| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367 | /*************************************************************************//*  animation_player.h                                                   *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 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/skeleton.h"#include "scene/3d/spatial.h"#include "scene/resources/animation.h"/**	@author Juan Linietsky <[email protected]>*/#ifdef TOOLS_ENABLED// To save/restore animated valuesclass AnimatedValuesBackup {	struct Entry {		Object *object;		Vector<StringName> subpath; // Unused if bone		int bone_idx; // -1 if not a bone		Variant value;	};	Vector<Entry> entries;	friend class AnimationPlayer;public:	void update_skeletons();};#endifclass AnimationPlayer : public Node {	GDCLASS(AnimationPlayer, Node);	OBJ_CATEGORY("Animation Nodes");public:	enum AnimationProcessMode {		ANIMATION_PROCESS_PHYSICS,		ANIMATION_PROCESS_IDLE,		ANIMATION_PROCESS_MANUAL,	};private:	enum {		NODE_CACHE_UPDATE_MAX = 1024,		BLEND_FROM_MAX = 3	};	enum SpecialProperty {		SP_NONE,		SP_NODE2D_POS,		SP_NODE2D_ROT,		SP_NODE2D_SCALE,	};	struct TrackNodeCache {		NodePath path;		uint32_t id;		RES resource;		Node *node;		Spatial *spatial;		Node2D *node_2d;		Skeleton *skeleton;		int bone_idx;		// accumulated transforms		Vector3 loc_accum;		Quat rot_accum;		Vector3 scale_accum;		uint64_t accum_pass;		bool audio_playing;		float audio_start;		float audio_len;		bool animation_playing;		struct PropertyAnim {			TrackNodeCache *owner;			SpecialProperty special; //small optimization			Vector<StringName> subpath;			Object *object;			Variant value_accum;			uint64_t accum_pass;			Variant capture;			PropertyAnim() :					owner(NULL),					special(SP_NONE),					object(NULL),					accum_pass(0) {}		};		Map<StringName, PropertyAnim> property_anim;		struct BezierAnim {			Vector<StringName> bezier_property;			TrackNodeCache *owner;			float bezier_accum;			Object *object;			uint64_t accum_pass;			BezierAnim() :					owner(NULL),					bezier_accum(0.0),					object(NULL),					accum_pass(0) {}		};		Map<StringName, BezierAnim> bezier_anim;		TrackNodeCache() :				id(0),				node(NULL),				spatial(NULL),				node_2d(NULL),				skeleton(NULL),				bone_idx(-1),				accum_pass(0),				audio_playing(false),				audio_start(0.0),				audio_len(0.0),				animation_playing(false) {}	};	struct TrackNodeCacheKey {		uint32_t id;		int bone_idx;		inline bool operator<(const TrackNodeCacheKey &p_right) const {			if (id < p_right.id)				return true;			else if (id > p_right.id)				return false;			else				return bone_idx < p_right.bone_idx;		}	};	Map<TrackNodeCacheKey, TrackNodeCache> node_cache_map;	TrackNodeCache *cache_update[NODE_CACHE_UPDATE_MAX];	int cache_update_size;	TrackNodeCache::PropertyAnim *cache_update_prop[NODE_CACHE_UPDATE_MAX];	int cache_update_prop_size;	TrackNodeCache::BezierAnim *cache_update_bezier[NODE_CACHE_UPDATE_MAX];	int cache_update_bezier_size;	Set<TrackNodeCache *> playing_caches;	uint64_t accum_pass;	float speed_scale;	float default_blend_time;	struct AnimationData {		String name;		StringName next;		Vector<TrackNodeCache *> node_cache;		Ref<Animation> animation;	};	Map<StringName, AnimationData> animation_set;	struct BlendKey {		StringName from;		StringName to;		bool operator<(const BlendKey &bk) const { return from == bk.from ? String(to) < String(bk.to) : String(from) < String(bk.from); }	};	Map<BlendKey, float> blend_times;	struct PlaybackData {		AnimationData *from;		float pos;		float speed_scale;		PlaybackData() {			pos = 0;			speed_scale = 1.0;			from = NULL;		}	};	struct Blend {		PlaybackData data;		float blend_time;		float blend_left;		Blend() {			blend_left = 0;			blend_time = 0;		}	};	struct Playback {		List<Blend> blend;		PlaybackData current;		StringName assigned;		bool seeked;		bool started;	} playback;	List<StringName> queued;	bool end_reached;	bool end_notify;	String autoplay;	AnimationProcessMode animation_process_mode;	bool processing;	bool active;	NodePath root;	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);	void _ensure_node_caches(AnimationData *p_anim);	void _animation_process_data(PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started);	void _animation_process2(float p_delta, bool p_started);	void _animation_update_transforms();	void _animation_process(float p_delta);	void _node_removed(Node *p_node);	void _stop_playing_caches();	// bind helpers	PoolVector<String> _get_animation_list() const {		List<StringName> animations;		get_animation_list(&animations);		PoolVector<String> ret;		while (animations.size()) {			ret.push_back(animations.front()->get());			animations.pop_front();		}		return ret;	}	void _animation_changed();	void _ref_anim(const Ref<Animation> &p_anim);	void _unref_anim(const Ref<Animation> &p_anim);	void _set_process(bool p_process, bool p_force = false);	bool playing;protected:	bool _set(const StringName &p_name, const Variant &p_value);	bool _get(const StringName &p_name, Variant &r_ret) const;	virtual void _validate_property(PropertyInfo &property) const;	void _get_property_list(List<PropertyInfo> *p_list) const;	void _notification(int p_what);	static void _bind_methods();public:	StringName find_animation(const Ref<Animation> &p_animation) const;	Error add_animation(const StringName &p_name, const Ref<Animation> &p_animation);	void remove_animation(const StringName &p_name);	void rename_animation(const StringName &p_name, const StringName &p_new_name);	bool has_animation(const StringName &p_name) const;	Ref<Animation> get_animation(const StringName &p_name) const;	void get_animation_list(List<StringName> *p_animations) const;	void set_blend_time(const StringName &p_animation1, const StringName &p_animation2, float p_time);	float 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(float p_default);	float get_default_blend_time() const;	void play(const StringName &p_name = StringName(), float p_custom_blend = -1, float p_custom_scale = 1.0, bool p_from_end = false);	void play_backwards(const StringName &p_name = StringName(), float p_custom_blend = -1);	void queue(const StringName &p_name);	PoolVector<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 stop_all();	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_animation_process_mode(AnimationProcessMode p_mode);	AnimationProcessMode get_animation_process_mode() const;	void seek(float p_time, bool p_update = false);	void seek_delta(float p_time, float p_delta);	float get_current_animation_position() const;	float get_current_animation_length() const;	void advance(float 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;#ifdef TOOLS_ENABLED	// These may be interesting for games, but are too dangerous for general use	AnimatedValuesBackup backup_animated_values();	void restore_animated_values(const AnimatedValuesBackup &p_backup);#endif	AnimationPlayer();	~AnimationPlayer();};VARIANT_ENUM_CAST(AnimationPlayer::AnimationProcessMode);#endif
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