#ifndef ANIMATION_GRAPH_PLAYER_H #define ANIMATION_GRAPH_PLAYER_H #include "animation_player.h" #include "scene/3d/skeleton.h" #include "scene/3d/spatial.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; StringName connected_to; float activity; uint64_t last_pass; }; Vector inputs; float process_input(int p_input, float p_time, bool p_seek, float p_blend); friend class AnimationTree; struct AnimationState { Ref animation; float time; float delta; const Vector *track_blends; float blend; bool seeked; }; struct State { int track_count; HashMap track_map; List animation_states; bool valid; AnimationPlayer *player; String invalid_reasons; uint64_t last_pass; }; Vector blends; State *state; float _pre_process(State *p_state, float p_time, bool p_seek); void _pre_update_animations(HashMap *track_map); Vector2 position; AnimationNode *parent; AnimationTree *player; float _blend_node(Ref p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true, float *r_max = NULL); HashMap filter; bool filter_enabled; Array _get_filters() const; void _set_filters(const Array &p_filters); protected: void blend_animation(const StringName &p_animation, float p_time, float p_delta, bool p_seeked, float p_blend); float blend_node(Ref p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true); float blend_input(int p_input, float p_time, bool p_seek, float 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; void _set_parent(Object *p_parent); public: void set_parent(AnimationNode *p_parent); Ref get_parent() const; virtual void set_tree(AnimationTree *p_player); AnimationTree *get_tree() const; AnimationPlayer *get_player() const; virtual float process(float p_time, bool p_seek); virtual String get_caption() const; int get_input_count() const; String get_input_name(int p_input); StringName get_input_connection(int p_input); void set_input_connection(int p_input, const StringName &p_connection); float get_input_activity(int p_input) const; 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; void set_position(const Vector2 &p_position); Vector2 get_position() const; 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 AnimationProcessMode { ANIMATION_PROCESS_PHYSICS, ANIMATION_PROCESS_IDLE, }; private: struct TrackCache { bool root_motion; uint64_t setup_pass; uint64_t process_pass; Animation::TrackType type; Object *object; ObjectID object_id; TrackCache() { root_motion = false; setup_pass = 0; process_pass = 0; object = NULL; object_id = 0; } virtual ~TrackCache() {} }; struct TrackCacheTransform : public TrackCache { Spatial *spatial; Skeleton *skeleton; int bone_idx; Vector3 loc; Quat rot; float rot_blend_accum; Vector3 scale; TrackCacheTransform() { type = Animation::TYPE_TRANSFORM; spatial = NULL; bone_idx = -1; skeleton = NULL; } }; 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 { float value; Vector subpath; TrackCacheBezier() { type = Animation::TYPE_BEZIER; value = 0; } }; struct TrackCacheAudio : public TrackCache { bool playing; float start; float len; TrackCacheAudio() { type = Animation::TYPE_AUDIO; playing = false; start = 0; len = 0; } }; struct TrackCacheAnimation : public TrackCache { bool playing; TrackCacheAnimation() { type = Animation::TYPE_ANIMATION; playing = false; } }; HashMap track_cache; Set playing_caches; Ref root; AnimationProcessMode process_mode; bool active; NodePath animation_player; AnimationNode::State state; bool cache_valid; void _node_removed(Node *p_node); void _caches_cleared(); void _clear_caches(); bool _update_caches(AnimationPlayer *player); void _process_graph(float p_delta); uint64_t setup_pass; uint64_t process_pass; bool started; NodePath root_motion_track; Transform root_motion_transform; protected: 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_mode(AnimationProcessMode p_mode); AnimationProcessMode get_process_mode() const; void set_animation_player(const NodePath &p_player); NodePath get_animation_player() const; virtual String get_configuration_warning() const; 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; Transform get_root_motion_transform() const; uint64_t get_last_process_pass() const; AnimationTree(); ~AnimationTree(); }; VARIANT_ENUM_CAST(AnimationTree::AnimationProcessMode) #endif // ANIMATION_GRAPH_PLAYER_H