322 lines
8.9 KiB
C++
322 lines
8.9 KiB
C++
/*************************************************************************/
|
|
/* animation_player.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2017 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;
|
|
};
|
|
#endif
|
|
|
|
class AnimationPlayer : public Node {
|
|
GDCLASS(AnimationPlayer, Node);
|
|
OBJ_CATEGORY("Animation Nodes");
|
|
|
|
public:
|
|
enum AnimationProcessMode {
|
|
ANIMATION_PROCESS_PHYSICS,
|
|
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
|
|
Vector<StringName> subpath;
|
|
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 ? 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;
|
|
} 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 _ensure_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 &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
|