godot/scene/animation/animation_player.cpp

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2014-02-10 02:10:30 +01:00
/*************************************************************************/
/* animation_player.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
2016-01-01 14:50:53 +01:00
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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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. */
/*************************************************************************/
#include "animation_player.h"
#include "message_queue.h"
#include "scene/scene_string_names.h"
bool AnimationPlayer::_set(const StringName& p_name, const Variant& p_value) {
String name=p_name;
if (p_name==SceneStringNames::get_singleton()->playback_speed || p_name==SceneStringNames::get_singleton()->speed) { //bw compatibility
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set_speed(p_value);
} else if (p_name==SceneStringNames::get_singleton()->playback_active) {
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set_active(p_value);
} else if (name.begins_with("playback/play")) {
String which=p_value;
if (which=="[stop]")
stop();
else
play(which);
} else if (name.begins_with("anims/")) {
String which=name.get_slicec('/',1);
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add_animation(which,p_value);
} else if (name.begins_with("next/")) {
String which=name.get_slicec('/',1);
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animation_set_next(which,p_value);
} else if (p_name==SceneStringNames::get_singleton()->blend_times) {
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Array array=p_value;
int len = array.size();
ERR_FAIL_COND_V(len%3,false);
for(int i=0;i<len/3;i++) {
StringName from = array[i*3+0];
StringName to = array[i*3+1];
float time = array[i*3+2];
set_blend_time(from,to,time);
}
} else if (p_name==SceneStringNames::get_singleton()->autoplay) {
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autoplay=p_value;
} else
return false;
return true;
}
bool AnimationPlayer::_get(const StringName& p_name,Variant &r_ret) const {
String name=p_name;
if (name=="playback/speed") { //bw compatibility
r_ret=speed_scale;
} else if (name=="playback/active") {
r_ret=is_active();
} else if (name=="playback/play") {
if (is_active() && is_playing())
r_ret=playback.assigned;
else
r_ret="[stop]";
} else if (name.begins_with("anims/")) {
String which=name.get_slicec('/',1);
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r_ret= get_animation(which).get_ref_ptr();
} else if (name.begins_with("next/")) {
String which=name.get_slicec('/',1);
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r_ret= animation_get_next(which);
} else if (name=="blend_times") {
Array array;
array.resize(blend_times.size()*3);
int idx=0;
for(Map<BlendKey, float >::Element *E=blend_times.front();E;E=E->next()) {
array.set(idx*3+0,E->key().from);
array.set(idx*3+1,E->key().to);
array.set(idx*3+2,E->get());
idx++;
}
r_ret=array;
} else if (name=="autoplay") {
r_ret=autoplay;
} else
return false;
return true;
}
void AnimationPlayer::_get_property_list( List<PropertyInfo> *p_list) const {
List<String> names;
for( Map<StringName, AnimationData>::Element *E=animation_set.front();E;E=E->next()) {
p_list->push_back( PropertyInfo( Variant::OBJECT, "anims/"+String(E->key()), PROPERTY_HINT_RESOURCE_TYPE, "Animation",PROPERTY_USAGE_NOEDITOR) );
if (E->get().next!=StringName())
p_list->push_back( PropertyInfo( Variant::STRING, "next/"+String(E->key()), PROPERTY_HINT_NONE, "",PROPERTY_USAGE_NOEDITOR) );
names.push_back(E->key());
}
{
names.sort();
names.push_front("[stop]");
String hint;
for(List<String>::Element *E=names.front();E;E=E->next()) {
if (E!=names.front())
hint+=",";
hint+=E->get();
}
p_list->push_back( PropertyInfo( Variant::STRING, "playback/play", PROPERTY_HINT_ENUM, hint,PROPERTY_USAGE_EDITOR) );
p_list->push_back( PropertyInfo( Variant::BOOL, "playback/active", PROPERTY_HINT_NONE,"" ) );
p_list->push_back( PropertyInfo( Variant::REAL, "playback/speed", PROPERTY_HINT_RANGE, "-64,64,0.01") );
}
p_list->push_back( PropertyInfo( Variant::ARRAY, "blend_times", PROPERTY_HINT_NONE, "",PROPERTY_USAGE_NOEDITOR) );
p_list->push_back( PropertyInfo( Variant::STRING, "autoplay", PROPERTY_HINT_NONE, "",PROPERTY_USAGE_NOEDITOR) );
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
void AnimationPlayer::advance(float p_time) {
_animation_process( p_time );
}
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void AnimationPlayer::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_TREE: {
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if (!processing) {
//make sure that a previous process state was not saved
//only process if "processing" is set
set_fixed_process(false);
set_process(false);
}
//_set_process(false);
clear_caches();
} break;
case NOTIFICATION_READY: {
if (!get_tree()->is_editor_hint() && animation_set.has(autoplay)) {
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play(autoplay);
}
} break;
case NOTIFICATION_PROCESS: {
if (animation_process_mode==ANIMATION_PROCESS_FIXED)
break;
if (processing)
_animation_process( get_process_delta_time() );
} break;
case NOTIFICATION_FIXED_PROCESS: {
if (animation_process_mode==ANIMATION_PROCESS_IDLE)
break;
if (processing)
_animation_process( get_fixed_process_delta_time() );
} break;
case NOTIFICATION_EXIT_TREE: {
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//stop_all();
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clear_caches();
} break;
}
}
void AnimationPlayer::_generate_node_caches(AnimationData* p_anim) {
Node *parent = get_node(root);
ERR_FAIL_COND(!parent);
Animation *a=p_anim->animation.operator->();
p_anim->node_cache.resize( a->get_track_count() );
for (int i=0;i<a->get_track_count();i++) {
p_anim->node_cache[i]=NULL;
RES resource;
Node *child = parent->get_node_and_resource(a->track_get_path(i),resource);
if (!child) {
ERR_EXPLAIN("On Animation: '"+p_anim->name+"', couldn't resolve track: '"+String(a->track_get_path(i))+"'");
}
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ERR_CONTINUE(!child); // couldn't find the child node
uint32_t id=resource.is_valid()?resource->get_instance_ID():child->get_instance_ID();
int bone_idx=-1;
if (a->track_get_path(i).get_property() && child->cast_to<Skeleton>()) {
bone_idx = child->cast_to<Skeleton>()->find_bone( a->track_get_path(i).get_property() );
if (bone_idx==-1) {
continue;
}
}
{
if (!child->is_connected("exit_tree",this,"_node_removed"))
child->connect("exit_tree",this,"_node_removed",make_binds(child),CONNECT_ONESHOT);
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}
TrackNodeCacheKey key;
key.id=id;
key.bone_idx=bone_idx;
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if (node_cache_map.has(key)) {
p_anim->node_cache[i]=&node_cache_map[key];
} else {
node_cache_map[key]=TrackNodeCache();
p_anim->node_cache[i]=&node_cache_map[key];
p_anim->node_cache[i]->path=a->track_get_path(i);
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p_anim->node_cache[i]->node=child;
p_anim->node_cache[i]->resource=resource;
p_anim->node_cache[i]->node_2d=child->cast_to<Node2D>();
if (a->track_get_type(i)==Animation::TYPE_TRANSFORM) {
// special cases and caches for transform tracks
// cache spatial
p_anim->node_cache[i]->spatial=child->cast_to<Spatial>();
// cache skeleton
p_anim->node_cache[i]->skeleton=child->cast_to<Skeleton>();
if (p_anim->node_cache[i]->skeleton) {
StringName bone_name=a->track_get_path(i).get_property();
if (bone_name.operator String()!="") {
p_anim->node_cache[i]->bone_idx=p_anim->node_cache[i]->skeleton->find_bone(bone_name);
if (p_anim->node_cache[i]->bone_idx<0) {
// broken track (nonexistent bone)
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p_anim->node_cache[i]->skeleton=NULL;
p_anim->node_cache[i]->spatial=NULL;
printf("bone is %ls\n", String(bone_name).c_str());
ERR_CONTINUE( p_anim->node_cache[i]->bone_idx<0 );
} else {
}
} else {
// no property, just use spatialnode
p_anim->node_cache[i]->skeleton=NULL;
}
}
}
}
if (a->track_get_type(i)==Animation::TYPE_VALUE) {
StringName property = a->track_get_path(i).get_property();
if (!p_anim->node_cache[i]->property_anim.has(property)) {
TrackNodeCache::PropertyAnim pa;
pa.prop=property;
pa.object=resource.is_valid()?(Object*)resource.ptr():(Object*)child;
pa.special=SP_NONE;
pa.owner=p_anim->node_cache[i];
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if (false && p_anim->node_cache[i]->node_2d) {
if (pa.prop==SceneStringNames::get_singleton()->transform_pos)
pa.special=SP_NODE2D_POS;
else if (pa.prop==SceneStringNames::get_singleton()->transform_rot)
pa.special=SP_NODE2D_ROT;
else if (pa.prop==SceneStringNames::get_singleton()->transform_scale)
pa.special=SP_NODE2D_SCALE;
}
p_anim->node_cache[i]->property_anim[property]=pa;
}
}
}
}
void AnimationPlayer::_animation_process_animation(AnimationData* p_anim,float p_time, float p_delta,float p_interp, bool p_allow_discrete) {
if (p_anim->node_cache.size() != p_anim->animation->get_track_count()) {
// animation hasn't been "node-cached"
_generate_node_caches(p_anim);
}
ERR_FAIL_COND( p_anim->node_cache.size() != p_anim->animation->get_track_count() );
Animation *a=p_anim->animation.operator->();
bool can_call = is_inside_tree() && !get_tree()->is_editor_hint();
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for (int i=0;i<a->get_track_count();i++) {
TrackNodeCache *nc=p_anim->node_cache[i];
if (!nc) // no node cache for this track, skip it
continue;
if (a->track_get_key_count(i)==0)
continue; // do nothing if track is empty
switch(a->track_get_type(i)) {
case Animation::TYPE_TRANSFORM: {
if (!nc->spatial)
continue;
Vector3 loc;
Quat rot;
Vector3 scale;
Error err = a->transform_track_interpolate(i,p_time,&loc,&rot,&scale);
//ERR_CONTINUE(err!=OK); //used for testing, should be removed
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if (err!=OK)
continue;
if (nc->accum_pass!=accum_pass) {
ERR_CONTINUE( cache_update_size >= NODE_CACHE_UPDATE_MAX );
cache_update[cache_update_size++]=nc;
nc->accum_pass=accum_pass;
nc->loc_accum=loc;
nc->rot_accum=rot;
nc->scale_accum=scale;
} else {
nc->loc_accum=nc->loc_accum.linear_interpolate(loc,p_interp);
nc->rot_accum=nc->rot_accum.slerp(rot,p_interp);
nc->scale_accum=nc->scale_accum.linear_interpolate(scale,p_interp);
}
} break;
case Animation::TYPE_VALUE: {
if (!nc->node)
continue;
//StringName property=a->track_get_path(i).get_property();
Map<StringName,TrackNodeCache::PropertyAnim>::Element *E=nc->property_anim.find(a->track_get_path(i).get_property());
ERR_CONTINUE(!E); //should it continue, or create a new one?
TrackNodeCache::PropertyAnim *pa = &E->get();
if (a->value_track_is_continuous(i) || p_delta==0) { //delta == 0 means seek
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Variant value=a->value_track_interpolate(i,p_time);
if (p_delta==0 && value.get_type()==Variant::STRING)
continue; // doing this with strings is messy, should find another way
if (pa->accum_pass!=accum_pass) {
ERR_CONTINUE( cache_update_prop_size >= NODE_CACHE_UPDATE_MAX );
cache_update_prop[cache_update_prop_size++]=pa;
pa->value_accum=value;
pa->accum_pass=accum_pass;
} else {
Variant::interpolate(pa->value_accum,value,p_interp,pa->value_accum);
}
} else if (p_allow_discrete) {
List<int> indices;
a->value_track_get_key_indices(i,p_time,p_delta,&indices);
for(List<int>::Element *F=indices.front();F;F=F->next()) {
Variant value=a->track_get_key_value(i,F->get());
switch(pa->special) {
case SP_NONE: {
bool valid;
pa->object->set(pa->prop,value,&valid); //you are not speshul
#ifdef DEBUG_ENABLED
if (!valid) {
ERR_PRINTS("Failed setting track value '"+String(pa->owner->path)+"'. Check if property exists or the type of key is valid");
}
#endif
} break;
case SP_NODE2D_POS: {
#ifdef DEBUG_ENABLED
if (value.get_type()!=Variant::VECTOR2) {
ERR_PRINTS("Position key at time "+rtos(p_time)+" in Animation Track '"+String(pa->owner->path)+"' not of type Vector2()");
}
#endif
static_cast<Node2D*>(pa->object)->set_pos(value);
} break;
case SP_NODE2D_ROT: {
#ifdef DEBUG_ENABLED
if (value.is_num()) {
ERR_PRINTS("Rotation key at time "+rtos(p_time)+" in Animation Track '"+String(pa->owner->path)+"' not numerical");
}
#endif
static_cast<Node2D*>(pa->object)->set_rot(Math::deg2rad(value));
} break;
case SP_NODE2D_SCALE: {
#ifdef DEBUG_ENABLED
if (value.get_type()!=Variant::VECTOR2) {
ERR_PRINTS("Scale key at time "+rtos(p_time)+" in Animation Track '"+String(pa->owner->path)+"' not of type Vector2()");
}
#endif
static_cast<Node2D*>(pa->object)->set_scale(value);
} break;
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}
}
}
} break;
case Animation::TYPE_METHOD: {
if (!nc->node)
continue;
if (p_delta==0)
continue;
if (!p_allow_discrete)
break;
List<int> indices;
a->method_track_get_key_indices(i,p_time,p_delta,&indices);
for(List<int>::Element *E=indices.front();E;E=E->next()) {
StringName method=a->method_track_get_name(i,E->get());
Vector<Variant> params=a->method_track_get_params(i,E->get());
int s=params.size();
ERR_CONTINUE( s > VARIANT_ARG_MAX );
if (can_call) {
MessageQueue::get_singleton()->push_call(
nc->node,
method,
s>=1 ? params[0] : Variant(),
s>=2 ? params[1] : Variant(),
s>=3 ? params[2] : Variant(),
s>=4 ? params[3] : Variant(),
s>=5 ? params[4] : Variant()
);
}
}
} break;
}
}
}
void AnimationPlayer::_animation_process_data(PlaybackData &cd,float p_delta,float p_blend) {
float delta=p_delta*speed_scale*cd.speed_scale;
bool backwards=delta<0;
float next_pos=cd.pos+delta;
float len=cd.from->animation->get_length();
bool loop=cd.from->animation->has_loop();
if (!loop) {
if (next_pos<0)
next_pos=0;
else if (next_pos>len)
next_pos=len;
// fix delta
delta=next_pos-cd.pos;
if (&cd == &playback.current) {
if (!backwards && cd.pos < len && next_pos==len /*&& playback.blend.empty()*/) {
//playback finished
end_notify=true;
}
if (backwards && cd.pos > 0 && next_pos==0 /*&& playback.blend.empty()*/) {
//playback finished
end_notify=true;
}
}
} else {
next_pos=Math::fposmod(next_pos,len);
}
cd.pos=next_pos;
_animation_process_animation(cd.from,cd.pos,delta,p_blend,&cd == &playback.current);
}
void AnimationPlayer::_animation_process2(float p_delta) {
Playback &c=playback;
float prev_blend=1.0;
accum_pass++;
int pop_count=1;
int pop=0; // if >0, then amount of elements to pop from the back
for (List<Blend>::Element *E=c.blend.back();E;E=E->prev(),pop_count++) {
Blend& b=E->get();
_animation_process_data(b.data,p_delta,prev_blend);
prev_blend=1.0-b.blend_left/b.blend_time;
b.blend_left-=Math::absf(speed_scale*p_delta);
if (b.blend_left<0) {
pop=pop_count;
}
}
while(pop--) {
c.blend.pop_back();
}
_animation_process_data(c.current,p_delta,prev_blend);
}
void AnimationPlayer::_animation_update_transforms() {
for (int i=0;i<cache_update_size;i++) {
TrackNodeCache *nc=cache_update[i];
ERR_CONTINUE( nc->accum_pass!=accum_pass );
if (nc->spatial) {
Transform t;
t.origin=nc->loc_accum;
t.basis=nc->rot_accum;
t.basis.scale( nc->scale_accum );
if (nc->skeleton && nc->bone_idx>=0) {
nc->skeleton->set_bone_pose( nc->bone_idx, t );
} else if (nc->spatial) {
nc->spatial->set_transform(t);
}
}
}
cache_update_size=0;
for (int i=0;i<cache_update_prop_size;i++) {
TrackNodeCache::PropertyAnim *pa=cache_update_prop[i];
ERR_CONTINUE( pa->accum_pass!=accum_pass );
#if 1
/* switch(pa->special) {
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case SP_NONE: pa->object->set(pa->prop,pa->value_accum); break; //you are not speshul
case SP_NODE2D_POS: static_cast<Node2D*>(pa->object)->set_pos(pa->value_accum); break;
case SP_NODE2D_ROT: static_cast<Node2D*>(pa->object)->set_rot(Math::deg2rad(pa->value_accum)); break;
case SP_NODE2D_SCALE: static_cast<Node2D*>(pa->object)->set_scale(pa->value_accum); break;
}*/
switch(pa->special) {
case SP_NONE: {
bool valid;
pa->object->set(pa->prop,pa->value_accum,&valid); //you are not speshul
#ifdef DEBUG_ENABLED
if (!valid) {
ERR_PRINTS("Failed setting key at time "+rtos(playback.current.pos)+" in Animation '"+get_current_animation()+"', Track '"+String(pa->owner->path)+"'. Check if property exists or the type of key is right for the property");
}
#endif
} break;
case SP_NODE2D_POS: {
#ifdef DEBUG_ENABLED
if (pa->value_accum.get_type()!=Variant::VECTOR2) {
ERR_PRINTS("Position key at time "+rtos(playback.current.pos)+" in Animation '"+get_current_animation()+"', Track '"+String(pa->owner->path)+"' not of type Vector2()");
}
#endif
static_cast<Node2D*>(pa->object)->set_pos(pa->value_accum);
} break;
case SP_NODE2D_ROT: {
#ifdef DEBUG_ENABLED
if (pa->value_accum.is_num()) {
ERR_PRINTS("Rotation key at time "+rtos(playback.current.pos)+" in Animation '"+get_current_animation()+"', Track '"+String(pa->owner->path)+"' not numerical");
}
#endif
static_cast<Node2D*>(pa->object)->set_rot(Math::deg2rad(pa->value_accum));
} break;
case SP_NODE2D_SCALE: {
#ifdef DEBUG_ENABLED
if (pa->value_accum.get_type()!=Variant::VECTOR2) {
ERR_PRINTS("Scale key at time "+rtos(playback.current.pos)+" in Animation '"+get_current_animation()+"', Track '"+String(pa->owner->path)+"' not of type Vector2()");
}
#endif
static_cast<Node2D*>(pa->object)->set_scale(pa->value_accum);
} break;
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}
#else
pa->object->set(pa->prop,pa->value_accum);
#endif
}
cache_update_prop_size=0;
}
void AnimationPlayer::_animation_process(float p_delta) {
// bool any_active=false;
if (playback.current.from) {
end_notify=false;
_animation_process2(p_delta);
_animation_update_transforms();
if (end_notify) {
if (queued.size()) {
String old = playback.assigned;
play(queued.front()->get());
String new_name = playback.assigned;
queued.pop_front();
end_notify=false;
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emit_signal(SceneStringNames::get_singleton()->animation_changed, old, new_name);
} else {
//stop();
playing = false;
_set_process(false);
end_notify=false;
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emit_signal(SceneStringNames::get_singleton()->finished);
}
}
} else {
_set_process(false);
}
}
Error AnimationPlayer::add_animation(const StringName& p_name, const Ref<Animation>& p_animation) {
#ifdef DEBUG_ENABLED
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ERR_EXPLAIN("Invalid animation name: "+String(p_name));
ERR_FAIL_COND_V( String(p_name).find("/")!=-1 || String(p_name).find(":")!=-1 || String(p_name).find(",")!=-1 || String(p_name).find("[")!=-1, ERR_INVALID_PARAMETER );
#endif
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ERR_FAIL_COND_V( p_animation.is_null() , ERR_INVALID_PARAMETER );
//print_line("Add anim: "+String(p_name)+" name: "+p_animation->get_name());
if (animation_set.has(p_name)) {
_unref_anim(animation_set[p_name].animation);
animation_set[p_name].animation=p_animation;
clear_caches();
} else {
AnimationData ad;
ad.animation=p_animation;
ad.name=p_name;
animation_set[p_name]=ad;
}
_ref_anim(p_animation);
_change_notify();
return OK;
}
void AnimationPlayer::remove_animation(const StringName& p_name) {
ERR_FAIL_COND(!animation_set.has(p_name) );
stop_all();
_unref_anim(animation_set[p_name].animation);
animation_set.erase(p_name);
clear_caches();
_change_notify();
}
void AnimationPlayer::_ref_anim(const Ref<Animation>& p_anim) {
if (used_anims.has(p_anim))
used_anims[p_anim]++;
else {
used_anims[p_anim]=1;
Ref<Animation>(p_anim)->connect("changed",this,"_animation_changed");
}
}
void AnimationPlayer::_unref_anim(const Ref<Animation>& p_anim) {
ERR_FAIL_COND(!used_anims.has(p_anim));
int & n = used_anims[p_anim];
n--;
if (n==0) {
Ref<Animation>(p_anim)->disconnect("changed",this,"_animation_changed");
used_anims.erase(p_anim);
}
}
void AnimationPlayer::rename_animation(const StringName& p_name,const StringName& p_new_name) {
ERR_FAIL_COND(!animation_set.has(p_name) );
ERR_FAIL_COND( String(p_new_name).find("/")!=-1 || String(p_new_name).find(":")!=-1 );
ERR_FAIL_COND( animation_set.has(p_new_name) );
//print_line("Rename anim: "+String(p_name)+" name: "+String(p_new_name));
stop_all();
AnimationData ad = animation_set[p_name];
ad.name=p_new_name;
animation_set.erase(p_name);
animation_set[p_new_name]=ad;
List<BlendKey> to_erase;
Map<BlendKey,float> to_insert;
for(Map<BlendKey, float >::Element *E=blend_times.front();E;E=E->next()) {
BlendKey bk=E->key();
BlendKey new_bk=bk;
bool erase=false;
if (bk.from==p_name) {
new_bk.from=p_new_name;
erase=true;
}
if (bk.to==p_name) {
new_bk.to=p_new_name;
erase=true;
}
if (erase) {
to_erase.push_back(bk);
to_insert[new_bk]=E->get();
}
}
while(to_erase.size()) {
blend_times.erase(to_erase.front()->get());
to_erase.pop_front();;
}
while(to_insert.size()) {
blend_times[to_insert.front()->key()]=to_insert.front()->get();
to_insert.erase(to_insert.front());
}
if (autoplay==p_name)
autoplay=p_new_name;
clear_caches();
_change_notify();
}
bool AnimationPlayer::has_animation(const StringName& p_name) const {
return animation_set.has(p_name);
}
Ref<Animation> AnimationPlayer::get_animation(const StringName& p_name) const {
ERR_FAIL_COND_V( !animation_set.has(p_name), Ref<Animation>() );
const AnimationData& data = animation_set[p_name];
return data.animation;
}
void AnimationPlayer::get_animation_list( List<StringName> * p_animations) const {
List<String> anims;
for( Map<StringName, AnimationData>::Element *E=animation_set.front();E;E=E->next()) {
anims.push_back(E->key());
}
anims.sort();
for(List<String>::Element *E=anims.front();E;E=E->next()) {
p_animations->push_back(E->get());
}
}
void AnimationPlayer::set_blend_time(const StringName& p_animation1, const StringName& p_animation2, float p_time) {
ERR_FAIL_COND(p_time<0);
BlendKey bk;
bk.from=p_animation1;
bk.to=p_animation2;
if (p_time==0)
blend_times.erase(bk);
else
blend_times[bk]=p_time;
}
float AnimationPlayer::get_blend_time( const StringName& p_animation1, const StringName& p_animation2) const {
BlendKey bk;
bk.from=p_animation1;
bk.to=p_animation2;
if (blend_times.has(bk))
return blend_times[bk];
else
return 0;
}
void AnimationPlayer::queue(const StringName& p_name) {
if (!is_playing())
play(p_name);
else
queued.push_back(p_name);
}
void AnimationPlayer::clear_queue() {
queued.clear();
};
void AnimationPlayer::play_backwards(const StringName& p_name,float p_custom_blend) {
play(p_name,p_custom_blend,-1,true);
}
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void AnimationPlayer::play(const StringName& p_name, float p_custom_blend, float p_custom_scale,bool p_from_end) {
//printf("animation is %ls\n", String(p_name).c_str());
//ERR_FAIL_COND(!is_inside_scene());
StringName name=p_name;
if (String(name)=="")
name=playback.assigned;
if (!animation_set.has(name)) {
ERR_EXPLAIN("Animation not found: "+name);
ERR_FAIL();
}
Playback &c=playback;
if (c.current.from) {
float blend_time=0;
// find if it can blend
BlendKey bk;
bk.from=c.current.from->name;
bk.to=name;
if (p_custom_blend>=0) {
blend_time=p_custom_blend;
} else if (blend_times.has(bk)) {
blend_time=blend_times[bk];
} else {
bk.from="*";
if (blend_times.has(bk)) {
blend_time=blend_times[bk];
} else {
bk.from=c.current.from->name;
bk.to="*";
if (blend_times.has(bk)) {
blend_time=blend_times[bk];
}
}
}
if (p_custom_blend<0 && blend_time==0 && default_blend_time)
blend_time=default_blend_time;
if (blend_time>0) {
Blend b;
b.data=c.current;
b.blend_time=b.blend_left=blend_time;
c.blend.push_back(b);
}
}
c.current.from=&animation_set[name];
c.current.pos=p_from_end ? c.current.from->animation->get_length() : 0;
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c.current.speed_scale=p_custom_scale;
c.assigned=p_name;
if (!end_notify)
queued.clear();
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_set_process(true); // always process when starting an animation
playing = true;
if (is_inside_tree() && get_tree()->is_editor_hint())
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return; // no next in this case
StringName next=animation_get_next(p_name);
if (next!=StringName() && animation_set.has(next)) {
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queue(next);
}
}
bool AnimationPlayer::is_playing() const {
return playing;
/*
if (playback.current.from==NULL)
return false;
float len=playback.current.from->animation->get_length();
float pos = playback.current.pos;
bool loop=playback.current.from->animation->has_loop();
if (!loop && pos >= len) {
return false;
};
return true;
*/
}
void AnimationPlayer::set_current_animation(const String& p_anim) {
if (is_playing()) {
play(p_anim);
} else {
ERR_FAIL_COND(!animation_set.has(p_anim));
playback.current.pos=0;
playback.current.from=&animation_set[p_anim];
playback.assigned=p_anim;
}
}
String AnimationPlayer::get_current_animation() const {
return (playback.assigned);
}
void AnimationPlayer::stop(bool p_reset) {
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Playback &c=playback;
c.blend.clear();
if (p_reset) {
c.current.from=NULL;
}
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_set_process(false);
queued.clear();
playing = false;
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}
void AnimationPlayer::stop_all() {
stop();
_set_process(false); // always process when starting an animation
}
void AnimationPlayer::set_speed(float p_speed) {
speed_scale=p_speed;
}
float AnimationPlayer::get_speed() const {
return speed_scale;
}
void AnimationPlayer::seek(float p_time,bool p_update) {
if (!playback.current.from) {
if (playback.assigned)
set_current_animation(playback.assigned);
ERR_FAIL_COND(!playback.current.from);
}
playback.current.pos=p_time;
if (p_update) {
_animation_process(0);
}
}
void AnimationPlayer::seek_delta(float p_time,float p_delta) {
if (!playback.current.from) {
if (playback.assigned)
set_current_animation(playback.assigned);
ERR_FAIL_COND(!playback.current.from);
}
playback.current.pos=p_time-p_delta;
if (speed_scale!=0.0)
p_delta/=speed_scale;
_animation_process(p_delta);
//playback.current.pos=p_time;
}
bool AnimationPlayer::is_valid() const {
return (playback.current.from);
}
float AnimationPlayer::get_current_animation_pos() const {
ERR_FAIL_COND_V(!playback.current.from,0);
return playback.current.pos;
}
float AnimationPlayer::get_current_animation_length() const {
ERR_FAIL_COND_V(!playback.current.from,0);
return playback.current.from->animation->get_length();
}
void AnimationPlayer::_animation_changed() {
clear_caches();
}
void AnimationPlayer::_node_removed(Node *p_node) {
clear_caches(); // nodes contained here ar being removed, clear the caches
}
void AnimationPlayer::clear_caches() {
node_cache_map.clear();
for( Map<StringName, AnimationData>::Element *E=animation_set.front();E;E=E->next()) {
E->get().node_cache.clear();
}
cache_update_size=0;
cache_update_prop_size=0;
}
void AnimationPlayer::set_active(bool p_active) {
if (active==p_active)
return;
active=p_active;
_set_process(processing,true);
}
bool AnimationPlayer::is_active() const {
return active;
}
StringName AnimationPlayer::find_animation(const Ref<Animation>& p_animation) const {
for( Map<StringName, AnimationData>::Element *E=animation_set.front();E;E=E->next()) {
if (E->get().animation==p_animation)
return E->key();
}
return "";
}
void AnimationPlayer::set_autoplay(const String& p_name) {
autoplay=p_name;
}
String AnimationPlayer::get_autoplay() const{
return autoplay;
}
void AnimationPlayer::set_animation_process_mode(AnimationProcessMode p_mode) {
if (animation_process_mode==p_mode)
return;
bool pr = processing;
if (pr)
_set_process(false);
animation_process_mode=p_mode;
if (pr)
_set_process(true);
}
AnimationPlayer::AnimationProcessMode AnimationPlayer::get_animation_process_mode() const{
return animation_process_mode;
}
void AnimationPlayer::_set_process(bool p_process,bool p_force) {
if (processing==p_process && !p_force)
return;
switch(animation_process_mode) {
case ANIMATION_PROCESS_FIXED: set_fixed_process(p_process && active); break;
case ANIMATION_PROCESS_IDLE: set_process(p_process && active); break;
}
processing=p_process;
}
void AnimationPlayer::animation_set_next(const StringName& p_animation, const StringName& p_next) {
ERR_FAIL_COND(!animation_set.has(p_animation));
animation_set[p_animation].next=p_next;
}
StringName AnimationPlayer::animation_get_next(const StringName& p_animation) const{
if (!animation_set.has(p_animation))
return StringName();
return animation_set[p_animation].next;
}
void AnimationPlayer::set_default_blend_time(float p_default) {
default_blend_time=p_default;
}
float AnimationPlayer::get_default_blend_time() const {
return default_blend_time;
}
void AnimationPlayer::set_root(const NodePath& p_root) {
root=p_root;
clear_caches();
}
NodePath AnimationPlayer::get_root() const {
return root;
}
void AnimationPlayer::get_argument_options(const StringName& p_function,int p_idx,List<String>*r_options) const {
String pf = p_function;
if (p_function=="play" || p_function=="remove_animation" || p_function=="has_animation" || p_function=="queue") {
List<StringName> al;
get_animation_list(&al);
for (List<StringName>::Element *E=al.front();E;E=E->next()) {
r_options->push_back("\""+String(E->get())+"\"");
}
}
Node::get_argument_options(p_function,p_idx,r_options);
}
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void AnimationPlayer::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_node_removed"),&AnimationPlayer::_node_removed);
ObjectTypeDB::bind_method(_MD("_animation_changed"),&AnimationPlayer::_animation_changed);
ObjectTypeDB::bind_method(_MD("add_animation","name","animation:Animation"),&AnimationPlayer::add_animation);
ObjectTypeDB::bind_method(_MD("remove_animation","name"),&AnimationPlayer::remove_animation);
ObjectTypeDB::bind_method(_MD("rename_animation","name","newname"),&AnimationPlayer::rename_animation);
ObjectTypeDB::bind_method(_MD("has_animation","name"),&AnimationPlayer::has_animation);
ObjectTypeDB::bind_method(_MD("get_animation:Animation","name"),&AnimationPlayer::get_animation);
ObjectTypeDB::bind_method(_MD("get_animation_list"),&AnimationPlayer::_get_animation_list);
ObjectTypeDB::bind_method(_MD("set_blend_time","anim_from","anim_to","sec"),&AnimationPlayer::set_blend_time);
ObjectTypeDB::bind_method(_MD("get_blend_time","anim_from","anim_to"),&AnimationPlayer::get_blend_time);
ObjectTypeDB::bind_method(_MD("set_default_blend_time","sec"),&AnimationPlayer::set_default_blend_time);
ObjectTypeDB::bind_method(_MD("get_default_blend_time"),&AnimationPlayer::get_default_blend_time);
ObjectTypeDB::bind_method(_MD("play","name","custom_blend","custom_speed","from_end"),&AnimationPlayer::play,DEFVAL(""),DEFVAL(-1),DEFVAL(1.0),DEFVAL(false));
ObjectTypeDB::bind_method(_MD("play_backwards","name","custom_blend"),&AnimationPlayer::play_backwards,DEFVAL(""),DEFVAL(-1));
ObjectTypeDB::bind_method(_MD("stop","reset"),&AnimationPlayer::stop,DEFVAL(true));
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ObjectTypeDB::bind_method(_MD("stop_all"),&AnimationPlayer::stop_all);
ObjectTypeDB::bind_method(_MD("is_playing"),&AnimationPlayer::is_playing);
ObjectTypeDB::bind_method(_MD("set_current_animation","anim"),&AnimationPlayer::set_current_animation);
ObjectTypeDB::bind_method(_MD("get_current_animation"),&AnimationPlayer::get_current_animation);
ObjectTypeDB::bind_method(_MD("queue","name"),&AnimationPlayer::queue);
ObjectTypeDB::bind_method(_MD("clear_queue"),&AnimationPlayer::clear_queue);
ObjectTypeDB::bind_method(_MD("set_active","active"),&AnimationPlayer::set_active);
ObjectTypeDB::bind_method(_MD("is_active"),&AnimationPlayer::is_active);
ObjectTypeDB::bind_method(_MD("set_speed","speed"),&AnimationPlayer::set_speed);
ObjectTypeDB::bind_method(_MD("get_speed"),&AnimationPlayer::get_speed);
ObjectTypeDB::bind_method(_MD("set_autoplay","name"),&AnimationPlayer::set_autoplay);
ObjectTypeDB::bind_method(_MD("get_autoplay"),&AnimationPlayer::get_autoplay);
ObjectTypeDB::bind_method(_MD("set_root","path"),&AnimationPlayer::set_root);
ObjectTypeDB::bind_method(_MD("get_root"),&AnimationPlayer::get_root);
ObjectTypeDB::bind_method(_MD("seek","pos_sec","update"),&AnimationPlayer::seek,DEFVAL(false));
ObjectTypeDB::bind_method(_MD("get_pos"),&AnimationPlayer::get_current_animation_pos);
ObjectTypeDB::bind_method(_MD("find_animation","animation:Animation"),&AnimationPlayer::find_animation);
ObjectTypeDB::bind_method(_MD("clear_caches"),&AnimationPlayer::clear_caches);
ObjectTypeDB::bind_method(_MD("set_animation_process_mode","mode"),&AnimationPlayer::set_animation_process_mode);
ObjectTypeDB::bind_method(_MD("get_animation_process_mode"),&AnimationPlayer::get_animation_process_mode);
ObjectTypeDB::bind_method(_MD("get_current_animation_pos"),&AnimationPlayer::get_current_animation_pos);
ObjectTypeDB::bind_method(_MD("get_current_animation_length"),&AnimationPlayer::get_current_animation_length);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
ObjectTypeDB::bind_method(_MD("advance","delta"),&AnimationPlayer::advance);
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ADD_PROPERTY( PropertyInfo( Variant::INT, "playback/process_mode", PROPERTY_HINT_ENUM, "Fixed,Idle"), _SCS("set_animation_process_mode"), _SCS("get_animation_process_mode"));
ADD_PROPERTY( PropertyInfo( Variant::REAL, "playback/default_blend_time", PROPERTY_HINT_RANGE, "0,4096,0.01"), _SCS("set_default_blend_time"), _SCS("get_default_blend_time"));
ADD_PROPERTY( PropertyInfo( Variant::NODE_PATH, "root/root"), _SCS("set_root"), _SCS("get_root"));
ADD_SIGNAL( MethodInfo("finished") );
ADD_SIGNAL( MethodInfo("animation_changed", PropertyInfo(Variant::STRING,"old_name"), PropertyInfo(Variant::STRING,"new_name")) );
BIND_CONSTANT( ANIMATION_PROCESS_FIXED );
BIND_CONSTANT( ANIMATION_PROCESS_IDLE );
}
AnimationPlayer::AnimationPlayer() {
accum_pass=1;
cache_update_size=0;
cache_update_prop_size=0;
speed_scale=1;
end_notify=false;
animation_process_mode=ANIMATION_PROCESS_IDLE;
processing=false;
default_blend_time=0;
root=SceneStringNames::get_singleton()->path_pp;
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playing = false;
active=true;
}
AnimationPlayer::~AnimationPlayer()
{
}