godot/scene/animation/animation_player.cpp
AndreaCatania 9e57a07fb6 Implemented ragdoll
Implementing ragdoll

Implementing ragdoll

Implementing ragdoll

Implementing ragdoll

Implementing ragdoll

a

Implemented implicit hierarchy.

Improved

Added some physics properties

Added bone offset to preserve COM, partially fixed scaling

work in progress

WIP

wip

Implemented Joint Gizmos

Implemented pin joint joint

Implemented all joints
2018-05-07 21:03:16 +02:00

1383 lines
40 KiB
C++

/*************************************************************************/
/* animation_player.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
#include "animation_player.h"
#include "engine.h"
#include "message_queue.h"
#include "scene/scene_string_names.h"
#ifdef TOOLS_ENABLED
void AnimatedValuesBackup::update_skeletons() {
for (int i = 0; i < entries.size(); i++) {
if (entries[i].bone_idx != -1) {
Object::cast_to<Skeleton>(entries[i].object)->notification(Skeleton::NOTIFICATION_UPDATE_SKELETON);
}
}
}
#endif
bool AnimationPlayer::_set(const StringName &p_name, const Variant &p_value) {
String name = p_name;
if (name.begins_with("playback/play")) { // bw compatibility
set_current_animation(p_value);
} else if (name.begins_with("anims/")) {
String which = name.get_slicec('/', 1);
add_animation(which, p_value);
} else if (name.begins_with("next/")) {
String which = name.get_slicec('/', 1);
animation_set_next(which, p_value);
} else if (p_name == SceneStringNames::get_singleton()->blend_times) {
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
return false;
return true;
}
bool AnimationPlayer::_get(const StringName &p_name, Variant &r_ret) const {
String name = p_name;
if (name == "playback/play") { // bw compatibility
r_ret = get_current_animation();
} else if (name.begins_with("anims/")) {
String which = name.get_slicec('/', 1);
r_ret = get_animation(which).get_ref_ptr();
} else if (name.begins_with("next/")) {
String which = name.get_slicec('/', 1);
r_ret = animation_get_next(which);
} else if (name == "blend_times") {
Vector<BlendKey> keys;
for (Map<BlendKey, float>::Element *E = blend_times.front(); E; E = E->next()) {
keys.ordered_insert(E->key());
}
Array array;
for (int i = 0; i < keys.size(); i++) {
array.push_back(keys[i].from);
array.push_back(keys[i].to);
array.push_back(blend_times[keys[i]]);
}
r_ret = array;
} else
return false;
return true;
}
void AnimationPlayer::_validate_property(PropertyInfo &property) const {
if (property.name == "current_animation") {
List<String> names;
for (Map<StringName, AnimationData>::Element *E = animation_set.front(); E; E = E->next()) {
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();
}
property.hint_string = hint;
}
}
void AnimationPlayer::_get_property_list(List<PropertyInfo> *p_list) const {
List<PropertyInfo> anim_names;
for (Map<StringName, AnimationData>::Element *E = animation_set.front(); E; E = E->next()) {
anim_names.push_back(PropertyInfo(Variant::OBJECT, "anims/" + String(E->key()), PROPERTY_HINT_RESOURCE_TYPE, "Animation", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
if (E->get().next != StringName())
anim_names.push_back(PropertyInfo(Variant::STRING, "next/" + String(E->key()), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
}
anim_names.sort();
for (List<PropertyInfo>::Element *E = anim_names.front(); E; E = E->next()) {
p_list->push_back(E->get());
}
p_list->push_back(PropertyInfo(Variant::ARRAY, "blend_times", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
}
void AnimationPlayer::advance(float p_time) {
_animation_process(p_time);
}
void AnimationPlayer::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (!processing) {
//make sure that a previous process state was not saved
//only process if "processing" is set
set_physics_process_internal(false);
set_process_internal(false);
}
//_set_process(false);
clear_caches();
} break;
case NOTIFICATION_READY: {
if (!Engine::get_singleton()->is_editor_hint() && animation_set.has(autoplay)) {
play(autoplay);
_animation_process(0);
}
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (animation_process_mode == ANIMATION_PROCESS_PHYSICS)
break;
if (processing)
_animation_process(get_process_delta_time());
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (animation_process_mode == ANIMATION_PROCESS_IDLE)
break;
if (processing)
_animation_process(get_physics_process_delta_time());
} break;
case NOTIFICATION_EXIT_TREE: {
clear_caches();
} break;
}
}
void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim) {
// Already cached?
if (p_anim->node_cache.size() == p_anim->animation->get_track_count())
return;
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;
Vector<StringName> leftover_path;
Node *child = parent->get_node_and_resource(a->track_get_path(i), resource, leftover_path);
if (!child) {
ERR_EXPLAIN("On Animation: '" + p_anim->name + "', couldn't resolve track: '" + String(a->track_get_path(i)) + "'");
}
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_subname_count() == 1 && Object::cast_to<Skeleton>(child)) {
Skeleton *sk = Object::cast_to<Skeleton>(child);
bone_idx = sk->find_bone(a->track_get_path(i).get_subname(0));
if (bone_idx == -1 || sk->is_bone_ignore_animation(bone_idx)) {
continue;
}
}
{
if (!child->is_connected("tree_exiting", this, "_node_removed"))
child->connect("tree_exiting", this, "_node_removed", make_binds(child), CONNECT_ONESHOT);
}
TrackNodeCacheKey key;
key.id = id;
key.bone_idx = bone_idx;
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);
p_anim->node_cache[i]->node = child;
p_anim->node_cache[i]->resource = resource;
p_anim->node_cache[i]->node_2d = Object::cast_to<Node2D>(child);
if (a->track_get_type(i) == Animation::TYPE_TRANSFORM) {
// special cases and caches for transform tracks
// cache spatial
p_anim->node_cache[i]->spatial = Object::cast_to<Spatial>(child);
// cache skeleton
p_anim->node_cache[i]->skeleton = Object::cast_to<Skeleton>(child);
if (p_anim->node_cache[i]->skeleton) {
if (a->track_get_path(i).get_subname_count() == 1) {
StringName bone_name = a->track_get_path(i).get_subname(0);
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)
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) {
if (!p_anim->node_cache[i]->property_anim.has(a->track_get_path(i).get_concatenated_subnames())) {
TrackNodeCache::PropertyAnim pa;
pa.subpath = leftover_path;
pa.object = resource.is_valid() ? (Object *)resource.ptr() : (Object *)child;
pa.special = SP_NONE;
pa.owner = p_anim->node_cache[i];
if (false && p_anim->node_cache[i]->node_2d) {
if (leftover_path.size() == 1 && leftover_path[0] == SceneStringNames::get_singleton()->transform_pos)
pa.special = SP_NODE2D_POS;
else if (leftover_path.size() == 1 && leftover_path[0] == SceneStringNames::get_singleton()->transform_rot)
pa.special = SP_NODE2D_ROT;
else if (leftover_path.size() == 1 && leftover_path[0] == SceneStringNames::get_singleton()->transform_scale)
pa.special = SP_NODE2D_SCALE;
}
p_anim->node_cache[i]->property_anim[a->track_get_path(i).get_concatenated_subnames()] = pa;
}
}
}
}
void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, float p_time, float p_delta, float p_interp, bool p_allow_discrete) {
_ensure_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() && !Engine::get_singleton()->is_editor_hint();
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_is_enabled(i))
continue; // do nothing if the track is disabled
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
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_concatenated_subnames());
ERR_CONTINUE(!E); //should it continue, or create a new one?
TrackNodeCache::PropertyAnim *pa = &E->get();
if (a->value_track_get_update_mode(i) == Animation::UPDATE_CONTINUOUS || (p_delta == 0 && a->value_track_get_update_mode(i) == Animation::UPDATE_DISCRETE)) { //delta == 0 means seek
Variant value = a->value_track_interpolate(i, p_time);
if (value == Variant())
continue;
//thanks to trigger mode, this should be solved now..
/*
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 && p_delta != 0) {
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_indexed(pa->subpath, 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. Animation '" + a->get_name() + "' at node '" + get_path() + "'.");
}
#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(). Animation '" + a->get_name() + "' at node '" + get_path() + "'.");
}
#endif
static_cast<Node2D *>(pa->object)->set_position(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. Animation '" + a->get_name() + "' at node '" + get_path() + "'.");
}
#endif
static_cast<Node2D *>(pa->object)->set_rotation(Math::deg2rad((double)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()." + a->get_name() + "' at node '" + get_path() + "'.");
}
#endif
static_cast<Node2D *>(pa->object)->set_scale(value);
} break;
}
}
}
} 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_reached = true;
end_notify = cd.pos < len; // Notify only if not already at the end
}
if (backwards && cd.pos >= 0 && next_pos == 0 /*&& playback.blend.empty()*/) {
//playback finished
end_reached = true;
end_notify = cd.pos > 0; // Notify only if not already at the beginning
}
}
} else {
float looped_next_pos = Math::fposmod(next_pos, len);
if (looped_next_pos == 0 && next_pos != 0) {
// Loop multiples of the length to it, rather than 0
// so state at time=length is previewable in the editor
next_pos = len;
} else {
next_pos = looped_next_pos;
}
}
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;
accum_pass++;
_animation_process_data(c.current, p_delta, 1.0f);
List<Blend>::Element *prev = NULL;
for (List<Blend>::Element *E = c.blend.back(); E; E = prev) {
Blend &b = E->get();
float blend = b.blend_left / b.blend_time;
_animation_process_data(b.data, p_delta, blend);
b.blend_left -= Math::absf(speed_scale * p_delta);
prev = E->prev();
if (b.blend_left < 0) {
c.blend.erase(E);
}
}
}
void AnimationPlayer::_animation_update_transforms() {
{
Transform t;
for (int i = 0; i < cache_update_size; i++) {
TrackNodeCache *nc = cache_update[i];
ERR_CONTINUE(nc->accum_pass != accum_pass);
t.origin = nc->loc_accum;
t.basis.set_quat_scale(nc->rot_accum, 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);
switch (pa->special) {
case SP_NONE: {
bool valid;
pa->object->set_indexed(pa->subpath, 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() + "' at Node '" + get_path() + "', 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() + "' at Node '" + get_path() + "', Track '" + String(pa->owner->path) + "' not of type Vector2()");
}
#endif
static_cast<Node2D *>(pa->object)->set_position(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() + "' at Node '" + get_path() + "', Track '" + String(pa->owner->path) + "' not numerical");
}
#endif
static_cast<Node2D *>(pa->object)->set_rotation(Math::deg2rad((double)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() + "' at Node '" + get_path() + "', Track '" + String(pa->owner->path) + "' not of type Vector2()");
}
#endif
static_cast<Node2D *>(pa->object)->set_scale(pa->value_accum);
} break;
}
}
cache_update_prop_size = 0;
}
void AnimationPlayer::_animation_process(float p_delta) {
if (playback.current.from) {
end_reached = false;
end_notify = false;
_animation_process2(p_delta);
_animation_update_transforms();
if (end_reached) {
if (queued.size()) {
String old = playback.assigned;
play(queued.front()->get());
String new_name = playback.assigned;
queued.pop_front();
if (end_notify)
emit_signal(SceneStringNames::get_singleton()->animation_changed, old, new_name);
} else {
//stop();
playing = false;
_set_process(false);
if (end_notify)
emit_signal(SceneStringNames::get_singleton()->animation_finished, playback.assigned);
}
end_reached = false;
}
} else {
_set_process(false);
}
}
Error AnimationPlayer::add_animation(const StringName &p_name, const Ref<Animation> &p_animation) {
#ifdef DEBUG_ENABLED
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
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();
_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));
stop();
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);
}
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;
c.current.speed_scale = p_custom_scale;
c.assigned = p_name;
if (!end_reached)
queued.clear();
_set_process(true); // always process when starting an animation
playing = true;
emit_signal(SceneStringNames::get_singleton()->animation_started, c.assigned);
if (is_inside_tree() && Engine::get_singleton()->is_editor_hint())
return; // no next in this case
StringName next = animation_get_next(p_name);
if (next != StringName() && animation_set.has(next)) {
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 (p_anim == "[stop]" || p_anim == "") {
stop();
} else if (!is_playing() || playback.assigned != p_anim) {
play(p_anim);
} else {
// Same animation, do not replay from start
}
}
String AnimationPlayer::get_current_animation() const {
return (is_playing() ? playback.assigned : "");
}
void AnimationPlayer::set_assigned_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_assigned_animation() const {
return playback.assigned;
}
void AnimationPlayer::stop(bool p_reset) {
Playback &c = playback;
c.blend.clear();
if (p_reset) {
c.current.from = NULL;
c.current.speed_scale = 1;
}
_set_process(false);
queued.clear();
playing = false;
}
void AnimationPlayer::set_speed_scale(float p_speed) {
speed_scale = p_speed;
}
float AnimationPlayer::get_speed_scale() const {
return speed_scale;
}
float AnimationPlayer::get_playing_speed() const {
if (!playing) {
return 0;
}
return speed_scale * playback.current.speed_scale;
}
void AnimationPlayer::seek(float p_time, bool p_update) {
if (!playback.current.from) {
if (playback.assigned) {
ERR_FAIL_COND(!animation_set.has(playback.assigned));
playback.current.from = &animation_set[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) {
ERR_FAIL_COND(!animation_set.has(playback.assigned));
playback.current.from = &animation_set[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_position() 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_PHYSICS: set_physics_process_internal(p_process && active); break;
case ANIMATION_PROCESS_IDLE: set_process_internal(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 == "play_backwards" || 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);
}
#ifdef TOOLS_ENABLED
AnimatedValuesBackup AnimationPlayer::backup_animated_values() {
if (!playback.current.from)
return AnimatedValuesBackup();
_ensure_node_caches(playback.current.from);
AnimatedValuesBackup backup;
for (int i = 0; i < playback.current.from->node_cache.size(); i++) {
TrackNodeCache *nc = playback.current.from->node_cache[i];
if (!nc)
continue;
if (nc->skeleton) {
if (nc->bone_idx == -1)
continue;
AnimatedValuesBackup::Entry entry;
entry.object = nc->skeleton;
entry.bone_idx = nc->bone_idx;
entry.value = nc->skeleton->get_bone_pose(nc->bone_idx);
backup.entries.push_back(entry);
} else {
if (nc->spatial) {
AnimatedValuesBackup::Entry entry;
entry.object = nc->spatial;
entry.subpath.push_back("transform");
entry.value = nc->spatial->get_transform();
entry.bone_idx = -1;
backup.entries.push_back(entry);
} else {
for (Map<StringName, TrackNodeCache::PropertyAnim>::Element *E = nc->property_anim.front(); E; E = E->next()) {
AnimatedValuesBackup::Entry entry;
entry.object = E->value().object;
entry.subpath = E->value().subpath;
bool valid;
entry.value = E->value().object->get_indexed(E->value().subpath, &valid);
entry.bone_idx = -1;
if (valid)
backup.entries.push_back(entry);
}
}
}
}
return backup;
}
void AnimationPlayer::restore_animated_values(const AnimatedValuesBackup &p_backup) {
for (int i = 0; i < p_backup.entries.size(); i++) {
const AnimatedValuesBackup::Entry *entry = &p_backup.entries[i];
if (entry->bone_idx == -1) {
entry->object->set_indexed(entry->subpath, entry->value);
} else {
Object::cast_to<Skeleton>(entry->object)->set_bone_pose(entry->bone_idx, entry->value);
}
}
}
#endif
void AnimationPlayer::_bind_methods() {
ClassDB::bind_method(D_METHOD("_node_removed"), &AnimationPlayer::_node_removed);
ClassDB::bind_method(D_METHOD("_animation_changed"), &AnimationPlayer::_animation_changed);
ClassDB::bind_method(D_METHOD("add_animation", "name", "animation"), &AnimationPlayer::add_animation);
ClassDB::bind_method(D_METHOD("remove_animation", "name"), &AnimationPlayer::remove_animation);
ClassDB::bind_method(D_METHOD("rename_animation", "name", "newname"), &AnimationPlayer::rename_animation);
ClassDB::bind_method(D_METHOD("has_animation", "name"), &AnimationPlayer::has_animation);
ClassDB::bind_method(D_METHOD("get_animation", "name"), &AnimationPlayer::get_animation);
ClassDB::bind_method(D_METHOD("get_animation_list"), &AnimationPlayer::_get_animation_list);
ClassDB::bind_method(D_METHOD("animation_set_next", "anim_from", "anim_to"), &AnimationPlayer::animation_set_next);
ClassDB::bind_method(D_METHOD("animation_get_next", "anim_from"), &AnimationPlayer::animation_get_next);
ClassDB::bind_method(D_METHOD("set_blend_time", "anim_from", "anim_to", "sec"), &AnimationPlayer::set_blend_time);
ClassDB::bind_method(D_METHOD("get_blend_time", "anim_from", "anim_to"), &AnimationPlayer::get_blend_time);
ClassDB::bind_method(D_METHOD("set_default_blend_time", "sec"), &AnimationPlayer::set_default_blend_time);
ClassDB::bind_method(D_METHOD("get_default_blend_time"), &AnimationPlayer::get_default_blend_time);
ClassDB::bind_method(D_METHOD("play", "name", "custom_blend", "custom_speed", "from_end"), &AnimationPlayer::play, DEFVAL(""), DEFVAL(-1), DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("play_backwards", "name", "custom_blend"), &AnimationPlayer::play_backwards, DEFVAL(""), DEFVAL(-1));
ClassDB::bind_method(D_METHOD("stop", "reset"), &AnimationPlayer::stop, DEFVAL(true));
ClassDB::bind_method(D_METHOD("is_playing"), &AnimationPlayer::is_playing);
ClassDB::bind_method(D_METHOD("set_current_animation", "anim"), &AnimationPlayer::set_current_animation);
ClassDB::bind_method(D_METHOD("get_current_animation"), &AnimationPlayer::get_current_animation);
ClassDB::bind_method(D_METHOD("set_assigned_animation", "anim"), &AnimationPlayer::set_assigned_animation);
ClassDB::bind_method(D_METHOD("get_assigned_animation"), &AnimationPlayer::get_assigned_animation);
ClassDB::bind_method(D_METHOD("queue", "name"), &AnimationPlayer::queue);
ClassDB::bind_method(D_METHOD("clear_queue"), &AnimationPlayer::clear_queue);
ClassDB::bind_method(D_METHOD("set_active", "active"), &AnimationPlayer::set_active);
ClassDB::bind_method(D_METHOD("is_active"), &AnimationPlayer::is_active);
ClassDB::bind_method(D_METHOD("set_speed_scale", "speed"), &AnimationPlayer::set_speed_scale);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimationPlayer::get_speed_scale);
ClassDB::bind_method(D_METHOD("get_playing_speed"), &AnimationPlayer::get_playing_speed);
ClassDB::bind_method(D_METHOD("set_autoplay", "name"), &AnimationPlayer::set_autoplay);
ClassDB::bind_method(D_METHOD("get_autoplay"), &AnimationPlayer::get_autoplay);
ClassDB::bind_method(D_METHOD("set_root", "path"), &AnimationPlayer::set_root);
ClassDB::bind_method(D_METHOD("get_root"), &AnimationPlayer::get_root);
ClassDB::bind_method(D_METHOD("find_animation", "animation"), &AnimationPlayer::find_animation);
ClassDB::bind_method(D_METHOD("clear_caches"), &AnimationPlayer::clear_caches);
ClassDB::bind_method(D_METHOD("set_animation_process_mode", "mode"), &AnimationPlayer::set_animation_process_mode);
ClassDB::bind_method(D_METHOD("get_animation_process_mode"), &AnimationPlayer::get_animation_process_mode);
ClassDB::bind_method(D_METHOD("get_current_animation_position"), &AnimationPlayer::get_current_animation_position);
ClassDB::bind_method(D_METHOD("get_current_animation_length"), &AnimationPlayer::get_current_animation_length);
ClassDB::bind_method(D_METHOD("seek", "seconds", "update"), &AnimationPlayer::seek, DEFVAL(false));
ClassDB::bind_method(D_METHOD("advance", "delta"), &AnimationPlayer::advance);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_node"), "set_root", "get_root");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "current_animation", PROPERTY_HINT_ENUM, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ANIMATE_AS_TRIGGER), "set_current_animation", "get_current_animation");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "assigned_animation", PROPERTY_HINT_NONE, "", 0), "set_assigned_animation", "get_assigned_animation");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "autoplay", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_autoplay", "get_autoplay");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "current_animation_length", PROPERTY_HINT_NONE, "", 0), "", "get_current_animation_length");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "current_animation_position", PROPERTY_HINT_NONE, "", 0), "", "get_current_animation_position");
ADD_GROUP("Playback Options", "playback_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "playback_process_mode", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_animation_process_mode", "get_animation_process_mode");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "playback_default_blend_time", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_default_blend_time", "get_default_blend_time");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playback_active", PROPERTY_HINT_NONE, "", 0), "set_active", "is_active");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "playback_speed", PROPERTY_HINT_RANGE, "-64,64,0.01"), "set_speed_scale", "get_speed_scale");
ADD_SIGNAL(MethodInfo("animation_finished", PropertyInfo(Variant::STRING, "anim_name")));
ADD_SIGNAL(MethodInfo("animation_changed", PropertyInfo(Variant::STRING, "old_name"), PropertyInfo(Variant::STRING, "new_name")));
ADD_SIGNAL(MethodInfo("animation_started", PropertyInfo(Variant::STRING, "anim_name")));
BIND_ENUM_CONSTANT(ANIMATION_PROCESS_PHYSICS);
BIND_ENUM_CONSTANT(ANIMATION_PROCESS_IDLE);
}
AnimationPlayer::AnimationPlayer() {
accum_pass = 1;
cache_update_size = 0;
cache_update_prop_size = 0;
speed_scale = 1;
end_reached = false;
end_notify = false;
animation_process_mode = ANIMATION_PROCESS_IDLE;
processing = false;
default_blend_time = 0;
root = SceneStringNames::get_singleton()->path_pp;
playing = false;
active = true;
}
AnimationPlayer::~AnimationPlayer() {
}