
#endif
class AnimationPlayer : public Node {
GDCLASS(AnimationPlayer, Node);
OBJ_CATEGORY("Animation Nodes");
public:
enum AnimationProcessMode {
ANIMATION_PROCESS_PHYSICS,
ANIMATION_PROCESS_IDLE,
ANIMATION_PROCESS_MANUAL,
};
enum AnimationMethodCallMode {
ANIMATION_METHOD_CALL_DEFERRED,
ANIMATION_METHOD_CALL_IMMEDIATE,
};
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;
bool audio_playing;
float audio_start;
float audio_len;
bool animation_playing;
struct PropertyAnim {
TrackNodeCache *owner;
SpecialProperty special; //small optimization
Vector<StringName> subpath;
Object *object;
Variant value_accum;
uint64_t accum_pass;
Variant capture;
PropertyAnim() :
owner(nullptr),
special(SP_NONE),
object(nullptr),
accum_pass(0) {}
};
Map<StringName, PropertyAnim> property_anim;
struct BezierAnim {
Vector<StringName> bezier_property;
TrackNodeCache *owner;
float bezier_accum;
Object *object;
uint64_t accum_pass;
BezierAnim() :
owner(nullptr),
bezier_accum(0.0),
object(nullptr),
accum_pass(0) {}
};
Map<StringName, BezierAnim> bezier_anim;
TrackNodeCache() :
id(0),
node(nullptr),
spatial(nullptr),
node_2d(nullptr),
skeleton(nullptr),
bone_idx(-1),
accum_pass(0),
audio_playing(false),
audio_start(0.0),
audio_len(0.0),
animation_playing(false) {}
};
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;
TrackNodeCache::BezierAnim *cache_update_bezier[NODE_CACHE_UPDATE_MAX];
int cache_update_bezier_size;
Set<TrackNodeCache *> playing_caches;
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 ? String(to) < String(bk.to) : String(from) < String(bk.from); }
};
Map<BlendKey, float> blend_times;
struct PlaybackData {
AnimationData *from;
float pos;
float speed_scale;
PlaybackData() {
pos = 0;
speed_scale = 1.0;
from = nullptr;
}
};
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;
bool seeked;
bool started;
} playback;
List<StringName> queued;
bool end_reached;
bool end_notify;
String autoplay;
bool reset_on_save;
AnimationProcessMode animation_process_mode;
AnimationMethodCallMode method_call_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_is_current = true, bool p_seeked = false, bool p_started = false);
void _ensure_node_caches(AnimationData *p_anim, Node *p_root_override = NULL);
void _animation_process_data(PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started);
void _animation_process2(float p_delta, bool p_started);
void _animation_update_transforms();
void _animation_process(float p_delta);
void _node_removed(Node *p_node);
void _stop_playing_caches();
// 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;
virtual void _validate_property(PropertyInfo &property) 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);
PoolVector<String> get_queue();
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);
String get_assigned_animation() const;
void set_assigned_animation(const String &p_anim);
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;
float get_playing_speed() const;
void set_autoplay(const String &p_name);
String get_autoplay() const;
void set_reset_on_save_enabled(bool p_enabled);
bool is_reset_on_save_enabled() const;
void set_animation_process_mode(AnimationProcessMode p_mode);
AnimationProcessMode get_animation_process_mode() const;
void set_method_call_mode(AnimationMethodCallMode p_mode);
AnimationMethodCallMode get_method_call_mode() const;
void seek(float p_time, bool p_update = false);
void seek_delta(float p_time, float p_delta);
float get_current_animation_position() 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;
#ifdef TOOLS_ENABLED
Ref<AnimatedValuesBackup> backup_animated_values(Node *p_root_override = NULL);
Ref<AnimatedValuesBackup> apply_reset(bool p_user_initiated = false);
bool can_apply_reset() const;
#endif
AnimationPlayer();
~AnimationPlayer();
};
VARIANT_ENUM_CAST(AnimationPlayer::AnimationProcessMode);
VARIANT_ENUM_CAST(AnimationPlayer::AnimationMethodCallMode);
#endif // ANIMATION_PLAYER_H