godot/scene/animation/animation_tree.h

326 lines
9.7 KiB
C++

/*************************************************************************/
/* animation_tree.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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_GRAPH_PLAYER_H
#define ANIMATION_GRAPH_PLAYER_H
#include "animation_player.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/animation.h"
class AnimationNodeBlendTree;
class AnimationPlayer;
class AnimationTree;
class AnimationNode : public Resource {
GDCLASS(AnimationNode, Resource);
public:
enum FilterAction {
FILTER_IGNORE,
FILTER_PASS,
FILTER_STOP,
FILTER_BLEND
};
struct Input {
String name;
};
Vector<Input> inputs;
float process_input(int p_input, float p_time, bool p_seek, float p_blend);
friend class AnimationTree;
struct AnimationState {
Ref<Animation> animation;
float time = 0.0;
float delta = 0.0;
const Vector<float> *track_blends = nullptr;
float blend = 0.0;
bool seeked = false;
};
struct State {
int track_count = 0;
HashMap<NodePath, int> track_map;
List<AnimationState> animation_states;
bool valid = false;
AnimationPlayer *player = nullptr;
AnimationTree *tree = nullptr;
String invalid_reasons;
uint64_t last_pass = 0;
};
Vector<float> blends;
State *state = nullptr;
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);
void _pre_update_animations(HashMap<NodePath, int> *track_map);
//all this is temporary
StringName base_path;
Vector<StringName> connections;
AnimationNode *parent = nullptr;
HashMap<NodePath, bool> filter;
bool filter_enabled = false;
Array _get_filters() const;
void _set_filters(const Array &p_filters);
friend class AnimationNodeBlendTree;
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);
protected:
void blend_animation(const StringName &p_animation, float p_time, float p_delta, bool p_seeked, float p_blend);
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);
float blend_input(int p_input, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true);
void make_invalid(const String &p_reason);
static void _bind_methods();
void _validate_property(PropertyInfo &property) const override;
void _set_parent(Object *p_parent);
public:
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
void set_parameter(const StringName &p_name, const Variant &p_value);
Variant get_parameter(const StringName &p_name) const;
struct ChildNode {
StringName name;
Ref<AnimationNode> node;
};
virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
virtual float process(float p_time, bool p_seek);
virtual String get_caption() const;
int get_input_count() const;
String get_input_name(int p_input);
void add_input(const String &p_name);
void set_input_name(int p_input, const String &p_name);
void remove_input(int p_index);
void set_filter_path(const NodePath &p_path, bool p_enable);
bool is_path_filtered(const NodePath &p_path) const;
void set_filter_enabled(bool p_enable);
bool is_filter_enabled() const;
virtual bool has_filter() const;
virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
AnimationNode();
};
VARIANT_ENUM_CAST(AnimationNode::FilterAction)
//root node does not allow inputs
class AnimationRootNode : public AnimationNode {
GDCLASS(AnimationRootNode, AnimationNode);
public:
AnimationRootNode() {}
};
class AnimationTree : public Node {
GDCLASS(AnimationTree, Node);
public:
enum AnimationProcessMode {
ANIMATION_PROCESS_PHYSICS,
ANIMATION_PROCESS_IDLE,
ANIMATION_PROCESS_MANUAL,
};
private:
struct TrackCache {
bool root_motion = false;
uint64_t setup_pass = 0;
uint64_t process_pass = 0;
Animation::TrackType type = Animation::TrackType::TYPE_ANIMATION;
Object *object = nullptr;
ObjectID object_id;
TrackCache() {
}
virtual ~TrackCache() {}
};
struct TrackCacheTransform : public TrackCache {
Node3D *spatial = nullptr;
Skeleton3D *skeleton = nullptr;
int bone_idx = -1;
Vector3 loc;
Quat rot;
float rot_blend_accum = 0.0;
Vector3 scale;
TrackCacheTransform() {
type = Animation::TYPE_TRANSFORM;
}
};
struct TrackCacheValue : public TrackCache {
Variant value;
Vector<StringName> subpath;
TrackCacheValue() { type = Animation::TYPE_VALUE; }
};
struct TrackCacheMethod : public TrackCache {
TrackCacheMethod() { type = Animation::TYPE_METHOD; }
};
struct TrackCacheBezier : public TrackCache {
float value = 0.0;
Vector<StringName> subpath;
TrackCacheBezier() {
type = Animation::TYPE_BEZIER;
}
};
struct TrackCacheAudio : public TrackCache {
bool playing = false;
float start = 0.0;
float len = 0.0;
TrackCacheAudio() {
type = Animation::TYPE_AUDIO;
}
};
struct TrackCacheAnimation : public TrackCache {
bool playing = false;
TrackCacheAnimation() {
type = Animation::TYPE_ANIMATION;
}
};
HashMap<NodePath, TrackCache *> track_cache;
Set<TrackCache *> playing_caches;
Ref<AnimationNode> root;
AnimationProcessMode process_mode = ANIMATION_PROCESS_IDLE;
bool active = false;
NodePath animation_player;
AnimationNode::State state;
bool cache_valid = false;
void _node_removed(Node *p_node);
void _caches_cleared();
void _clear_caches();
bool _update_caches(AnimationPlayer *player);
void _process_graph(float p_delta);
uint64_t setup_pass = 1;
uint64_t process_pass = 1;
bool started = true;
NodePath root_motion_track;
Transform root_motion_transform;
friend class AnimationNode;
bool properties_dirty = true;
void _tree_changed();
void _update_properties();
List<PropertyInfo> properties;
HashMap<StringName, HashMap<StringName, StringName>> property_parent_map;
HashMap<StringName, Variant> property_map;
struct Activity {
uint64_t last_pass = 0;
float activity = 0.0;
};
HashMap<StringName, Vector<Activity>> input_activity_map;
HashMap<StringName, Vector<Activity> *> input_activity_map_get;
void _update_properties_for_node(const String &p_base_path, Ref<AnimationNode> node);
ObjectID last_animation_player;
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:
void set_tree_root(const Ref<AnimationNode> &p_root);
Ref<AnimationNode> get_tree_root() const;
void set_active(bool p_active);
bool is_active() const;
void set_process_mode(AnimationProcessMode p_mode);
AnimationProcessMode get_process_mode() const;
void set_animation_player(const NodePath &p_player);
NodePath get_animation_player() const;
virtual String get_configuration_warning() const override;
bool is_state_invalid() const;
String get_invalid_state_reason() const;
void set_root_motion_track(const NodePath &p_track);
NodePath get_root_motion_track() const;
Transform get_root_motion_transform() const;
float get_connection_activity(const StringName &p_path, int p_connection) const;
void advance(float p_time);
void rename_parameter(const String &p_base, const String &p_new_base);
uint64_t get_last_process_pass() const;
AnimationTree();
~AnimationTree();
};
VARIANT_ENUM_CAST(AnimationTree::AnimationProcessMode)
#endif // ANIMATION_GRAPH_PLAYER_H