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- /*************************************************************************/
- /* 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>
- */
- 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
- 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 ? 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 _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 &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;
- AnimationPlayer();
- ~AnimationPlayer();
- };
- VARIANT_ENUM_CAST(AnimationPlayer::AnimationProcessMode);
- #endif
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