animation_cache.h 3.2 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485
  1. /*************************************************************************/
  2. /* animation_cache.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #ifndef ANIMATION_CACHE_H
  30. #define ANIMATION_CACHE_H
  31. #include "scene/resources/animation.h"
  32. #include "scene/3d/skeleton.h"
  33. class AnimationCache : public Object {
  34. OBJ_TYPE(AnimationCache,Object);
  35. struct Path {
  36. RES resource;
  37. Object *object;
  38. Skeleton *skeleton; // haxor
  39. Node *node;
  40. Spatial *spatial;
  41. int bone_idx;
  42. StringName property;
  43. bool valid;
  44. Path() { object=NULL; skeleton=NULL; node=NULL; bone_idx=-1; valid=false; spatial=NULL; }
  45. };
  46. Set<Node*> connected_nodes;
  47. Vector<Path> path_cache;
  48. Node *root;
  49. Ref<Animation> animation;
  50. bool cache_dirty;
  51. bool cache_valid;
  52. void _node_exit_scene(Node *p_node);
  53. void _clear_cache();
  54. void _update_cache();
  55. void _animation_changed();
  56. protected:
  57. static void _bind_methods();
  58. public:
  59. void set_track_transform(int p_idx,const Transform& p_transform);
  60. void set_track_value(int p_idx,const Variant& p_value);
  61. void call_track(int p_idx,const StringName& p_method,const Variant** p_args,int p_argcount,Variant::CallError &r_error);
  62. void set_all(float p_time, float p_delta=0);
  63. void set_animation(const Ref<Animation>& p_animation);
  64. void set_root(Node* p_root);
  65. AnimationCache();
  66. };
  67. #endif // ANIMATION_CACHE_H