/*************************************************************************/ /* animation_cache.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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_CACHE_H #define ANIMATION_CACHE_H #include "scene/3d/skeleton_3d.h" #include "scene/resources/animation.h" class AnimationCache : public Object { GDCLASS(AnimationCache, Object); struct Path { RES resource; Object *object; Skeleton3D *skeleton; // haxor Node *node; Node3D *spatial; int bone_idx; Vector<StringName> subpath; bool valid; Path() { object = nullptr; skeleton = nullptr; node = nullptr; bone_idx = -1; valid = false; spatial = nullptr; } }; Set<Node *> connected_nodes; Vector<Path> path_cache; Node *root; Ref<Animation> animation; bool cache_dirty; bool cache_valid; void _node_exit_tree(Node *p_node); void _clear_cache(); void _update_cache(); void _animation_changed(); protected: static void _bind_methods(); public: void set_track_transform(int p_idx, const Transform &p_transform); void set_track_value(int p_idx, const Variant &p_value); void call_track(int p_idx, const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error); void set_all(float p_time, float p_delta = 0); void set_animation(const Ref<Animation> &p_animation); void set_root(Node *p_root); AnimationCache(); }; #endif // ANIMATION_CACHE_H