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authorJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /scene/animation/animation_player.h
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
GODOT IS OPEN SOURCE
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diff --git a/scene/animation/animation_player.h b/scene/animation/animation_player.h
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+/*************************************************************************/
+/* animation_player.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* 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/resources/animation.h"
+#include "scene/3d/spatial.h"
+#include "scene/3d/skeleton.h"
+#include "scene/main/misc.h"
+#include "scene/2d/node_2d.h"
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
+
+class AnimationPlayer : public Node {
+ OBJ_TYPE( AnimationPlayer, Node );
+ OBJ_CATEGORY("Animation Nodes");
+
+public:
+
+ enum AnimationProcessMode {
+ ANIMATION_PROCESS_FIXED,
+ 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 {
+
+ 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 {
+
+ 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?to<bk.to:from<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
+ DVector<String> _get_animation_list() const {
+
+ List<StringName> animations;
+ get_animation_list(&animations);
+ DVector<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 queue(const StringName& p_name);
+ void clear_queue();
+ void stop();
+ 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(float p_speed);
+ float get_speed() const;
+
+ void set_autoplay(const String& pname);
+ 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_pos() const;
+ float get_current_animation_length() const;
+
+ 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
+
+ AnimationPlayer();
+ ~AnimationPlayer();
+
+};
+
+
+VARIANT_ENUM_CAST( AnimationPlayer::AnimationProcessMode );
+
+
+#endif