/*************************************************************************/ /* animation_player.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 */ #ifdef TOOLS_ENABLED // To save/restore animated values class AnimatedValuesBackup { struct Entry { Object *object; Vector subpath; // Unused if bone int bone_idx; // -1 if not a bone Variant value; }; Vector entries; friend class AnimationPlayer; public: void update_skeletons(); }; #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 subpath; Object *object; Variant value_accum; uint64_t accum_pass; PropertyAnim() { accum_pass = 0; object = NULL; } }; Map 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 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, int> used_anims; uint64_t accum_pass; float speed_scale; float default_blend_time; struct AnimationData { String name; StringName next; Vector node_cache; Ref animation; }; Map 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 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; PlaybackData current; StringName assigned; } playback; List 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 _get_animation_list() const { List animations; get_animation_list(&animations); PoolVector ret; while (animations.size()) { ret.push_back(animations.front()->get()); animations.pop_front(); } return ret; } void _animation_changed(); void _ref_anim(const Ref &p_anim); void _unref_anim(const Ref &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 *p_list) const; void _notification(int p_what); static void _bind_methods(); public: StringName find_animation(const Ref &p_animation) const; Error add_animation(const StringName &p_name, const Ref &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 get_animation(const StringName &p_name) const; void get_animation_list(List *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 *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