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+/*************************************************************************/
+/* animation_tree_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_TREE_PLAYER_H
+#define ANIMATION_TREE_PLAYER_H
+
+
+#include "scene/resources/animation.h"
+#include "scene/3d/spatial.h"
+#include "scene/3d/skeleton.h"
+#include "scene/main/misc.h"
+
+
+class AnimationTreePlayer : public Node {
+
+ OBJ_TYPE( AnimationTreePlayer, Node );
+ OBJ_CATEGORY("Animation Nodes");
+
+public:
+
+
+ enum NodeType {
+
+ NODE_OUTPUT,
+ NODE_ANIMATION,
+ NODE_ONESHOT,
+ NODE_MIX,
+ NODE_BLEND2,
+ NODE_BLEND3,
+ NODE_BLEND4,
+ NODE_TIMESCALE,
+ NODE_TIMESEEK,
+ NODE_TRANSITION,
+
+ NODE_MAX,
+ };
+
+ enum ConnectError {
+
+ CONNECT_OK,
+ CONNECT_INCOMPLETE,
+ CONNECT_CYCLE
+ };
+
+private:
+
+ enum {
+
+ DISCONNECTED=-1,
+ };
+
+ struct TrackKey {
+
+ uint32_t id;
+ StringName property;
+ int bone_idx;
+
+ inline bool operator<(const TrackKey& p_right) const {
+
+ if (id==p_right.id) {
+ if (bone_idx==p_right.bone_idx) {
+ return property<p_right.property;
+ } else
+ return bone_idx<p_right.bone_idx;
+ } else
+ return id<p_right.id;
+ }
+ };
+
+
+ struct Track {
+ uint32_t id;
+ Node *node;
+ Spatial* spatial;
+ Skeleton *skeleton;
+ int bone_idx;
+ StringName property;
+
+ Vector3 loc;
+ Quat rot;
+ Vector3 scale;
+
+ };
+
+
+ typedef Map<TrackKey,Track> TrackMap;
+
+ TrackMap track_map;
+
+
+ struct Input {
+
+ StringName node;
+ //Input() { node=-1; }
+ };
+
+ struct NodeBase {
+
+ bool cycletest;
+
+ NodeType type;
+ Point2 pos;
+
+
+ Vector<Input> inputs;
+
+ NodeBase() { cycletest = false; };
+ virtual ~NodeBase() { cycletest=false; }
+ };
+
+ struct NodeOut : public NodeBase {
+
+ NodeOut() { type=NODE_OUTPUT; inputs.resize(1); }
+ };
+
+ struct AnimationNode : public NodeBase {
+
+ Ref<Animation> animation;
+
+
+ struct TrackRef {
+ int local_track;
+ Track *track;
+ float weight;
+ };
+
+ uint64_t last_version;
+ List<TrackRef> tref;
+ AnimationNode *next;
+ float time;
+ float step;
+ String from;
+ bool skip;
+ AnimationNode() { type=NODE_ANIMATION; next=NULL; last_version=0; skip=false; }
+ };
+
+
+ struct OneShotNode : public NodeBase {
+
+ bool active;
+ bool start;
+ float fade_in;
+ float fade_out;
+
+ bool autorestart;
+ float autorestart_delay;
+ float autorestart_random_delay;
+ bool mix;
+
+
+ float time;
+ float remaining;
+ float autorestart_remaining;
+
+ HashMap<NodePath,bool> filter;
+
+ OneShotNode() { type=NODE_ONESHOT; fade_in=0; fade_out=0; inputs.resize(2); autorestart=false; autorestart_delay=1; autorestart_remaining=0; mix=false; active=false; start=false;}
+ };
+
+ struct MixNode : public NodeBase {
+
+ float amount;
+ MixNode() { type=NODE_MIX; inputs.resize(2); }
+ };
+
+ struct Blend2Node : public NodeBase {
+
+ float value;
+ HashMap<NodePath,bool> filter;
+ Blend2Node() { type=NODE_BLEND2; value=0; inputs.resize(2); }
+ };
+
+ struct Blend3Node : public NodeBase {
+
+ float value;
+ Blend3Node() { type=NODE_BLEND3; value=0; inputs.resize(3); }
+ };
+
+ struct Blend4Node : public NodeBase {
+
+ Point2 value;
+ Blend4Node() { type=NODE_BLEND4; inputs.resize(4); }
+ };
+
+ struct TimeScaleNode : public NodeBase {
+
+ float scale;
+ TimeScaleNode() { type=NODE_TIMESCALE; scale=1; inputs.resize(1); }
+ };
+
+ struct TimeSeekNode : public NodeBase {
+
+ float seek_pos;
+
+ TimeSeekNode() { type=NODE_TIMESEEK; inputs.resize(1); seek_pos=-1; }
+ };
+
+ struct TransitionNode : public NodeBase {
+
+ struct InputData {
+
+ bool auto_advance;
+ InputData() { auto_advance=false; }
+ };
+
+ Vector<InputData> input_data;
+
+ float prev_time;
+ float prev_xfading;
+ int prev;
+ bool switched;
+
+
+ float time;
+ int current;
+
+ float xfade;
+
+ TransitionNode() { type=NODE_TRANSITION; xfade=0; inputs.resize(1); input_data.resize(1); current=0; prev=-1; prev_time=0; prev_xfading=0; switched=false; }
+ };
+
+
+ void _update_sources();
+
+ StringName out_name;
+ NodeOut *out;
+
+
+ NodePath base_path;
+ NodePath master;
+
+ ConnectError last_error;
+ AnimationNode *active_list;
+ bool active;
+ bool dirty_caches;
+ Map<StringName,NodeBase*> node_map;
+
+ // return time left to finish animation
+ float _process_node(const StringName& p_node,AnimationNode **r_prev_anim, float p_weight,float p_step, bool p_seek=false,const HashMap<NodePath,bool> *p_filter=NULL, float p_reverse_weight=0);
+ void _process_animation();
+ bool reset_request;
+
+ ConnectError _cycle_test(const StringName &p_at_node);
+
+ Track* _find_track(const NodePath& p_path);
+ void _recompute_caches();
+ void _recompute_caches(const StringName& p_node);
+ DVector<String> _get_node_list();
+
+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 add_node(NodeType p_type, const StringName& p_node); // nodes must be >0 node 0 is built-in (exit)
+ bool node_exists(const StringName& p_name) const;
+
+ Error node_rename(const StringName& p_node,const StringName& p_new_name);
+ int node_get_input_count(const StringName& p_node) const;
+ StringName node_get_input_source(const StringName& p_node,int p_input) const;
+
+ /* ANIMATION NODE */
+ void animation_node_set_animation(const StringName& p_node,const Ref<Animation>& p_animation);
+ Ref<Animation> animation_node_get_animation(const StringName& p_node) const;
+ void animation_node_set_master_animation(const StringName& p_node,const String& p_master_animation);
+ String animation_node_get_master_animation(const StringName& p_node) const;
+
+ /* ONE SHOT NODE */
+
+ void oneshot_node_set_fadein_time(const StringName& p_node,float p_time);
+ void oneshot_node_set_fadeout_time(const StringName& p_node,float p_time);
+
+ float oneshot_node_get_fadein_time(const StringName& p_node) const;
+ float oneshot_node_get_fadeout_time(const StringName& p_node) const;
+
+ void oneshot_node_set_autorestart(const StringName& p_node,bool p_active);
+ void oneshot_node_set_autorestart_delay(const StringName& p_node,float p_time);
+ void oneshot_node_set_autorestart_random_delay(const StringName& p_node,float p_time);
+
+ bool oneshot_node_has_autorestart(const StringName& p_node) const;
+ float oneshot_node_get_autorestart_delay(const StringName& p_node) const;
+ float oneshot_node_get_autorestart_random_delay(const StringName& p_node) const;
+
+ void oneshot_node_set_mix_mode(const StringName& p_node,bool p_enabled);
+ bool oneshot_node_get_mix_mode(const StringName& p_node) const;
+
+ void oneshot_node_start(const StringName& p_node);
+ void oneshot_node_stop(const StringName& p_node);
+ bool oneshot_node_is_active(const StringName& p_node) const;
+
+ void oneshot_node_set_filter_path(const StringName& p_node,const NodePath& p_filter,bool p_enable);
+ void oneshot_node_set_get_filtered_paths(const StringName& p_node,List<NodePath> *r_paths) const;
+ bool oneshot_node_is_path_filtered(const StringName& p_node,const NodePath& p_path) const;
+
+
+ /* MIX/BLEND NODES */
+
+ void mix_node_set_amount(const StringName& p_node,float p_amount);
+ float mix_node_get_amount(const StringName& p_node) const;
+
+ void blend2_node_set_amount(const StringName& p_node,float p_amount);
+ float blend2_node_get_amount(const StringName& p_node) const;
+ void blend2_node_set_filter_path(const StringName& p_node,const NodePath& p_filter,bool p_enable);
+ void blend2_node_set_get_filtered_paths(const StringName& p_node,List<NodePath> *r_paths) const;
+ bool blend2_node_is_path_filtered(const StringName& p_node,const NodePath& p_path) const;
+
+ void blend3_node_set_amount(const StringName& p_node,float p_amount);
+ float blend3_node_get_amount(const StringName& p_node) const;
+
+ void blend4_node_set_amount(const StringName& p_node,const Point2& p_amount);
+ Point2 blend4_node_get_amount(const StringName& p_node) const;
+
+ /* TIMESCALE/TIMESEEK NODES */
+
+ void timescale_node_set_scale(const StringName& p_node,float p_scale);
+ float timescale_node_get_scale(const StringName& p_node) const;
+
+ void timeseek_node_seek(const StringName& p_node,float p_pos);
+
+ /* TRANSITION NODE */
+
+ void transition_node_set_input_count(const StringName& p_node, int p_inputs); // used for transition node
+ int transition_node_get_input_count(const StringName& p_node) const;
+ void transition_node_delete_input(const StringName& p_node, int p_input); // used for transition node
+
+ void transition_node_set_input_auto_advance(const StringName& p_node, int p_input,bool p_auto_advance); // used for transition node
+ bool transition_node_has_input_auto_advance(const StringName& p_node, int p_input) const;
+
+ void transition_node_set_xfade_time(const StringName& p_node, float p_time); // used for transition node
+ float transition_node_get_xfade_time(const StringName& p_node) const;
+
+ void transition_node_set_current(const StringName& p_node, int p_current);
+ int transition_node_get_current(const StringName& p_node) const;
+
+
+ void node_set_pos(const StringName& p_node, const Vector2& p_pos); //for display
+
+ /* GETS */
+ Point2 node_get_pos(const StringName& p_node) const; //for display
+
+ NodeType node_get_type(const StringName& p_node) const;
+
+ void get_node_list(List<StringName> *p_node_list) const;
+ void remove_node(const StringName& p_node);
+
+ Error connect(const StringName& p_src_node,const StringName& p_dst_node, int p_dst_input);
+ bool is_connected(const StringName& p_src_node,const StringName& p_dst_node, int p_input) const;
+ void disconnect(const StringName& p_src_node, int p_input);
+
+ void set_base_path(const NodePath& p_path);
+ NodePath get_base_path() const;
+
+ void set_master_player(const NodePath& p_path);
+ NodePath get_master_player() const;
+
+ struct Connection {
+
+ StringName src_node;
+ StringName dst_node;
+ int dst_input;
+ };
+
+ void get_connection_list( List<Connection> *p_connections) const;
+
+ /* playback */
+
+ void set_active(bool p_active);
+ bool is_active() const;
+
+ void reset();
+
+ void recompute_caches();
+
+ ConnectError get_last_error() const;
+
+ AnimationTreePlayer();
+ ~AnimationTreePlayer();
+
+};
+
+VARIANT_ENUM_CAST( AnimationTreePlayer::NodeType );
+#endif // ANIMATION_TREE_PLAYER_H
+
+