godot/scene/animation/animation_player.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

308 lines
8.2 KiB
C++

/*************************************************************************/
/* animation_player.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef ANIMATION_PLAYER_H
#define ANIMATION_PLAYER_H
#include "scene/resources/animation.h"
#include "scene/3d/spatial.h"
#include "scene/3d/skeleton.h"
#include "scene/2d/node_2d.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class AnimationPlayer : public Node {
OBJ_TYPE( AnimationPlayer, Node );
OBJ_CATEGORY("Animation Nodes");
public:
enum AnimationProcessMode {
ANIMATION_PROCESS_FIXED,
ANIMATION_PROCESS_IDLE,
};
private:
enum {
NODE_CACHE_UPDATE_MAX=1024,
BLEND_FROM_MAX=3
};
enum SpecialProperty {
SP_NONE,
SP_NODE2D_POS,
SP_NODE2D_ROT,
SP_NODE2D_SCALE,
};
struct TrackNodeCache {
NodePath path;
uint32_t id;
RES resource;
Node *node;
Spatial* spatial;
Node2D* node_2d;
Skeleton *skeleton;
int bone_idx;
// accumulated transforms
Vector3 loc_accum;
Quat rot_accum;
Vector3 scale_accum;
uint64_t accum_pass;
struct PropertyAnim {
TrackNodeCache *owner;
SpecialProperty special; //small optimization
StringName prop;
Object *object;
Variant value_accum;
uint64_t accum_pass;
PropertyAnim() { accum_pass=0; object=NULL; }
};
Map<StringName,PropertyAnim> property_anim;
TrackNodeCache() { skeleton=NULL; spatial=NULL; node=NULL; accum_pass=0; bone_idx=-1; node_2d=NULL; }
};
struct TrackNodeCacheKey {
uint32_t id;
int bone_idx;
inline bool operator<(const TrackNodeCacheKey& p_right) const {
if (id<p_right.id)
return true;
else if (id>p_right.id)
return false;
else
return bone_idx<p_right.bone_idx;
}
};
Map<TrackNodeCacheKey,TrackNodeCache> node_cache_map;
TrackNodeCache* cache_update[NODE_CACHE_UPDATE_MAX];
int cache_update_size;
TrackNodeCache::PropertyAnim* cache_update_prop[NODE_CACHE_UPDATE_MAX];
int cache_update_prop_size;
Map<Ref<Animation>,int> used_anims;
uint64_t accum_pass;
float speed_scale;
float default_blend_time;
struct AnimationData {
String name;
StringName next;
Vector<TrackNodeCache*> node_cache;
Ref<Animation> animation;
};
Map<StringName, AnimationData> animation_set;
struct BlendKey {
StringName from;
StringName to;
bool operator<(const BlendKey& bk) const { return from==bk.from?to<bk.to:from<bk.from; }
};
Map<BlendKey, float > blend_times;
struct PlaybackData {
AnimationData* from;
float pos;
float speed_scale;
PlaybackData() {
pos=0;
speed_scale=1.0;
from=NULL;
}
};
struct Blend {
PlaybackData data;
float blend_time;
float blend_left;
Blend() {
blend_left=0;
blend_time=0;
}
};
struct Playback {
List<Blend> blend;
PlaybackData current;
StringName assigned;
} playback;
List<StringName> queued;
bool end_notify;
String autoplay;
AnimationProcessMode animation_process_mode;
bool processing;
bool active;
NodePath root;
void _animation_process_animation(AnimationData* p_anim,float p_time, float p_delta,float p_interp, bool p_allow_discrete=true);
void _generate_node_caches(AnimationData* p_anim);
void _animation_process_data(PlaybackData &cd,float p_delta,float p_blend);
void _animation_process2(float p_delta);
void _animation_update_transforms();
void _animation_process(float p_delta);
void _node_removed(Node *p_node);
// bind helpers
DVector<String> _get_animation_list() const {
List<StringName> animations;
get_animation_list(&animations);
DVector<String> ret;
while(animations.size()) {
ret.push_back( animations.front()->get());
animations.pop_front();
}
return ret;
}
void _animation_changed();
void _ref_anim(const Ref<Animation>& p_anim);
void _unref_anim(const Ref<Animation>& p_anim);
void _set_process(bool p_process,bool p_force=false);
bool playing;
protected:
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
public:
StringName find_animation(const Ref<Animation>& p_animation) const;
Error add_animation(const StringName& p_name, const Ref<Animation>& p_animation);
void remove_animation(const StringName& p_name);
void rename_animation(const StringName& p_name,const StringName& p_new_name);
bool has_animation(const StringName& p_name) const;
Ref<Animation> get_animation(const StringName& p_name) const;
void get_animation_list( List<StringName> * p_animations) const;
void set_blend_time(const StringName& p_animation1, const StringName& p_animation2, float p_time);
float get_blend_time( const StringName& p_animation1, const StringName& p_animation2) const;
void animation_set_next(const StringName& p_animation, const StringName& p_next);
StringName animation_get_next(const StringName& p_animation) const;
void set_default_blend_time(float p_default);
float get_default_blend_time() const;
void play(const StringName& p_name=StringName(),float p_custom_blend=-1,float p_custom_scale=1.0,bool p_from_end=false);
void play_backwards(const StringName& p_name=StringName(),float p_custom_blend=-1);
void queue(const StringName& p_name);
void clear_queue();
void stop(bool p_reset=true);
bool is_playing() const;
String get_current_animation() const;
void set_current_animation(const String& p_anim);
void stop_all();
void set_active(bool p_active);
bool is_active() const;
bool is_valid() const;
void set_speed(float p_speed);
float get_speed() const;
void set_autoplay(const String& pname);
String get_autoplay() const;
void set_animation_process_mode(AnimationProcessMode p_mode);
AnimationProcessMode get_animation_process_mode() const;
void seek(float p_time,bool p_update=false);
void seek_delta(float p_time,float p_delta);
float get_current_animation_pos() const;
float get_current_animation_length() const;
void advance(float p_time);
void set_root(const NodePath& p_root);
NodePath get_root() const;
void clear_caches(); ///< must be called by hand if an animation was modified after added
void get_argument_options(const StringName& p_function,int p_idx,List<String>*r_options) const;
AnimationPlayer();
~AnimationPlayer();
};
VARIANT_ENUM_CAST( AnimationPlayer::AnimationProcessMode );
#endif