summaryrefslogtreecommitdiff
path: root/scene/animation/animation_tree.h
blob: adc25d5607f6d4a4a02b93d296bb55d4b87f2701 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
#ifndef ANIMATION_GRAPH_PLAYER_H
#define ANIMATION_GRAPH_PLAYER_H

#include "animation_player.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/spatial.h"
#include "scene/resources/animation.h"

class AnimationNodeBlendTree;
class AnimationPlayer;
class AnimationTree;

class AnimationNode : public Resource {
	GDCLASS(AnimationNode, Resource)
public:
	enum FilterAction {
		FILTER_IGNORE,
		FILTER_PASS,
		FILTER_STOP,
		FILTER_BLEND
	};

	struct Input {

		String name;
		StringName connected_to;
		float activity;
		uint64_t last_pass;
	};

	Vector<Input> inputs;

	float process_input(int p_input, float p_time, bool p_seek, float p_blend);

	friend class AnimationTree;

	struct AnimationState {

		Ref<Animation> animation;
		float time;
		float delta;
		const Vector<float> *track_blends;
		float blend;
		bool seeked;
	};

	struct State {

		int track_count;
		HashMap<NodePath, int> track_map;
		List<AnimationState> animation_states;
		bool valid;
		AnimationPlayer *player;
		String invalid_reasons;
		uint64_t last_pass;
	};

	Vector<float> blends;
	State *state;
	float _pre_process(State *p_state, float p_time, bool p_seek);
	void _pre_update_animations(HashMap<NodePath, int> *track_map);
	Vector2 position;

	AnimationNode *parent;
	AnimationTree *player;

	float _blend_node(Ref<AnimationNode> p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true, float *r_max = NULL);

	HashMap<NodePath, bool> filter;
	bool filter_enabled;

	Array _get_filters() const;
	void _set_filters(const Array &p_filters);

protected:
	void blend_animation(const StringName &p_animation, float p_time, float p_delta, bool p_seeked, float p_blend);
	float blend_node(Ref<AnimationNode> p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true);
	float blend_input(int p_input, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true);
	void make_invalid(const String &p_reason);

	static void _bind_methods();

	void _validate_property(PropertyInfo &property) const;

public:
	void set_parent(AnimationNode *p_parent);
	Ref<AnimationNode> get_parent() const;
	virtual void set_tree(AnimationTree *p_player);
	AnimationTree *get_tree() const;
	AnimationPlayer *get_player() const;

	virtual float process(float p_time, bool p_seek);
	virtual String get_caption() const;

	int get_input_count() const;
	String get_input_name(int p_input);
	StringName get_input_connection(int p_input);
	void set_input_connection(int p_input, const StringName &p_connection);
	float get_input_activity(int p_input) const;

	void add_input(const String &p_name);
	void set_input_name(int p_input, const String &p_name);
	void remove_input(int p_index);

	void set_filter_path(const NodePath &p_path, bool p_enable);
	bool is_path_filtered(const NodePath &p_path) const;

	void set_filter_enabled(bool p_enable);
	bool is_filter_enabled() const;

	virtual bool has_filter() const;

	void set_position(const Vector2 &p_position);
	Vector2 get_position() const;

	AnimationNode();
};

VARIANT_ENUM_CAST(AnimationNode::FilterAction)

//root node does not allow inputs
class AnimationRootNode : public AnimationNode {
	GDCLASS(AnimationRootNode, AnimationNode)
public:
	AnimationRootNode() {}
};

class AnimationTree : public Node {
	GDCLASS(AnimationTree, Node)
public:
	enum AnimationProcessMode {
		ANIMATION_PROCESS_PHYSICS,
		ANIMATION_PROCESS_IDLE,
	};

private:
	struct TrackCache {
		uint64_t setup_pass;
		uint64_t process_pass;
		Animation::TrackType type;
		Object *object;
		ObjectID object_id;

		TrackCache() {
			setup_pass = 0;
			process_pass = 0;
			object = NULL;
			object_id = 0;
		}
		virtual ~TrackCache() {}
	};

	struct TrackCacheTransform : public TrackCache {
		Spatial *spatial;
		Skeleton *skeleton;
		int bone_idx;
		Vector3 loc;
		Quat rot;
		Vector3 scale;

		TrackCacheTransform() {
			type = Animation::TYPE_TRANSFORM;
			spatial = NULL;
			bone_idx = -1;
			skeleton = NULL;
		}
	};

	struct TrackCacheValue : public TrackCache {

		Variant value;
		Vector<StringName> subpath;
		TrackCacheValue() { type = Animation::TYPE_VALUE; }
	};

	struct TrackCacheMethod : public TrackCache {

		TrackCacheMethod() { type = Animation::TYPE_METHOD; }
	};

	struct TrackCacheBezier : public TrackCache {

		float value;
		Vector<StringName> subpath;
		TrackCacheBezier() {
			type = Animation::TYPE_BEZIER;
			value = 0;
		}
	};

	struct TrackCacheAudio : public TrackCache {

		bool playing;
		float start;
		float len;

		TrackCacheAudio() {
			type = Animation::TYPE_AUDIO;
			playing = false;
			start = 0;
			len = 0;
		}
	};

	struct TrackCacheAnimation : public TrackCache {

		bool playing;

		TrackCacheAnimation() {
			type = Animation::TYPE_ANIMATION;
			playing = false;
		}
	};

	HashMap<NodePath, TrackCache *> track_cache;
	Set<TrackCache *> playing_caches;

	Ref<AnimationNode> root;

	AnimationProcessMode process_mode;
	bool active;
	NodePath animation_player;

	AnimationNode::State state;
	bool cache_valid;
	void _node_removed(Node *p_node);
	void _caches_cleared();

	void _clear_caches();
	bool _update_caches(AnimationPlayer *player);
	void _process_graph(float p_delta);

	uint64_t setup_pass;
	uint64_t process_pass;

	bool started;

protected:
	void _notification(int p_what);
	static void _bind_methods();

public:
	void set_graph_root(const Ref<AnimationNode> &p_root);
	Ref<AnimationNode> get_graph_root() const;

	void set_active(bool p_active);
	bool is_active() const;

	void set_process_mode(AnimationProcessMode p_mode);
	AnimationProcessMode get_process_mode() const;

	void set_animation_player(const NodePath &p_player);
	NodePath get_animation_player() const;

	virtual String get_configuration_warning() const;

	bool is_state_invalid() const;
	String get_invalid_state_reason() const;

	uint64_t get_last_process_pass() const;
	AnimationTree();
	~AnimationTree();
};

VARIANT_ENUM_CAST(AnimationTree::AnimationProcessMode)

#endif // ANIMATION_GRAPH_PLAYER_H