/*************************************************************************/ /* animation_tree.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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_GRAPH_PLAYER_H #define ANIMATION_GRAPH_PLAYER_H #include "animation_player.h" #include "scene/3d/node_3d.h" #include "scene/3d/skeleton_3d.h" #include "scene/resources/animation.h" class AnimationNodeBlendTree; class AnimationPlayer; class AnimationTree; class AnimationNode : public Resource { GDCLASS(AnimationNode, Resource); public: enum FilterAction { FILTER_IGNORE, FILTER_PASS, FILTER_STOP, FILTER_BLEND }; struct Input { String name; }; Vector inputs; friend class AnimationTree; struct AnimationState { Ref animation; double time = 0.0; double delta = 0.0; const Vector *track_blends = nullptr; real_t blend = 0.0; bool seeked = false; int pingponged = 0; }; struct State { int track_count = 0; HashMap track_map; List animation_states; bool valid = false; AnimationPlayer *player = nullptr; AnimationTree *tree = nullptr; String invalid_reasons; uint64_t last_pass = 0; }; Vector blends; State *state = nullptr; real_t _pre_process(const StringName &p_base_path, AnimationNode *p_parent, State *p_state, real_t p_time, bool p_seek, const Vector &p_connections); //all this is temporary StringName base_path; Vector connections; AnimationNode *parent = nullptr; HashMap filter; bool filter_enabled = false; Array _get_filters() const; void _set_filters(const Array &p_filters); friend class AnimationNodeBlendTree; real_t _blend_node(const StringName &p_subpath, const Vector &p_connections, AnimationNode *p_new_parent, Ref p_node, real_t p_time, bool p_seek, real_t p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true, real_t *r_max = nullptr); protected: void blend_animation(const StringName &p_animation, real_t p_time, real_t p_delta, bool p_seeked, real_t p_blend, int p_pingponged = 0); real_t blend_node(const StringName &p_sub_path, Ref p_node, real_t p_time, bool p_seek, real_t p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true); real_t blend_input(int p_input, real_t p_time, bool p_seek, real_t p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true); void make_invalid(const String &p_reason); static void _bind_methods(); void _validate_property(PropertyInfo &property) const override; GDVIRTUAL0RC(Dictionary, _get_child_nodes) GDVIRTUAL0RC(Array, _get_parameter_list) GDVIRTUAL1RC(Ref, _get_child_by_name, StringName) GDVIRTUAL1RC(Variant, _get_parameter_default_value, StringName) GDVIRTUAL2RC(double, _process, double, bool) GDVIRTUAL0RC(String, _get_caption) GDVIRTUAL0RC(bool, _has_filter) public: virtual void get_parameter_list(List *r_list) const; virtual Variant get_parameter_default_value(const StringName &p_parameter) const; void set_parameter(const StringName &p_name, const Variant &p_value); Variant get_parameter(const StringName &p_name) const; struct ChildNode { StringName name; Ref node; }; virtual void get_child_nodes(List *r_child_nodes); virtual double process(double p_time, bool p_seek); virtual String get_caption() const; int get_input_count() const; String get_input_name(int p_input); void add_input(const String &p_name); void set_input_name(int p_input, const String &p_name); void remove_input(int p_index); void set_filter_path(const NodePath &p_path, bool p_enable); bool is_path_filtered(const NodePath &p_path) const; void set_filter_enabled(bool p_enable); bool is_filter_enabled() const; virtual bool has_filter() const; virtual Ref get_child_by_name(const StringName &p_name); AnimationNode(); }; VARIANT_ENUM_CAST(AnimationNode::FilterAction) //root node does not allow inputs class AnimationRootNode : public AnimationNode { GDCLASS(AnimationRootNode, AnimationNode); public: AnimationRootNode() {} }; class AnimationTree : public Node { GDCLASS(AnimationTree, Node); public: enum AnimationProcessCallback { ANIMATION_PROCESS_PHYSICS, ANIMATION_PROCESS_IDLE, ANIMATION_PROCESS_MANUAL, }; private: struct TrackCache { bool root_motion = false; uint64_t setup_pass = 0; uint64_t process_pass = 0; Animation::TrackType type = Animation::TrackType::TYPE_ANIMATION; Object *object = nullptr; ObjectID object_id; TrackCache() { } virtual ~TrackCache() {} }; struct TrackCacheTransform : public TrackCache { #ifndef _3D_DISABLED Node3D *node_3d = nullptr; Skeleton3D *skeleton = nullptr; #endif // _3D_DISABLED int bone_idx = -1; bool loc_used = false; bool rot_used = false; bool scale_used = false; Vector3 loc; Quaternion rot; real_t rot_blend_accum = 0.0; Vector3 scale; TrackCacheTransform() { type = Animation::TYPE_POSITION_3D; } }; struct TrackCacheBlendShape : public TrackCache { MeshInstance3D *mesh_3d = nullptr; float value = 0; int shape_index = -1; TrackCacheBlendShape() { type = Animation::TYPE_BLEND_SHAPE; } }; struct TrackCacheValue : public TrackCache { Variant value; Vector subpath; TrackCacheValue() { type = Animation::TYPE_VALUE; } }; struct TrackCacheMethod : public TrackCache { TrackCacheMethod() { type = Animation::TYPE_METHOD; } }; struct TrackCacheBezier : public TrackCache { real_t value = 0.0; Vector subpath; TrackCacheBezier() { type = Animation::TYPE_BEZIER; } }; struct TrackCacheAudio : public TrackCache { bool playing = false; real_t start = 0.0; real_t len = 0.0; TrackCacheAudio() { type = Animation::TYPE_AUDIO; } }; struct TrackCacheAnimation : public TrackCache { bool playing = false; TrackCacheAnimation() { type = Animation::TYPE_ANIMATION; } }; HashMap track_cache; Set playing_caches; Ref root; AnimationProcessCallback process_callback = ANIMATION_PROCESS_IDLE; bool active = false; NodePath animation_player; AnimationNode::State state; bool cache_valid = false; void _node_removed(Node *p_node); void _clear_caches(); bool _update_caches(AnimationPlayer *player); void _process_graph(real_t p_delta); uint64_t setup_pass = 1; uint64_t process_pass = 1; bool started = true; NodePath root_motion_track; Transform3D root_motion_transform; friend class AnimationNode; bool properties_dirty = true; void _tree_changed(); void _update_properties(); List properties; HashMap> property_parent_map; HashMap property_map; struct Activity { uint64_t last_pass = 0; real_t activity = 0.0; }; HashMap> input_activity_map; HashMap *> input_activity_map_get; void _update_properties_for_node(const String &p_base_path, Ref node); ObjectID last_animation_player; protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; void _notification(int p_what); static void _bind_methods(); public: void set_tree_root(const Ref &p_root); Ref get_tree_root() const; void set_active(bool p_active); bool is_active() const; void set_process_callback(AnimationProcessCallback p_mode); AnimationProcessCallback get_process_callback() const; void set_animation_player(const NodePath &p_player); NodePath get_animation_player() const; TypedArray get_configuration_warnings() const override; bool is_state_invalid() const; String get_invalid_state_reason() const; void set_root_motion_track(const NodePath &p_track); NodePath get_root_motion_track() const; Transform3D get_root_motion_transform() const; real_t get_connection_activity(const StringName &p_path, int p_connection) const; void advance(real_t p_time); void rename_parameter(const String &p_base, const String &p_new_base); uint64_t get_last_process_pass() const; AnimationTree(); ~AnimationTree(); }; VARIANT_ENUM_CAST(AnimationTree::AnimationProcessCallback) #endif // ANIMATION_GRAPH_PLAYER_H