godot/scene/animation/animation_player.h
Jonathan Nicholl f8021dae9c Add animation_changed signal to AnimationLibrary
AnimationLibrary now listens for the animation_changed signal on its
animations and emits this new signal, with the animation name added
on. AnimationPlayer now connects to this signal rather than connecting
to each individual animation, which was poor practice due to bypassing
encapsulation.
2022-11-21 15:39:03 -05:00

406 lines
13 KiB
C++

/*************************************************************************/
/* animation_player.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_PLAYER_H
#define ANIMATION_PLAYER_H
#include "scene/2d/node_2d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/animation.h"
#include "scene/resources/animation_library.h"
#ifdef TOOLS_ENABLED
class AnimatedValuesBackup : public RefCounted {
GDCLASS(AnimatedValuesBackup, RefCounted);
struct Entry {
Object *object = nullptr;
Vector<StringName> subpath; // Unused if bone
int bone_idx = -1; // -1 if not a bone
Variant value;
};
Vector<Entry> entries;
friend class AnimationPlayer;
protected:
static void _bind_methods();
public:
void update_skeletons();
void restore() const;
};
#endif
class AnimationPlayer : public Node {
GDCLASS(AnimationPlayer, Node);
public:
enum AnimationProcessCallback {
ANIMATION_PROCESS_PHYSICS,
ANIMATION_PROCESS_IDLE,
ANIMATION_PROCESS_MANUAL,
};
enum AnimationMethodCallMode {
ANIMATION_METHOD_CALL_DEFERRED,
ANIMATION_METHOD_CALL_IMMEDIATE,
};
private:
enum {
NODE_CACHE_UPDATE_MAX = 1024,
BLEND_FROM_MAX = 3
};
enum SpecialProperty {
SP_NONE,
SP_NODE2D_POS,
SP_NODE2D_ROT,
SP_NODE2D_SCALE,
};
uint32_t setup_pass = 1;
struct TrackNodeCache {
NodePath path;
uint32_t id = 0;
Ref<Resource> resource;
Node *node = nullptr;
Node2D *node_2d = nullptr;
#ifndef _3D_DISABLED
Node3D *node_3d = nullptr;
Skeleton3D *skeleton = nullptr;
MeshInstance3D *node_blend_shape = nullptr;
int blend_shape_idx = -1;
#endif // _3D_DISABLED
int bone_idx = -1;
// accumulated transforms
bool loc_used = false;
bool rot_used = false;
bool scale_used = false;
Vector3 init_loc = Vector3(0, 0, 0);
Quaternion init_rot = Quaternion(0, 0, 0, 1);
Vector3 init_scale = Vector3(1, 1, 1);
Vector3 loc_accum;
Quaternion rot_accum;
Vector3 scale_accum;
float blend_shape_accum = 0;
uint64_t accum_pass = 0;
bool audio_playing = false;
float audio_start = 0.0;
float audio_len = 0.0;
bool animation_playing = false;
struct PropertyAnim {
TrackNodeCache *owner = nullptr;
SpecialProperty special = SP_NONE; //small optimization
Vector<StringName> subpath;
Object *object = nullptr;
Variant value_accum;
uint64_t accum_pass = 0;
Variant capture;
};
HashMap<StringName, PropertyAnim> property_anim;
struct BezierAnim {
Vector<StringName> bezier_property;
TrackNodeCache *owner = nullptr;
float bezier_accum = 0.0;
Object *object = nullptr;
uint64_t accum_pass = 0;
};
HashMap<StringName, BezierAnim> bezier_anim;
uint32_t last_setup_pass = 0;
TrackNodeCache() {}
};
struct TrackNodeCacheKey {
ObjectID id;
int bone_idx = -1;
int blend_shape_idx = -1;
static uint32_t hash(const TrackNodeCacheKey &p_key) {
uint32_t h = hash_one_uint64(p_key.id);
h = hash_murmur3_one_32(p_key.bone_idx, h);
return hash_fmix32(hash_murmur3_one_32(p_key.blend_shape_idx, h));
}
inline bool operator==(const TrackNodeCacheKey &p_right) const {
return id == p_right.id && bone_idx == p_right.bone_idx && blend_shape_idx == p_right.blend_shape_idx;
}
inline bool operator<(const TrackNodeCacheKey &p_right) const {
if (id == p_right.id) {
if (blend_shape_idx == p_right.blend_shape_idx) {
return bone_idx < p_right.bone_idx;
} else {
return blend_shape_idx < p_right.blend_shape_idx;
}
} else {
return id < p_right.id;
}
}
};
HashMap<TrackNodeCacheKey, TrackNodeCache, TrackNodeCacheKey> node_cache_map;
TrackNodeCache *cache_update[NODE_CACHE_UPDATE_MAX];
int cache_update_size = 0;
TrackNodeCache::PropertyAnim *cache_update_prop[NODE_CACHE_UPDATE_MAX];
int cache_update_prop_size = 0;
TrackNodeCache::BezierAnim *cache_update_bezier[NODE_CACHE_UPDATE_MAX];
int cache_update_bezier_size = 0;
HashSet<TrackNodeCache *> playing_caches;
uint64_t accum_pass = 1;
float speed_scale = 1.0;
double default_blend_time = 0.0;
struct AnimationData {
String name;
StringName next;
Vector<TrackNodeCache *> node_cache;
Ref<Animation> animation;
StringName animation_library;
uint64_t last_update = 0;
};
HashMap<StringName, AnimationData> animation_set;
struct AnimationLibraryData {
StringName name;
Ref<AnimationLibrary> library;
bool operator<(const AnimationLibraryData &p_data) const { return name.operator String() < p_data.name.operator String(); }
};
LocalVector<AnimationLibraryData> animation_libraries;
struct BlendKey {
StringName from;
StringName to;
static uint32_t hash(const BlendKey &p_key) {
return hash_one_uint64((uint64_t(p_key.from.hash()) << 32) | uint32_t(p_key.to.hash()));
}
bool operator==(const BlendKey &bk) const {
return from == bk.from && to == bk.to;
}
bool operator<(const BlendKey &bk) const {
if (from == bk.from) {
return to < bk.to;
} else {
return from < bk.from;
}
}
};
HashMap<BlendKey, double, BlendKey> blend_times;
struct PlaybackData {
AnimationData *from = nullptr;
double pos = 0.0;
float speed_scale = 1.0;
};
struct Blend {
PlaybackData data;
double blend_time = 0.0;
double blend_left = 0.0;
};
struct Playback {
List<Blend> blend;
PlaybackData current;
StringName assigned;
bool seeked = false;
bool started = false;
} playback;
List<StringName> queued;
bool end_reached = false;
bool end_notify = false;
String autoplay;
bool reset_on_save = true;
AnimationProcessCallback process_callback = ANIMATION_PROCESS_IDLE;
AnimationMethodCallMode method_call_mode = ANIMATION_METHOD_CALL_DEFERRED;
bool movie_quit_on_finish = false;
bool processing = false;
bool active = true;
NodePath root;
void _animation_process_animation(AnimationData *p_anim, double p_time, double p_delta, float p_interp, bool p_is_current = true, bool p_seeked = false, bool p_started = false, int p_pingponged = 0);
void _ensure_node_caches(AnimationData *p_anim, Node *p_root_override = nullptr);
void _animation_process_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_started);
void _animation_process2(double p_delta, bool p_started);
void _animation_update_transforms();
void _animation_process(double p_delta);
void _node_removed(Node *p_node);
void _stop_playing_caches();
// bind helpers
Vector<String> _get_animation_list() const {
List<StringName> animations;
get_animation_list(&animations);
Vector<String> ret;
while (animations.size()) {
ret.push_back(animations.front()->get());
animations.pop_front();
}
return ret;
}
void _animation_changed(const StringName &p_name);
void _set_process(bool p_process, bool p_force = false);
bool playing = false;
uint64_t animation_set_update_pass = 1;
void _animation_set_cache_update();
void _animation_added(const StringName &p_name, const StringName &p_library);
void _animation_removed(const StringName &p_name, const StringName &p_library);
void _animation_renamed(const StringName &p_name, const StringName &p_to_name, const StringName &p_library);
void _rename_animation(const StringName &p_from_name, const StringName &p_to_name);
TypedArray<StringName> _get_animation_library_list() const;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _validate_property(PropertyInfo &p_property) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
virtual Variant _post_process_key_value(const Ref<Animation> &p_anim, int p_track, Variant p_value, const Object *p_object, int p_object_idx = -1);
public:
StringName find_animation(const Ref<Animation> &p_animation) const;
StringName find_animation_library(const Ref<Animation> &p_animation) const;
Error add_animation_library(const StringName &p_name, const Ref<AnimationLibrary> &p_animation_library);
void remove_animation_library(const StringName &p_name);
void rename_animation_library(const StringName &p_name, const StringName &p_new_name);
Ref<AnimationLibrary> get_animation_library(const StringName &p_name) const;
void get_animation_library_list(List<StringName> *p_animations) const;
bool has_animation_library(const StringName &p_name) const;
Ref<Animation> get_animation(const StringName &p_name) const;
void get_animation_list(List<StringName> *p_animations) const;
bool has_animation(const StringName &p_name) const;
void set_blend_time(const StringName &p_animation1, const StringName &p_animation2, double p_time);
double get_blend_time(const StringName &p_animation1, const StringName &p_animation2) const;
void animation_set_next(const StringName &p_animation, const StringName &p_next);
StringName animation_get_next(const StringName &p_animation) const;
void set_default_blend_time(double p_default);
double get_default_blend_time() const;
void play(const StringName &p_name = StringName(), double p_custom_blend = -1, float p_custom_scale = 1.0, bool p_from_end = false);
void play_backwards(const StringName &p_name = StringName(), double p_custom_blend = -1);
void queue(const StringName &p_name);
Vector<String> get_queue();
void clear_queue();
void stop(bool p_reset = true);
bool is_playing() const;
String get_current_animation() const;
void set_current_animation(const String &p_anim);
String get_assigned_animation() const;
void set_assigned_animation(const String &p_anim);
void set_active(bool p_active);
bool is_active() const;
bool is_valid() const;
void set_speed_scale(float p_speed);
float get_speed_scale() const;
float get_playing_speed() const;
void set_autoplay(const String &p_name);
String get_autoplay() const;
void set_reset_on_save_enabled(bool p_enabled);
bool is_reset_on_save_enabled() const;
void set_process_callback(AnimationProcessCallback p_mode);
AnimationProcessCallback get_process_callback() const;
void set_method_call_mode(AnimationMethodCallMode p_mode);
AnimationMethodCallMode get_method_call_mode() const;
void set_movie_quit_on_finish_enabled(bool p_enabled);
bool is_movie_quit_on_finish_enabled() const;
void seek(double p_time, bool p_update = false);
void seek_delta(double p_time, double p_delta);
double get_current_animation_position() const;
double get_current_animation_length() const;
void advance(double p_time);
void set_root(const NodePath &p_root);
NodePath get_root() const;
void clear_caches(); ///< must be called by hand if an animation was modified after added
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
#ifdef TOOLS_ENABLED
Ref<AnimatedValuesBackup> backup_animated_values(Node *p_root_override = nullptr);
Ref<AnimatedValuesBackup> apply_reset(bool p_user_initiated = false);
bool can_apply_reset() const;
#endif
AnimationPlayer();
~AnimationPlayer();
};
VARIANT_ENUM_CAST(AnimationPlayer::AnimationProcessCallback);
VARIANT_ENUM_CAST(AnimationPlayer::AnimationMethodCallMode);
#endif // ANIMATION_PLAYER_H