godot/scene/animation/animation_cache.h

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/*************************************************************************/
/* animation_cache.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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_CACHE_H
#define ANIMATION_CACHE_H
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/animation.h"
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class AnimationCache : public Object {
GDCLASS(AnimationCache, Object);
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struct Path {
RES resource;
Object *object;
Skeleton3D *skeleton; // haxor
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Node *node;
Node3D *spatial;
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int bone_idx;
Vector<StringName> subpath;
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bool valid;
Path() {
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object = nullptr;
skeleton = nullptr;
node = nullptr;
bone_idx = -1;
valid = false;
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spatial = nullptr;
}
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};
Set<Node *> connected_nodes;
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Vector<Path> path_cache;
Node *root;
Ref<Animation> animation;
bool cache_dirty;
bool cache_valid;
void _node_exit_tree(Node *p_node);
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void _clear_cache();
void _update_cache();
void _animation_changed();
protected:
static void _bind_methods();
public:
void set_track_transform(int p_idx, const Transform &p_transform);
void set_track_value(int p_idx, const Variant &p_value);
void call_track(int p_idx, const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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void set_all(float p_time, float p_delta = 0);
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void set_animation(const Ref<Animation> &p_animation);
void set_root(Node *p_root);
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AnimationCache();
};
#endif // ANIMATION_CACHE_H