godot/scene/animation/animation_tree.h

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/**************************************************************************/
/* animation_tree.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_TREE_H
#define ANIMATION_TREE_H
#include "animation_mixer.h"
#include "scene/resources/animation.h"
#define HUGE_LENGTH 31540000 // 31540000 seconds mean 1 year... is it too long? It must be longer than any Animation length and Transition xfade time to prevent time inversion for AnimationNodeStateMachine.
class AnimationNodeBlendTree;
class AnimationNodeStartState;
class AnimationNodeEndState;
class AnimationTree;
class AnimationNode : public Resource {
GDCLASS(AnimationNode, Resource);
public:
friend class AnimationTree;
enum FilterAction {
FILTER_IGNORE,
FILTER_PASS,
FILTER_STOP,
FILTER_BLEND
};
struct Input {
String name;
};
bool closable = false;
Vector<Input> inputs;
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AHashMap<NodePath, bool> filter;
bool filter_enabled = false;
// To propagate information from upstream for use in estimation of playback progress.
// These values must be taken from the result of blend_node() or blend_input() and must be essentially read-only.
// For example, if you want to change the position, you need to change the pi.time value of PlaybackInfo passed to blend_input(pi) and get the result.
struct NodeTimeInfo {
// Retain the previous frame values. These are stored into the AnimationTree's Map and exposing them as read-only values.
double length = 0.0;
double position = 0.0;
double delta = 0.0;
// Needs internally to estimate remain time, the previous frame values are not retained.
Animation::LoopMode loop_mode = Animation::LOOP_NONE;
bool will_end = false; // For breaking loop, it is true when just looped.
bool is_infinity = false; // For unpredictable state machine's end.
bool is_looping() {
return loop_mode != Animation::LOOP_NONE;
}
double get_remain(bool p_break_loop = false) {
if ((is_looping() && !p_break_loop) || is_infinity) {
return HUGE_LENGTH;
}
if (is_looping() && p_break_loop && will_end) {
return 0;
}
double remain = length - position;
if (Math::is_zero_approx(remain)) {
return 0;
}
return remain;
}
};
// Temporary state for blending process which needs to be stored in each AnimationNodes.
struct NodeState {
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friend AnimationNode;
private:
StringName base_path;
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public:
AnimationNode *parent = nullptr;
Vector<StringName> connections;
Vector<real_t> track_weights;
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const StringName get_base_path() const {
return base_path;
}
} node_state;
// Temporary state for blending process which needs to be started in the AnimationTree, pass through the AnimationNodes, and then return to the AnimationTree.
struct ProcessState {
AnimationTree *tree = nullptr;
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const AHashMap<NodePath, int> *track_map; // TODO: Is there a better way to manage filter/tracks?
bool is_testing = false;
bool valid = false;
String invalid_reasons;
uint64_t last_pass = 0;
} *process_state = nullptr;
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private:
mutable AHashMap<StringName, int> property_cache;
public:
void set_node_state_base_path(const StringName p_base_path) {
if (p_base_path != node_state.base_path) {
node_state.base_path = p_base_path;
make_cache_dirty();
}
}
void set_node_state_base_path(const String p_base_path) {
if (p_base_path != node_state.base_path) {
node_state.base_path = p_base_path;
make_cache_dirty();
}
}
const StringName get_node_state_base_path() const {
return node_state.get_base_path();
}
void make_cache_dirty() {
property_cache.clear();
}
Array _get_filters() const;
void _set_filters(const Array &p_filters);
friend class AnimationNodeBlendTree;
// The time information is passed from upstream to downstream by AnimationMixer::PlaybackInfo::p_playback_info until AnimationNodeAnimation processes it.
// Conversely, AnimationNodeAnimation returns the processed result as NodeTimeInfo from downstream to upstream.
NodeTimeInfo _blend_node(Ref<AnimationNode> p_node, const StringName &p_subpath, AnimationNode *p_new_parent, AnimationMixer::PlaybackInfo p_playback_info, FilterAction p_filter = FILTER_IGNORE, bool p_sync = true, bool p_test_only = false, real_t *r_activity = nullptr);
NodeTimeInfo _pre_process(ProcessState *p_process_state, AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only = false);
protected:
StringName current_length = "current_length";
StringName current_position = "current_position";
StringName current_delta = "current_delta";
virtual NodeTimeInfo process(const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only = false); // To organize time information. Virtualizing for especially AnimationNodeAnimation needs to take "backward" into account.
virtual NodeTimeInfo _process(const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only = false); // Main process.
void blend_animation(const StringName &p_animation, AnimationMixer::PlaybackInfo p_playback_info);
NodeTimeInfo blend_node(Ref<AnimationNode> p_node, const StringName &p_subpath, AnimationMixer::PlaybackInfo p_playback_info, FilterAction p_filter = FILTER_IGNORE, bool p_sync = true, bool p_test_only = false);
NodeTimeInfo blend_input(int p_input, AnimationMixer::PlaybackInfo p_playback_info, FilterAction p_filter = FILTER_IGNORE, bool p_sync = true, bool p_test_only = false);
// Bind-able methods to expose for compatibility, moreover AnimationMixer::PlaybackInfo is not exposed.
void blend_animation_ex(const StringName &p_animation, double p_time, double p_delta, bool p_seeked, bool p_is_external_seeking, real_t p_blend, Animation::LoopedFlag p_looped_flag = Animation::LOOPED_FLAG_NONE);
double blend_node_ex(const StringName &p_sub_path, Ref<AnimationNode> p_node, double p_time, bool p_seek, bool p_is_external_seeking, real_t p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_sync = true, bool p_test_only = false);
double blend_input_ex(int p_input, double p_time, bool p_seek, bool p_is_external_seeking, real_t p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_sync = true, bool p_test_only = false);
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void make_invalid(const String &p_reason);
AnimationTree *get_animation_tree() const;
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
GDVIRTUAL0RC(Dictionary, _get_child_nodes)
GDVIRTUAL0RC(Array, _get_parameter_list)
GDVIRTUAL1RC(Ref<AnimationNode>, _get_child_by_name, StringName)
GDVIRTUAL1RC(Variant, _get_parameter_default_value, StringName)
GDVIRTUAL1RC(bool, _is_parameter_read_only, StringName)
GDVIRTUAL4R(double, _process, double, bool, bool, bool)
GDVIRTUAL0RC(String, _get_caption)
GDVIRTUAL0RC(bool, _has_filter)
public:
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
virtual bool is_parameter_read_only(const StringName &p_parameter) const;
void set_parameter(const StringName &p_name, const Variant &p_value);
Variant get_parameter(const StringName &p_name) const;
void set_node_time_info(const NodeTimeInfo &p_node_time_info); // Wrapper of set_parameter().
virtual NodeTimeInfo get_node_time_info() const; // Wrapper of get_parameter().
struct ChildNode {
StringName name;
Ref<AnimationNode> node;
};
virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
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virtual String get_caption() const;
virtual bool add_input(const String &p_name);
virtual void remove_input(int p_index);
virtual bool set_input_name(int p_input, const String &p_name);
virtual String get_input_name(int p_input) const;
int get_input_count() const;
int find_input(const String &p_name) const;
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;
void set_deletable(bool p_closable);
bool is_deletable() const;
virtual bool has_filter() const;
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#ifdef TOOLS_ENABLED
virtual void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
#endif
virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name) const;
Ref<AnimationNode> find_node_by_path(const String &p_name) const;
AnimationNode();
};
VARIANT_ENUM_CAST(AnimationNode::FilterAction)
// Root node does not allow inputs.
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class AnimationRootNode : public AnimationNode {
GDCLASS(AnimationRootNode, AnimationNode);
protected:
virtual void _tree_changed();
virtual void _animation_node_renamed(const ObjectID &p_oid, const String &p_old_name, const String &p_new_name);
virtual void _animation_node_removed(const ObjectID &p_oid, const StringName &p_node);
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public:
AnimationRootNode() {}
};
class AnimationNodeStartState : public AnimationRootNode {
GDCLASS(AnimationNodeStartState, AnimationRootNode);
};
class AnimationNodeEndState : public AnimationRootNode {
GDCLASS(AnimationNodeEndState, AnimationRootNode);
};
class AnimationTree : public AnimationMixer {
GDCLASS(AnimationTree, AnimationMixer);
#ifndef DISABLE_DEPRECATED
public:
enum AnimationProcessCallback {
ANIMATION_PROCESS_PHYSICS,
ANIMATION_PROCESS_IDLE,
ANIMATION_PROCESS_MANUAL,
};
#endif // DISABLE_DEPRECATED
private:
Ref<AnimationRootNode> root_animation_node;
NodePath advance_expression_base_node = NodePath(String("."));
AnimationNode::ProcessState process_state;
uint64_t process_pass = 1;
bool started = true;
friend class AnimationNode;
List<PropertyInfo> properties;
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AHashMap<StringName, AHashMap<StringName, StringName>> property_parent_map;
AHashMap<ObjectID, StringName> property_reference_map;
AHashMap<StringName, Pair<Variant, bool>> property_map; // Property value and read-only flag.
bool properties_dirty = true;
void _update_properties();
void _update_properties_for_node(const String &p_base_path, Ref<AnimationNode> p_node);
void _tree_changed();
void _animation_node_renamed(const ObjectID &p_oid, const String &p_old_name, const String &p_new_name);
void _animation_node_removed(const ObjectID &p_oid, const StringName &p_node);
struct Activity {
uint64_t last_pass = 0;
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real_t activity = 0.0;
};
HashMap<StringName, Vector<Activity>> input_activity_map;
HashMap<StringName, Vector<Activity> *> input_activity_map_get;
NodePath animation_player;
void _setup_animation_player();
void _animation_player_changed();
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<PropertyInfo> *p_list) const;
virtual void _validate_property(PropertyInfo &p_property) const override;
void _notification(int p_what);
static void _bind_methods();
virtual void _set_active(bool p_active) override;
// Make animation instances.
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virtual bool _blend_pre_process(double p_delta, int p_track_count, const AHashMap<NodePath, int> &p_track_map) override;
#ifndef DISABLE_DEPRECATED
void _set_process_callback_bind_compat_80813(AnimationProcessCallback p_mode);
AnimationProcessCallback _get_process_callback_bind_compat_80813() const;
void _set_tree_root_bind_compat_80813(const Ref<AnimationNode> &p_root);
Ref<AnimationNode> _get_tree_root_bind_compat_80813() const;
static void _bind_compatibility_methods();
#endif // DISABLE_DEPRECATED
public:
void set_animation_player(const NodePath &p_path);
NodePath get_animation_player() const;
void set_root_animation_node(const Ref<AnimationRootNode> &p_animation_node);
Ref<AnimationRootNode> get_root_animation_node() const;
void set_advance_expression_base_node(const NodePath &p_path);
NodePath get_advance_expression_base_node() const;
PackedStringArray get_configuration_warnings() const override;
bool is_state_invalid() const;
String get_invalid_state_reason() const;
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real_t get_connection_activity(const StringName &p_path, int p_connection) const;
uint64_t get_last_process_pass() const;
AnimationTree();
~AnimationTree();
};
#ifndef DISABLE_DEPRECATED
VARIANT_ENUM_CAST(AnimationTree::AnimationProcessCallback);
#endif // DISABLE_DEPRECATED
#endif // ANIMATION_TREE_H