godot/scene/resources/animation.h

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/*************************************************************************/
/* animation.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef ANIMATION_H
#define ANIMATION_H
#include "core/resource.h"
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/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Animation : public Resource {
GDCLASS(Animation, Resource);
RES_BASE_EXTENSION("anim");
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public:
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enum TrackType {
TYPE_VALUE, ///< Set a value in a property, can be interpolated.
TYPE_TRANSFORM, ///< Transform a node or a bone.
TYPE_METHOD, ///< Call any method on a specific node.
TYPE_BEZIER, ///< Bezier curve
TYPE_AUDIO,
TYPE_ANIMATION,
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};
enum InterpolationType {
INTERPOLATION_NEAREST,
INTERPOLATION_LINEAR,
INTERPOLATION_CUBIC
};
enum UpdateMode {
UPDATE_CONTINUOUS,
UPDATE_DISCRETE,
UPDATE_TRIGGER,
UPDATE_CAPTURE,
};
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private:
struct Track {
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TrackType type;
InterpolationType interpolation;
bool loop_wrap;
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NodePath path; // path to something
bool imported;
bool enabled;
Track() {
interpolation = INTERPOLATION_LINEAR;
imported = false;
loop_wrap = true;
enabled = true;
}
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virtual ~Track() {}
};
struct Key {
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float transition;
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float time; // time in secs
Key() { transition = 1; }
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};
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// transform key holds either Vector3 or Quaternion
template <class T>
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struct TKey : public Key {
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T value;
};
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struct TransformKey {
Vector3 loc;
Quat rot;
Vector3 scale;
};
/* TRANSFORM TRACK */
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struct TransformTrack : public Track {
Vector<TKey<TransformKey> > transforms;
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TransformTrack() { type = TYPE_TRANSFORM; }
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};
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/* PROPERTY VALUE TRACK */
struct ValueTrack : public Track {
UpdateMode update_mode;
bool update_on_seek;
Vector<TKey<Variant> > values;
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ValueTrack() {
type = TYPE_VALUE;
update_mode = UPDATE_CONTINUOUS;
}
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};
/* METHOD TRACK */
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struct MethodKey : public Key {
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StringName method;
Vector<Variant> params;
};
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struct MethodTrack : public Track {
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Vector<MethodKey> methods;
MethodTrack() { type = TYPE_METHOD; }
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};
/* BEZIER TRACK */
struct BezierKey {
Vector2 in_handle; //relative (x always <0)
Vector2 out_handle; //relative (x always >0)
float value;
};
struct BezierTrack : public Track {
Vector<TKey<BezierKey> > values;
BezierTrack() {
type = TYPE_BEZIER;
}
};
/* AUDIO TRACK */
struct AudioKey {
RES stream;
float start_offset; //offset from start
float end_offset; //offset from end, if 0 then full length or infinite
AudioKey() {
start_offset = 0;
end_offset = 0;
}
};
struct AudioTrack : public Track {
Vector<TKey<AudioKey> > values;
AudioTrack() {
type = TYPE_AUDIO;
}
};
/* AUDIO TRACK */
struct AnimationTrack : public Track {
Vector<TKey<StringName> > values;
AnimationTrack() {
type = TYPE_ANIMATION;
}
};
Vector<Track *> tracks;
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/*
template<class T>
int _insert_pos(float p_time, T& p_keys);*/
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template <class T>
void _clear(T &p_keys);
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template <class T, class V>
int _insert(float p_time, T &p_keys, const V &p_value);
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template <class K>
inline int _find(const Vector<K> &p_keys, float p_time) const;
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_FORCE_INLINE_ Animation::TransformKey _interpolate(const Animation::TransformKey &p_a, const Animation::TransformKey &p_b, float p_c) const;
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_FORCE_INLINE_ Vector3 _interpolate(const Vector3 &p_a, const Vector3 &p_b, float p_c) const;
_FORCE_INLINE_ Quat _interpolate(const Quat &p_a, const Quat &p_b, float p_c) const;
_FORCE_INLINE_ Variant _interpolate(const Variant &p_a, const Variant &p_b, float p_c) const;
_FORCE_INLINE_ float _interpolate(const float &p_a, const float &p_b, float p_c) const;
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_FORCE_INLINE_ Animation::TransformKey _cubic_interpolate(const Animation::TransformKey &p_pre_a, const Animation::TransformKey &p_a, const Animation::TransformKey &p_b, const Animation::TransformKey &p_post_b, float p_c) const;
_FORCE_INLINE_ Vector3 _cubic_interpolate(const Vector3 &p_pre_a, const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_post_b, float p_c) const;
_FORCE_INLINE_ Quat _cubic_interpolate(const Quat &p_pre_a, const Quat &p_a, const Quat &p_b, const Quat &p_post_b, float p_c) const;
_FORCE_INLINE_ Variant _cubic_interpolate(const Variant &p_pre_a, const Variant &p_a, const Variant &p_b, const Variant &p_post_b, float p_c) const;
_FORCE_INLINE_ float _cubic_interpolate(const float &p_pre_a, const float &p_a, const float &p_b, const float &p_post_b, float p_c) const;
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template <class T>
_FORCE_INLINE_ T _interpolate(const Vector<TKey<T> > &p_keys, float p_time, InterpolationType p_interp, bool p_loop_wrap, bool *p_ok) const;
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template <class T>
_FORCE_INLINE_ void _track_get_key_indices_in_range(const Vector<T> &p_array, float from_time, float to_time, List<int> *p_indices) const;
_FORCE_INLINE_ void _value_track_get_key_indices_in_range(const ValueTrack *vt, float from_time, float to_time, List<int> *p_indices) const;
_FORCE_INLINE_ void _method_track_get_key_indices_in_range(const MethodTrack *mt, float from_time, float to_time, List<int> *p_indices) const;
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float length;
float step;
bool loop;
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// bind helpers
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private:
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Array _transform_track_interpolate(int p_track, float p_time) const {
Vector3 loc;
Quat rot;
Vector3 scale;
transform_track_interpolate(p_track, p_time, &loc, &rot, &scale);
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Array ret;
ret.push_back(loc);
ret.push_back(rot);
ret.push_back(scale);
return ret;
}
PoolVector<int> _value_track_get_key_indices(int p_track, float p_time, float p_delta) const {
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List<int> idxs;
value_track_get_key_indices(p_track, p_time, p_delta, &idxs);
PoolVector<int> idxr;
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for (List<int>::Element *E = idxs.front(); E; E = E->next()) {
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idxr.push_back(E->get());
}
return idxr;
}
PoolVector<int> _method_track_get_key_indices(int p_track, float p_time, float p_delta) const {
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List<int> idxs;
method_track_get_key_indices(p_track, p_time, p_delta, &idxs);
PoolVector<int> idxr;
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for (List<int>::Element *E = idxs.front(); E; E = E->next()) {
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idxr.push_back(E->get());
}
return idxr;
}
bool _transform_track_optimize_key(const TKey<TransformKey> &t0, const TKey<TransformKey> &t1, const TKey<TransformKey> &t2, float p_alowed_linear_err, float p_alowed_angular_err, float p_max_optimizable_angle, const Vector3 &p_norm);
void _transform_track_optimize(int p_idx, float p_allowed_linear_err = 0.05, float p_allowed_angular_err = 0.01, float p_max_optimizable_angle = Math_PI * 0.125);
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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<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
int add_track(TrackType p_type, int p_at_pos = -1);
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void remove_track(int p_track);
int get_track_count() const;
TrackType track_get_type(int p_track) const;
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void track_set_path(int p_track, const NodePath &p_path);
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NodePath track_get_path(int p_track) const;
int find_track(const NodePath &p_path) const;
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// transform
void track_move_up(int p_track);
void track_move_down(int p_track);
void track_swap(int p_track, int p_with_track);
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void track_set_imported(int p_track, bool p_imported);
bool track_is_imported(int p_track) const;
void track_set_enabled(int p_track, bool p_enabled);
bool track_is_enabled(int p_track) const;
void track_insert_key(int p_track, float p_time, const Variant &p_key, float p_transition = 1);
void track_set_key_transition(int p_track, int p_key_idx, float p_transition);
void track_set_key_value(int p_track, int p_key_idx, const Variant &p_value);
int track_find_key(int p_track, float p_time, bool p_exact = false) const;
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void track_remove_key(int p_track, int p_idx);
void track_remove_key_at_position(int p_track, float p_pos);
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int track_get_key_count(int p_track) const;
Variant track_get_key_value(int p_track, int p_key_idx) const;
float track_get_key_time(int p_track, int p_key_idx) const;
float track_get_key_transition(int p_track, int p_key_idx) const;
int transform_track_insert_key(int p_track, float p_time, const Vector3 p_loc, const Quat &p_rot = Quat(), const Vector3 &p_scale = Vector3());
Error transform_track_get_key(int p_track, int p_key, Vector3 *r_loc, Quat *r_rot, Vector3 *r_scale) const;
void track_set_interpolation_type(int p_track, InterpolationType p_interp);
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InterpolationType track_get_interpolation_type(int p_track) const;
int bezier_track_insert_key(int p_track, float p_time, float p_value, const Vector2 &p_in_handle, const Vector2 &p_out_handle);
void bezier_track_set_key_value(int p_track, int p_index, float p_value);
void bezier_track_set_key_in_handle(int p_track, int p_index, const Vector2 &p_handle);
void bezier_track_set_key_out_handle(int p_track, int p_index, const Vector2 &p_handle);
float bezier_track_get_key_value(int p_track, int p_index) const;
Vector2 bezier_track_get_key_in_handle(int p_track, int p_index) const;
Vector2 bezier_track_get_key_out_handle(int p_track, int p_index) const;
float bezier_track_interpolate(int p_track, float p_time) const;
int audio_track_insert_key(int p_track, float p_time, const RES &p_stream, float p_start_offset = 0, float p_end_offset = 0);
void audio_track_set_key_stream(int p_track, int p_key, const RES &p_stream);
void audio_track_set_key_start_offset(int p_track, int p_key, float p_offset);
void audio_track_set_key_end_offset(int p_track, int p_key, float p_offset);
RES audio_track_get_key_stream(int p_track, int p_key) const;
float audio_track_get_key_start_offset(int p_track, int p_key) const;
float audio_track_get_key_end_offset(int p_track, int p_key) const;
int animation_track_insert_key(int p_track, float p_time, const StringName &p_animation);
void animation_track_set_key_animation(int p_track, int p_key, const StringName &p_animation);
StringName animation_track_get_key_animation(int p_track, int p_key) const;
void track_set_interpolation_loop_wrap(int p_track, bool p_enable);
bool track_get_interpolation_loop_wrap(int p_track) const;
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Error transform_track_interpolate(int p_track, float p_time, Vector3 *r_loc, Quat *r_rot, Vector3 *r_scale) const;
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Variant value_track_interpolate(int p_track, float p_time) const;
void value_track_get_key_indices(int p_track, float p_time, float p_delta, List<int> *p_indices) const;
void value_track_set_update_mode(int p_track, UpdateMode p_mode);
UpdateMode value_track_get_update_mode(int p_track) const;
void method_track_get_key_indices(int p_track, float p_time, float p_delta, List<int> *p_indices) const;
Vector<Variant> method_track_get_params(int p_track, int p_key_idx) const;
StringName method_track_get_name(int p_track, int p_key_idx) const;
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void copy_track(int p_track, Ref<Animation> p_to_animation);
void track_get_key_indices_in_range(int p_track, float p_time, float p_delta, List<int> *p_indices) const;
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void set_length(float p_length);
float get_length() const;
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void set_loop(bool p_enabled);
bool has_loop() const;
void set_step(float p_step);
float get_step() const;
void clear();
void optimize(float p_allowed_linear_err = 0.05, float p_allowed_angular_err = 0.01, float p_max_optimizable_angle = Math_PI * 0.125);
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Animation();
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~Animation();
};
VARIANT_ENUM_CAST(Animation::TrackType);
VARIANT_ENUM_CAST(Animation::InterpolationType);
VARIANT_ENUM_CAST(Animation::UpdateMode);
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#endif