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/*************************************************************************/
/*  animation_player.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_PLAYER_H
#define ANIMATION_PLAYER_H

#include "scene/2d/node_2d.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/animation.h"

#ifdef TOOLS_ENABLED
// To save/restore animated values
class AnimatedValuesBackup {
	struct Entry {
		Object *object;
		Vector<StringName> subpath; // Unused if bone
		int bone_idx; // -1 if not a bone
		Variant value;
	};
	Vector<Entry> 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,
		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,
	};

	struct TrackNodeCache {
		NodePath path;
		uint32_t id = 0;
		RES resource;
		Node *node = nullptr;
		Node3D *spatial = nullptr;
		Node2D *node_2d = nullptr;
		Skeleton3D *skeleton = nullptr;
		int bone_idx = -1;
		// accumulated transforms

		Vector3 loc_accum;
		Quat rot_accum;
		Vector3 scale_accum;
		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<StringName> subpath;
			Object *object = nullptr;
			Variant value_accum;
			uint64_t accum_pass = 0;
			Variant capture;

			PropertyAnim() {}
		};

		Map<StringName, PropertyAnim> property_anim;

		struct BezierAnim {
			Vector<StringName> bezier_property;
			TrackNodeCache *owner = nullptr;
			float bezier_accum = 0.0;
			Object *object = nullptr;
			uint64_t accum_pass = 0;

			BezierAnim() {}
		};

		Map<StringName, BezierAnim> bezier_anim;

		TrackNodeCache() {}
	};

	struct TrackNodeCacheKey {
		ObjectID id;
		int bone_idx;

		inline bool operator<(const TrackNodeCacheKey &p_right) const {
			if (id == p_right.id) {
				return bone_idx < p_right.bone_idx;
			} else {
				return id < p_right.id;
			}
		}
	};

	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;
	TrackNodeCache::BezierAnim *cache_update_bezier[NODE_CACHE_UPDATE_MAX];
	int cache_update_bezier_size;
	Set<TrackNodeCache *> playing_caches;

	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 ? String(to) < String(bk.to) : String(from) < String(bk.from); }
	};

	Map<BlendKey, float> blend_times;

	struct PlaybackData {
		AnimationData *from;
		float pos;
		float speed_scale;

		PlaybackData() {
			pos = 0;
			speed_scale = 1.0;
			from = nullptr;
		}
	};

	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;
		bool seeked;
		bool started;
	} playback;

	List<StringName> queued;

	bool end_reached;
	bool end_notify;

	String autoplay;
	AnimationProcessMode animation_process_mode;
	AnimationMethodCallMode method_call_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_is_current = true, bool p_seeked = false, bool p_started = false);

	void _ensure_node_caches(AnimationData *p_anim);
	void _animation_process_data(PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started);
	void _animation_process2(float p_delta, bool p_started);
	void _animation_update_transforms();
	void _animation_process(float p_delta);

	void _node_removed(Node *p_node);
	void _stop_playing_caches();

	// bind helpers
	Vector<String> _get_animation_list() const {
		List<StringName> animations;
		get_animation_list(&animations);
		Vector<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;
	virtual void _validate_property(PropertyInfo &property) const override;
	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 play_backwards(const StringName &p_name = StringName(), float p_custom_blend = -1);
	void queue(const StringName &p_name);
	Vector<String> get_queue();
	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);
	String get_assigned_animation() const;
	void set_assigned_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;
	float get_playing_speed() 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 set_method_call_mode(AnimationMethodCallMode p_mode);
	AnimationMethodCallMode get_method_call_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<String> *r_options) const override;

#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);
VARIANT_ENUM_CAST(AnimationPlayer::AnimationMethodCallMode);

#endif