/**************************************************************************/ /* animation_player.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* 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/2d/node_2d.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/3d/node_3d.h" #include "scene/3d/skeleton_3d.h" #include "scene/resources/animation.h" #include "scene/resources/animation_library.h" #ifdef TOOLS_ENABLED class AnimatedValuesBackup : public RefCounted { GDCLASS(AnimatedValuesBackup, RefCounted); struct Entry { Object *object = nullptr; Vector subpath; // Unused if bone int bone_idx = -1; // -1 if not a bone Variant value; }; Vector entries; friend class AnimationPlayer; protected: static void _bind_methods(); public: void update_skeletons(); void restore() const; }; #endif class AnimationPlayer : public Node { GDCLASS(AnimationPlayer, Node); public: enum AnimationProcessCallback { ANIMATION_PROCESS_PHYSICS, ANIMATION_PROCESS_IDLE, ANIMATION_PROCESS_MANUAL, }; enum AnimationMethodCallMode { ANIMATION_METHOD_CALL_DEFERRED, ANIMATION_METHOD_CALL_IMMEDIATE, }; private: enum { NODE_CACHE_UPDATE_MAX = 1024, BLEND_FROM_MAX = 3 }; enum SpecialProperty { SP_NONE, SP_NODE2D_POS, SP_NODE2D_ROT, SP_NODE2D_SCALE, }; uint32_t setup_pass = 1; struct TrackNodeCache { NodePath path; uint32_t id = 0; Ref resource; Node *node = nullptr; Node2D *node_2d = nullptr; #ifndef _3D_DISABLED Node3D *node_3d = nullptr; Skeleton3D *skeleton = nullptr; MeshInstance3D *node_blend_shape = nullptr; int blend_shape_idx = -1; #endif // _3D_DISABLED int bone_idx = -1; // accumulated transforms bool loc_used = false; bool rot_used = false; bool scale_used = false; Vector3 init_loc = Vector3(0, 0, 0); Quaternion init_rot = Quaternion(0, 0, 0, 1); Vector3 init_scale = Vector3(1, 1, 1); Vector3 loc_accum; Quaternion rot_accum; Vector3 scale_accum; float blend_shape_accum = 0; uint64_t accum_pass = 0; bool audio_playing = false; float audio_start = 0.0; float audio_len = 0.0; bool animation_playing = false; struct PropertyAnim { TrackNodeCache *owner = nullptr; SpecialProperty special = SP_NONE; //small optimization Vector subpath; Object *object = nullptr; Variant value_accum; uint64_t accum_pass = 0; Variant capture; }; HashMap property_anim; struct BezierAnim { Vector bezier_property; TrackNodeCache *owner = nullptr; float bezier_accum = 0.0; Object *object = nullptr; uint64_t accum_pass = 0; }; HashMap bezier_anim; uint32_t last_setup_pass = 0; TrackNodeCache() {} }; struct TrackNodeCacheKey { ObjectID id; int bone_idx = -1; int blend_shape_idx = -1; static uint32_t hash(const TrackNodeCacheKey &p_key) { uint32_t h = hash_one_uint64(p_key.id); h = hash_murmur3_one_32(p_key.bone_idx, h); return hash_fmix32(hash_murmur3_one_32(p_key.blend_shape_idx, h)); } inline bool operator==(const TrackNodeCacheKey &p_right) const { return id == p_right.id && bone_idx == p_right.bone_idx && blend_shape_idx == p_right.blend_shape_idx; } inline bool operator<(const TrackNodeCacheKey &p_right) const { if (id == p_right.id) { if (blend_shape_idx == p_right.blend_shape_idx) { return bone_idx < p_right.bone_idx; } else { return blend_shape_idx < p_right.blend_shape_idx; } } else { return id < p_right.id; } } }; HashMap node_cache_map; TrackNodeCache *cache_update[NODE_CACHE_UPDATE_MAX]; int cache_update_size = 0; TrackNodeCache::PropertyAnim *cache_update_prop[NODE_CACHE_UPDATE_MAX]; int cache_update_prop_size = 0; TrackNodeCache::BezierAnim *cache_update_bezier[NODE_CACHE_UPDATE_MAX]; int cache_update_bezier_size = 0; HashSet playing_caches; uint64_t accum_pass = 1; float speed_scale = 1.0; double default_blend_time = 0.0; bool is_stopping = false; struct AnimationData { String name; StringName next; Vector node_cache; Ref animation; StringName animation_library; uint64_t last_update = 0; }; HashMap animation_set; struct AnimationLibraryData { StringName name; Ref library; bool operator<(const AnimationLibraryData &p_data) const { return name.operator String() < p_data.name.operator String(); } }; LocalVector animation_libraries; struct BlendKey { StringName from; StringName to; static uint32_t hash(const BlendKey &p_key) { return hash_one_uint64((uint64_t(p_key.from.hash()) << 32) | uint32_t(p_key.to.hash())); } bool operator==(const BlendKey &bk) const { return from == bk.from && to == bk.to; } bool operator<(const BlendKey &bk) const { if (from == bk.from) { return to < bk.to; } else { return from < bk.from; } } }; HashMap blend_times; struct PlaybackData { AnimationData *from = nullptr; double pos = 0.0; float speed_scale = 1.0; }; struct Blend { PlaybackData data; double blend_time = 0.0; double blend_left = 0.0; }; struct Playback { List blend; PlaybackData current; StringName assigned; bool seeked = false; bool started = false; } playback; List queued; bool end_reached = false; bool end_notify = false; String autoplay; bool reset_on_save = true; AnimationProcessCallback process_callback = ANIMATION_PROCESS_IDLE; AnimationMethodCallMode method_call_mode = ANIMATION_METHOD_CALL_DEFERRED; bool movie_quit_on_finish = false; bool processing = false; bool active = true; NodePath root; void _animation_process_animation(AnimationData *p_anim, double p_prev_time, double p_time, double p_delta, float p_interp, bool p_is_current = true, bool p_seeked = false, bool p_started = false, Animation::LoopedFlag p_looped_flag = Animation::LOOPED_FLAG_NONE); void _ensure_node_caches(AnimationData *p_anim, Node *p_root_override = nullptr); void _animation_process_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_started); void _animation_process2(double p_delta, bool p_started); void _animation_update_transforms(); void _animation_process(double p_delta); void _node_removed(Node *p_node); void _stop_playing_caches(bool p_reset); // bind helpers Vector _get_animation_list() const { List animations; get_animation_list(&animations); Vector ret; while (animations.size()) { ret.push_back(animations.front()->get()); animations.pop_front(); } return ret; } void _animation_changed(const StringName &p_name); void _set_process(bool p_process, bool p_force = false); void _stop_internal(bool p_reset, bool p_keep_state); bool playing = false; uint64_t animation_set_update_pass = 1; void _animation_set_cache_update(); void _animation_added(const StringName &p_name, const StringName &p_library); void _animation_removed(const StringName &p_name, const StringName &p_library); void _animation_renamed(const StringName &p_name, const StringName &p_to_name, const StringName &p_library); void _rename_animation(const StringName &p_from_name, const StringName &p_to_name); TypedArray _get_animation_library_list() const; protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _validate_property(PropertyInfo &p_property) const; void _get_property_list(List *p_list) const; void _notification(int p_what); static void _bind_methods(); virtual Variant _post_process_key_value(const Ref &p_anim, int p_track, Variant p_value, const Object *p_object, int p_object_idx = -1); public: StringName find_animation(const Ref &p_animation) const; StringName find_animation_library(const Ref &p_animation) const; Error add_animation_library(const StringName &p_name, const Ref &p_animation_library); void remove_animation_library(const StringName &p_name); void rename_animation_library(const StringName &p_name, const StringName &p_new_name); Ref get_animation_library(const StringName &p_name) const; void get_animation_library_list(List *p_animations) const; bool has_animation_library(const StringName &p_name) const; Ref get_animation(const StringName &p_name) const; void get_animation_list(List *p_animations) const; bool has_animation(const StringName &p_name) const; void set_blend_time(const StringName &p_animation1, const StringName &p_animation2, double p_time); double 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(double p_default); double get_default_blend_time() const; void play(const StringName &p_name = StringName(), double p_custom_blend = -1, float p_custom_scale = 1.0, bool p_from_end = false); void play_backwards(const StringName &p_name = StringName(), double p_custom_blend = -1); void queue(const StringName &p_name); Vector get_queue(); void clear_queue(); void pause(); void stop(bool p_keep_state = false); bool is_playing() const; String get_current_animation() const; void set_current_animation(const String &p_anim); String get_assigned_animation() const; void set_assigned_animation(const String &p_anim); 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; float get_playing_speed() const; void set_autoplay(const String &p_name); String get_autoplay() const; void set_reset_on_save_enabled(bool p_enabled); bool is_reset_on_save_enabled() const; void set_process_callback(AnimationProcessCallback p_mode); AnimationProcessCallback get_process_callback() const; void set_method_call_mode(AnimationMethodCallMode p_mode); AnimationMethodCallMode get_method_call_mode() const; void set_movie_quit_on_finish_enabled(bool p_enabled); bool is_movie_quit_on_finish_enabled() const; void seek(double p_time, bool p_update = false); void seek_delta(double p_time, double p_delta); double get_current_animation_position() const; double get_current_animation_length() const; void advance(double 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 override; #ifdef TOOLS_ENABLED Ref backup_animated_values(Node *p_root_override = nullptr); Ref apply_reset(bool p_user_initiated = false); bool can_apply_reset() const; #endif AnimationPlayer(); ~AnimationPlayer(); }; VARIANT_ENUM_CAST(AnimationPlayer::AnimationProcessCallback); VARIANT_ENUM_CAST(AnimationPlayer::AnimationMethodCallMode); #endif // ANIMATION_PLAYER_H