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375 lines
10 KiB
C++
375 lines
10 KiB
C++
/*************************************************************************/
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/* animation_player.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ANIMATION_PLAYER_H
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#define ANIMATION_PLAYER_H
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#include "scene/2d/node_2d.h"
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#include "scene/3d/skeleton.h"
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#include "scene/3d/spatial.h"
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#include "scene/resources/animation.h"
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#ifdef TOOLS_ENABLED
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// To save/restore animated values
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class AnimatedValuesBackup {
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struct Entry {
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Object *object;
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Vector<StringName> subpath; // Unused if bone
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int bone_idx; // -1 if not a bone
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Variant value;
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};
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Vector<Entry> entries;
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friend class AnimationPlayer;
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public:
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void update_skeletons();
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};
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#endif
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class AnimationPlayer : public Node {
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GDCLASS(AnimationPlayer, Node);
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OBJ_CATEGORY("Animation Nodes");
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public:
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enum AnimationProcessMode {
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ANIMATION_PROCESS_PHYSICS,
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ANIMATION_PROCESS_IDLE,
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ANIMATION_PROCESS_MANUAL,
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};
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enum AnimationMethodCallMode {
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ANIMATION_METHOD_CALL_DEFERRED,
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ANIMATION_METHOD_CALL_IMMEDIATE,
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};
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private:
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enum {
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NODE_CACHE_UPDATE_MAX = 1024,
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BLEND_FROM_MAX = 3
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};
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enum SpecialProperty {
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SP_NONE,
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SP_NODE2D_POS,
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SP_NODE2D_ROT,
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SP_NODE2D_SCALE,
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};
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struct TrackNodeCache {
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NodePath path;
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uint32_t id;
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RES resource;
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Node *node;
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Spatial *spatial;
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Node2D *node_2d;
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Skeleton *skeleton;
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int bone_idx;
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// accumulated transforms
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Vector3 loc_accum;
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Quat rot_accum;
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Vector3 scale_accum;
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uint64_t accum_pass;
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bool audio_playing;
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float audio_start;
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float audio_len;
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bool animation_playing;
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struct PropertyAnim {
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TrackNodeCache *owner;
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SpecialProperty special; //small optimization
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Vector<StringName> subpath;
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Object *object;
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Variant value_accum;
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uint64_t accum_pass;
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Variant capture;
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PropertyAnim() :
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owner(NULL),
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special(SP_NONE),
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object(NULL),
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accum_pass(0) {}
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};
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Map<StringName, PropertyAnim> property_anim;
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struct BezierAnim {
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Vector<StringName> bezier_property;
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TrackNodeCache *owner;
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float bezier_accum;
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Object *object;
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uint64_t accum_pass;
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BezierAnim() :
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owner(NULL),
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bezier_accum(0.0),
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object(NULL),
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accum_pass(0) {}
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};
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Map<StringName, BezierAnim> bezier_anim;
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TrackNodeCache() :
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id(0),
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node(NULL),
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spatial(NULL),
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node_2d(NULL),
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skeleton(NULL),
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bone_idx(-1),
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accum_pass(0),
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audio_playing(false),
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audio_start(0.0),
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audio_len(0.0),
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animation_playing(false) {}
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};
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struct TrackNodeCacheKey {
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uint32_t id;
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int bone_idx;
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inline bool operator<(const TrackNodeCacheKey &p_right) const {
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if (id < p_right.id)
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return true;
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else if (id > p_right.id)
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return false;
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else
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return bone_idx < p_right.bone_idx;
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}
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};
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Map<TrackNodeCacheKey, TrackNodeCache> node_cache_map;
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TrackNodeCache *cache_update[NODE_CACHE_UPDATE_MAX];
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int cache_update_size;
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TrackNodeCache::PropertyAnim *cache_update_prop[NODE_CACHE_UPDATE_MAX];
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int cache_update_prop_size;
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TrackNodeCache::BezierAnim *cache_update_bezier[NODE_CACHE_UPDATE_MAX];
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int cache_update_bezier_size;
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Set<TrackNodeCache *> playing_caches;
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uint64_t accum_pass;
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float speed_scale;
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float default_blend_time;
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struct AnimationData {
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String name;
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StringName next;
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Vector<TrackNodeCache *> node_cache;
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Ref<Animation> animation;
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};
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Map<StringName, AnimationData> animation_set;
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struct BlendKey {
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StringName from;
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StringName to;
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bool operator<(const BlendKey &bk) const { return from == bk.from ? String(to) < String(bk.to) : String(from) < String(bk.from); }
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};
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Map<BlendKey, float> blend_times;
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struct PlaybackData {
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AnimationData *from;
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float pos;
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float speed_scale;
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PlaybackData() {
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pos = 0;
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speed_scale = 1.0;
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from = NULL;
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}
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};
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struct Blend {
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PlaybackData data;
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float blend_time;
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float blend_left;
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Blend() {
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blend_left = 0;
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blend_time = 0;
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}
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};
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struct Playback {
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List<Blend> blend;
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PlaybackData current;
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StringName assigned;
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bool seeked;
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bool started;
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} playback;
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List<StringName> queued;
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bool end_reached;
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bool end_notify;
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String autoplay;
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AnimationProcessMode animation_process_mode;
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AnimationMethodCallMode method_call_mode;
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bool processing;
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bool active;
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NodePath root;
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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);
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void _ensure_node_caches(AnimationData *p_anim);
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void _animation_process_data(PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started);
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void _animation_process2(float p_delta, bool p_started);
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void _animation_update_transforms();
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void _animation_process(float p_delta);
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void _node_removed(Node *p_node);
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void _stop_playing_caches();
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// bind helpers
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PoolVector<String> _get_animation_list() const {
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List<StringName> animations;
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get_animation_list(&animations);
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PoolVector<String> ret;
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while (animations.size()) {
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ret.push_back(animations.front()->get());
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animations.pop_front();
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}
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return ret;
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}
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void _animation_changed();
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void _ref_anim(const Ref<Animation> &p_anim);
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void _unref_anim(const Ref<Animation> &p_anim);
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void _set_process(bool p_process, bool p_force = false);
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bool playing;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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virtual void _validate_property(PropertyInfo &property) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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StringName find_animation(const Ref<Animation> &p_animation) const;
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Error add_animation(const StringName &p_name, const Ref<Animation> &p_animation);
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void remove_animation(const StringName &p_name);
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void rename_animation(const StringName &p_name, const StringName &p_new_name);
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bool has_animation(const StringName &p_name) const;
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Ref<Animation> get_animation(const StringName &p_name) const;
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void get_animation_list(List<StringName> *p_animations) const;
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void set_blend_time(const StringName &p_animation1, const StringName &p_animation2, float p_time);
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float get_blend_time(const StringName &p_animation1, const StringName &p_animation2) const;
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void animation_set_next(const StringName &p_animation, const StringName &p_next);
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StringName animation_get_next(const StringName &p_animation) const;
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void set_default_blend_time(float p_default);
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float get_default_blend_time() const;
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void play(const StringName &p_name = StringName(), float p_custom_blend = -1, float p_custom_scale = 1.0, bool p_from_end = false);
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void play_backwards(const StringName &p_name = StringName(), float p_custom_blend = -1);
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void queue(const StringName &p_name);
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PoolVector<String> get_queue();
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void clear_queue();
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void stop(bool p_reset = true);
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bool is_playing() const;
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String get_current_animation() const;
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void set_current_animation(const String &p_anim);
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String get_assigned_animation() const;
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void set_assigned_animation(const String &p_anim);
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void stop_all();
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void set_active(bool p_active);
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bool is_active() const;
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bool is_valid() const;
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void set_speed_scale(float p_speed);
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float get_speed_scale() const;
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float get_playing_speed() const;
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void set_autoplay(const String &p_name);
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String get_autoplay() const;
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void set_animation_process_mode(AnimationProcessMode p_mode);
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AnimationProcessMode get_animation_process_mode() const;
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void set_method_call_mode(AnimationMethodCallMode p_mode);
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AnimationMethodCallMode get_method_call_mode() const;
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void seek(float p_time, bool p_update = false);
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void seek_delta(float p_time, float p_delta);
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float get_current_animation_position() const;
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float get_current_animation_length() const;
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void advance(float p_time);
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void set_root(const NodePath &p_root);
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NodePath get_root() const;
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void clear_caches(); ///< must be called by hand if an animation was modified after added
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
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#ifdef TOOLS_ENABLED
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// These may be interesting for games, but are too dangerous for general use
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AnimatedValuesBackup backup_animated_values();
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void restore_animated_values(const AnimatedValuesBackup &p_backup);
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#endif
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AnimationPlayer();
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~AnimationPlayer();
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};
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VARIANT_ENUM_CAST(AnimationPlayer::AnimationProcessMode);
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VARIANT_ENUM_CAST(AnimationPlayer::AnimationMethodCallMode);
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#endif
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