godot/scene/animation/animation_player.h
Hein-Pieter van Braam d308eb091a Fix many asan and ubsan reported issues
This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.

This fixes #25217 and fixes #25218
2019-01-30 06:43:56 +01:00

370 lines
10 KiB
C++

/*************************************************************************/
/* animation_player.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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. */
/*************************************************************************/
#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"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
#ifdef TOOLS_ENABLED
// To save/restore animated values
class AnimatedValuesBackup {
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;
public:
void update_skeletons();
};
#endif
class AnimationPlayer : public Node {
GDCLASS(AnimationPlayer, Node);
OBJ_CATEGORY("Animation Nodes");
public:
enum AnimationProcessMode {
ANIMATION_PROCESS_PHYSICS,
ANIMATION_PROCESS_IDLE,
ANIMATION_PROCESS_MANUAL,
};
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(NULL),
special(SP_NONE),
object(NULL),
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(NULL),
bezier_accum(0.0),
object(NULL),
accum_pass(0) {}
};
Map<StringName, BezierAnim> bezier_anim;
TrackNodeCache() :
id(0),
node(NULL),
spatial(NULL),
node_2d(NULL),
skeleton(NULL),
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;
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 ? 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 = 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;
bool seeked;
bool started;
} playback;
List<StringName> queued;
bool end_reached;
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_is_current = true, bool p_seeked = false, bool p_started = false);
void _ensure_node_caches(AnimationData *p_anim);
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 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;
float get_playing_speed() const;
void set_autoplay(const String &p_name);
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_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
// These may be interesting for games, but are too dangerous for general use
AnimatedValuesBackup backup_animated_values();
void restore_animated_values(const AnimatedValuesBackup &p_backup);
#endif
AnimationPlayer();
~AnimationPlayer();
};
VARIANT_ENUM_CAST(AnimationPlayer::AnimationProcessMode);
#endif