virtualx-engine/scene/animation/animation_tree.cpp

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/**************************************************************************/
/* animation_tree.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
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#include "animation_tree.h"
#include "animation_tree.compat.inc"
#include "animation_blend_tree.h"
#include "core/config/engine.h"
#include "scene/animation/animation_player.h"
#include "scene/scene_string_names.h"
void AnimationNode::get_parameter_list(List<PropertyInfo> *r_list) const {
Array parameters;
if (GDVIRTUAL_CALL(_get_parameter_list, parameters)) {
for (int i = 0; i < parameters.size(); i++) {
Dictionary d = parameters[i];
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ERR_CONTINUE(d.is_empty());
r_list->push_back(PropertyInfo::from_dict(d));
}
}
}
Variant AnimationNode::get_parameter_default_value(const StringName &p_parameter) const {
Variant ret;
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GDVIRTUAL_CALL(_get_parameter_default_value, p_parameter, ret);
return ret;
}
bool AnimationNode::is_parameter_read_only(const StringName &p_parameter) const {
bool ret = false;
GDVIRTUAL_CALL(_is_parameter_read_only, p_parameter, ret);
return ret;
}
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void AnimationNode::set_parameter(const StringName &p_name, const Variant &p_value) {
ERR_FAIL_NULL(process_state);
if (process_state->is_testing) {
return;
}
ERR_FAIL_COND(!process_state->tree->property_parent_map.has(node_state.base_path));
ERR_FAIL_COND(!process_state->tree->property_parent_map[node_state.base_path].has(p_name));
StringName path = process_state->tree->property_parent_map[node_state.base_path][p_name];
process_state->tree->property_map[path].first = p_value;
}
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Variant AnimationNode::get_parameter(const StringName &p_name) const {
ERR_FAIL_NULL_V(process_state, Variant());
ERR_FAIL_COND_V(!process_state->tree->property_parent_map.has(node_state.base_path), Variant());
ERR_FAIL_COND_V(!process_state->tree->property_parent_map[node_state.base_path].has(p_name), Variant());
StringName path = process_state->tree->property_parent_map[node_state.base_path][p_name];
return process_state->tree->property_map[path].first;
}
void AnimationNode::get_child_nodes(List<ChildNode> *r_child_nodes) {
Dictionary cn;
if (GDVIRTUAL_CALL(_get_child_nodes, cn)) {
List<Variant> keys;
cn.get_key_list(&keys);
for (const Variant &E : keys) {
ChildNode child;
child.name = E;
child.node = cn[E];
r_child_nodes->push_back(child);
}
}
}
void AnimationNode::blend_animation(const StringName &p_animation, AnimationMixer::PlaybackInfo p_playback_info) {
ERR_FAIL_NULL(process_state);
p_playback_info.track_weights = node_state.track_weights;
process_state->tree->make_animation_instance(p_animation, p_playback_info);
}
double AnimationNode::_pre_process(ProcessState *p_process_state, AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only) {
process_state = p_process_state;
double t = process(p_playback_info, p_test_only);
process_state = nullptr;
return t;
}
void AnimationNode::make_invalid(const String &p_reason) {
ERR_FAIL_NULL(process_state);
process_state->valid = false;
if (!process_state->invalid_reasons.is_empty()) {
process_state->invalid_reasons += "\n";
}
process_state->invalid_reasons += String::utf8("") + p_reason;
}
AnimationTree *AnimationNode::get_animation_tree() const {
ERR_FAIL_NULL_V(process_state, nullptr);
return process_state->tree;
}
double AnimationNode::blend_input(int p_input, AnimationMixer::PlaybackInfo p_playback_info, FilterAction p_filter, bool p_sync, bool p_test_only) {
ERR_FAIL_INDEX_V(p_input, inputs.size(), 0);
AnimationNodeBlendTree *blend_tree = Object::cast_to<AnimationNodeBlendTree>(node_state.parent);
ERR_FAIL_NULL_V(blend_tree, 0);
// Update connections.
StringName current_name = blend_tree->get_node_name(Ref<AnimationNode>(this));
node_state.connections = blend_tree->get_node_connection_array(current_name);
// Get node which is connected input port.
StringName node_name = node_state.connections[p_input];
if (!blend_tree->has_node(node_name)) {
make_invalid(vformat(RTR("Nothing connected to input '%s' of node '%s'."), get_input_name(p_input), current_name));
return 0;
}
Ref<AnimationNode> node = blend_tree->get_node(node_name);
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real_t activity = 0.0;
Vector<AnimationTree::Activity> *activity_ptr = process_state->tree->input_activity_map.getptr(node_state.base_path);
double ret = _blend_node(node, node_name, nullptr, p_playback_info, p_filter, p_sync, p_test_only, &activity);
if (activity_ptr && p_input < activity_ptr->size()) {
activity_ptr->write[p_input].last_pass = process_state->last_pass;
activity_ptr->write[p_input].activity = activity;
}
return ret;
}
double AnimationNode::blend_node(Ref<AnimationNode> p_node, const StringName &p_subpath, AnimationMixer::PlaybackInfo p_playback_info, FilterAction p_filter, bool p_sync, bool p_test_only) {
p_node->node_state.connections.clear();
return _blend_node(p_node, p_subpath, this, p_playback_info, p_filter, p_sync, p_test_only, nullptr);
}
double AnimationNode::_blend_node(Ref<AnimationNode> p_node, const StringName &p_subpath, AnimationNode *p_new_parent, AnimationMixer::PlaybackInfo p_playback_info, FilterAction p_filter, bool p_sync, bool p_test_only, real_t *r_activity) {
ERR_FAIL_COND_V(!p_node.is_valid(), 0);
ERR_FAIL_NULL_V(process_state, 0);
int blend_count = node_state.track_weights.size();
if (p_node->node_state.track_weights.size() != blend_count) {
p_node->node_state.track_weights.resize(blend_count);
}
real_t *blendw = p_node->node_state.track_weights.ptrw();
const real_t *blendr = node_state.track_weights.ptr();
bool any_valid = false;
if (has_filter() && is_filter_enabled() && p_filter != FILTER_IGNORE) {
for (int i = 0; i < blend_count; i++) {
blendw[i] = 0.0; // All to zero by default.
}
for (const KeyValue<NodePath, bool> &E : filter) {
if (!process_state->track_map.has(E.key)) {
continue;
}
int idx = process_state->track_map[E.key];
blendw[idx] = 1.0; // Filtered goes to one.
}
switch (p_filter) {
case FILTER_IGNORE:
break; // Will not happen anyway.
case FILTER_PASS: {
// Values filtered pass, the rest don't.
for (int i = 0; i < blend_count; i++) {
if (blendw[i] == 0) { // Not filtered, does not pass.
continue;
}
blendw[i] = blendr[i] * p_playback_info.weight;
if (!Math::is_zero_approx(blendw[i])) {
any_valid = true;
}
}
} break;
case FILTER_STOP: {
// Values filtered don't pass, the rest are blended.
for (int i = 0; i < blend_count; i++) {
if (blendw[i] > 0) { // Filtered, does not pass.
continue;
}
blendw[i] = blendr[i] * p_playback_info.weight;
if (!Math::is_zero_approx(blendw[i])) {
any_valid = true;
}
}
} break;
case FILTER_BLEND: {
// Filtered values are blended, the rest are passed without blending.
for (int i = 0; i < blend_count; i++) {
if (blendw[i] == 1.0) {
blendw[i] = blendr[i] * p_playback_info.weight; // Filtered, blend.
} else {
blendw[i] = blendr[i]; // Not filtered, do not blend.
}
if (!Math::is_zero_approx(blendw[i])) {
any_valid = true;
}
}
} break;
}
} else {
for (int i = 0; i < blend_count; i++) {
// Regular blend.
blendw[i] = blendr[i] * p_playback_info.weight;
if (!Math::is_zero_approx(blendw[i])) {
any_valid = true;
}
}
}
if (r_activity) {
*r_activity = 0;
for (int i = 0; i < blend_count; i++) {
*r_activity = MAX(*r_activity, Math::abs(blendw[i]));
}
}
String new_path;
AnimationNode *new_parent;
// This is the slowest part of processing, but as strings process in powers of 2, and the paths always exist, it will not result in that many allocations.
if (p_new_parent) {
new_parent = p_new_parent;
new_path = String(node_state.base_path) + String(p_subpath) + "/";
} else {
ERR_FAIL_NULL_V(node_state.parent, 0);
new_parent = node_state.parent;
new_path = String(new_parent->node_state.base_path) + String(p_subpath) + "/";
}
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// This process, which depends on p_sync is needed to process sync correctly in the case of
// that a synced AnimationNodeSync exists under the un-synced AnimationNodeSync.
p_node->node_state.base_path = new_path;
p_node->node_state.parent = new_parent;
if (!p_playback_info.seeked && !p_sync && !any_valid) {
p_playback_info.time = 0.0;
return p_node->_pre_process(process_state, p_playback_info, p_test_only);
}
return p_node->_pre_process(process_state, p_playback_info, p_test_only);
}
String AnimationNode::get_caption() const {
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String ret = "Node";
GDVIRTUAL_CALL(_get_caption, ret);
return ret;
}
bool AnimationNode::add_input(const String &p_name) {
// Root nodes can't add inputs.
ERR_FAIL_COND_V(Object::cast_to<AnimationRootNode>(this) != nullptr, false);
Input input;
ERR_FAIL_COND_V(p_name.contains(".") || p_name.contains("/"), false);
input.name = p_name;
inputs.push_back(input);
emit_changed();
return true;
}
void AnimationNode::remove_input(int p_index) {
ERR_FAIL_INDEX(p_index, inputs.size());
inputs.remove_at(p_index);
emit_changed();
}
bool AnimationNode::set_input_name(int p_input, const String &p_name) {
ERR_FAIL_INDEX_V(p_input, inputs.size(), false);
ERR_FAIL_COND_V(p_name.contains(".") || p_name.contains("/"), false);
inputs.write[p_input].name = p_name;
emit_changed();
return true;
}
String AnimationNode::get_input_name(int p_input) const {
ERR_FAIL_INDEX_V(p_input, inputs.size(), String());
return inputs[p_input].name;
}
int AnimationNode::get_input_count() const {
return inputs.size();
}
int AnimationNode::find_input(const String &p_name) const {
int idx = -1;
for (int i = 0; i < inputs.size(); i++) {
if (inputs[i].name == p_name) {
idx = i;
break;
}
}
return idx;
}
double AnimationNode::process(const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only) {
process_state->is_testing = p_test_only;
return _process(p_playback_info, p_test_only);
}
double AnimationNode::_process(const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only) {
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double ret = 0;
GDVIRTUAL_CALL(_process, p_playback_info.time, p_playback_info.seeked, p_playback_info.is_external_seeking, p_test_only, ret);
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return ret;
}
void AnimationNode::set_filter_path(const NodePath &p_path, bool p_enable) {
if (p_enable) {
filter[p_path] = true;
} else {
filter.erase(p_path);
}
}
void AnimationNode::set_filter_enabled(bool p_enable) {
filter_enabled = p_enable;
}
bool AnimationNode::is_filter_enabled() const {
return filter_enabled;
}
void AnimationNode::set_closable(bool p_closable) {
closable = p_closable;
}
bool AnimationNode::is_closable() const {
return closable;
}
bool AnimationNode::is_path_filtered(const NodePath &p_path) const {
return filter.has(p_path);
}
bool AnimationNode::has_filter() const {
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bool ret = false;
GDVIRTUAL_CALL(_has_filter, ret);
return ret;
}
Array AnimationNode::_get_filters() const {
Array paths;
for (const KeyValue<NodePath, bool> &E : filter) {
paths.push_back(String(E.key)); // Use strings, so sorting is possible.
}
paths.sort(); // Done so every time the scene is saved, it does not change.
return paths;
}
void AnimationNode::_set_filters(const Array &p_filters) {
filter.clear();
for (int i = 0; i < p_filters.size(); i++) {
set_filter_path(p_filters[i], true);
}
}
void AnimationNode::_validate_property(PropertyInfo &p_property) const {
if (!has_filter() && (p_property.name == "filter_enabled" || p_property.name == "filters")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
}
Ref<AnimationNode> AnimationNode::get_child_by_name(const StringName &p_name) const {
Ref<AnimationNode> ret;
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GDVIRTUAL_CALL(_get_child_by_name, p_name, ret);
return ret;
}
Ref<AnimationNode> AnimationNode::find_node_by_path(const String &p_name) const {
Vector<String> split = p_name.split("/");
Ref<AnimationNode> ret = const_cast<AnimationNode *>(this);
for (int i = 0; i < split.size(); i++) {
ret = ret->get_child_by_name(split[i]);
if (!ret.is_valid()) {
break;
}
}
return ret;
}
void AnimationNode::blend_animation_ex(const StringName &p_animation, double p_time, double p_delta, bool p_seeked, bool p_is_external_seeking, real_t p_blend, Animation::LoopedFlag p_looped_flag) {
AnimationMixer::PlaybackInfo info;
info.time = p_time;
info.delta = p_delta;
info.seeked = p_seeked;
info.is_external_seeking = p_is_external_seeking;
info.weight = p_blend;
info.looped_flag = p_looped_flag;
blend_animation(p_animation, info);
}
double AnimationNode::blend_node_ex(const StringName &p_sub_path, Ref<AnimationNode> p_node, double p_time, bool p_seek, bool p_is_external_seeking, real_t p_blend, FilterAction p_filter, bool p_sync, bool p_test_only) {
AnimationMixer::PlaybackInfo info;
info.time = p_time;
info.seeked = p_seek;
info.is_external_seeking = p_is_external_seeking;
info.weight = p_blend;
return blend_node(p_node, p_sub_path, info, p_filter, p_sync, p_test_only);
}
double AnimationNode::blend_input_ex(int p_input, double p_time, bool p_seek, bool p_is_external_seeking, real_t p_blend, FilterAction p_filter, bool p_sync, bool p_test_only) {
AnimationMixer::PlaybackInfo info;
info.time = p_time;
info.seeked = p_seek;
info.is_external_seeking = p_is_external_seeking;
info.weight = p_blend;
return blend_input(p_input, info, p_filter, p_sync, p_test_only);
}
void AnimationNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_input", "name"), &AnimationNode::add_input);
ClassDB::bind_method(D_METHOD("remove_input", "index"), &AnimationNode::remove_input);
ClassDB::bind_method(D_METHOD("set_input_name", "input", "name"), &AnimationNode::set_input_name);
ClassDB::bind_method(D_METHOD("get_input_name", "input"), &AnimationNode::get_input_name);
ClassDB::bind_method(D_METHOD("get_input_count"), &AnimationNode::get_input_count);
ClassDB::bind_method(D_METHOD("find_input", "name"), &AnimationNode::find_input);
ClassDB::bind_method(D_METHOD("set_filter_path", "path", "enable"), &AnimationNode::set_filter_path);
ClassDB::bind_method(D_METHOD("is_path_filtered", "path"), &AnimationNode::is_path_filtered);
ClassDB::bind_method(D_METHOD("set_filter_enabled", "enable"), &AnimationNode::set_filter_enabled);
ClassDB::bind_method(D_METHOD("is_filter_enabled"), &AnimationNode::is_filter_enabled);
ClassDB::bind_method(D_METHOD("_set_filters", "filters"), &AnimationNode::_set_filters);
ClassDB::bind_method(D_METHOD("_get_filters"), &AnimationNode::_get_filters);
ClassDB::bind_method(D_METHOD("blend_animation", "animation", "time", "delta", "seeked", "is_external_seeking", "blend", "looped_flag"), &AnimationNode::blend_animation_ex, DEFVAL(Animation::LOOPED_FLAG_NONE));
ClassDB::bind_method(D_METHOD("blend_node", "name", "node", "time", "seek", "is_external_seeking", "blend", "filter", "sync", "test_only"), &AnimationNode::blend_node_ex, DEFVAL(FILTER_IGNORE), DEFVAL(true), DEFVAL(false));
ClassDB::bind_method(D_METHOD("blend_input", "input_index", "time", "seek", "is_external_seeking", "blend", "filter", "sync", "test_only"), &AnimationNode::blend_input_ex, DEFVAL(FILTER_IGNORE), DEFVAL(true), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("set_parameter", "name", "value"), &AnimationNode::set_parameter);
ClassDB::bind_method(D_METHOD("get_parameter", "name"), &AnimationNode::get_parameter);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "filter_enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_filter_enabled", "is_filter_enabled");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "filters", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_filters", "_get_filters");
GDVIRTUAL_BIND(_get_child_nodes);
GDVIRTUAL_BIND(_get_parameter_list);
GDVIRTUAL_BIND(_get_child_by_name, "name");
GDVIRTUAL_BIND(_get_parameter_default_value, "parameter");
GDVIRTUAL_BIND(_is_parameter_read_only, "parameter");
GDVIRTUAL_BIND(_process, "time", "seek", "is_external_seeking", "test_only");
GDVIRTUAL_BIND(_get_caption);
GDVIRTUAL_BIND(_has_filter);
ADD_SIGNAL(MethodInfo("tree_changed"));
ADD_SIGNAL(MethodInfo("animation_node_renamed", PropertyInfo(Variant::INT, "object_id"), PropertyInfo(Variant::STRING, "old_name"), PropertyInfo(Variant::STRING, "new_name")));
ADD_SIGNAL(MethodInfo("animation_node_removed", PropertyInfo(Variant::INT, "object_id"), PropertyInfo(Variant::STRING, "name")));
BIND_ENUM_CONSTANT(FILTER_IGNORE);
BIND_ENUM_CONSTANT(FILTER_PASS);
BIND_ENUM_CONSTANT(FILTER_STOP);
BIND_ENUM_CONSTANT(FILTER_BLEND);
}
AnimationNode::AnimationNode() {
}
////////////////////
void AnimationRootNode::_tree_changed() {
emit_signal(SNAME("tree_changed"));
}
void AnimationRootNode::_animation_node_renamed(const ObjectID &p_oid, const String &p_old_name, const String &p_new_name) {
emit_signal(SNAME("animation_node_renamed"), p_oid, p_old_name, p_new_name);
}
void AnimationRootNode::_animation_node_removed(const ObjectID &p_oid, const StringName &p_node) {
emit_signal(SNAME("animation_node_removed"), p_oid, p_node);
}
////////////////////
void AnimationTree::set_root_animation_node(const Ref<AnimationRootNode> &p_animation_node) {
if (root_animation_node.is_valid()) {
root_animation_node->disconnect(SNAME("tree_changed"), callable_mp(this, &AnimationTree::_tree_changed));
root_animation_node->disconnect(SNAME("animation_node_renamed"), callable_mp(this, &AnimationTree::_animation_node_renamed));
root_animation_node->disconnect(SNAME("animation_node_removed"), callable_mp(this, &AnimationTree::_animation_node_removed));
}
root_animation_node = p_animation_node;
if (root_animation_node.is_valid()) {
root_animation_node->connect(SNAME("tree_changed"), callable_mp(this, &AnimationTree::_tree_changed));
root_animation_node->connect(SNAME("animation_node_renamed"), callable_mp(this, &AnimationTree::_animation_node_renamed));
root_animation_node->connect(SNAME("animation_node_removed"), callable_mp(this, &AnimationTree::_animation_node_removed));
}
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properties_dirty = true;
update_configuration_warnings();
}
Ref<AnimationRootNode> AnimationTree::get_root_animation_node() const {
return root_animation_node;
}
bool AnimationTree::_blend_pre_process(double p_delta, int p_track_count, const HashMap<NodePath, int> &p_track_map) {
_update_properties(); // If properties need updating, update them.
if (!root_animation_node.is_valid()) {
return false;
}
{ // Setup.
process_pass++;
// Init process state.
process_state = AnimationNode::ProcessState();
process_state.tree = this;
process_state.valid = true;
process_state.invalid_reasons = "";
process_state.last_pass = process_pass;
process_state.track_map = p_track_map;
// Init node state for root AnimationNode.
root_animation_node->node_state.track_weights.resize(p_track_count);
real_t *src_blendsw = root_animation_node->node_state.track_weights.ptrw();
for (int i = 0; i < p_track_count; i++) {
src_blendsw[i] = 1.0; // By default all go to 1 for the root input.
}
root_animation_node->node_state.base_path = SceneStringNames::get_singleton()->parameters_base_path;
root_animation_node->node_state.parent = nullptr;
}
// Process.
{
PlaybackInfo pi;
if (started) {
// If started, seek.
pi.seeked = true;
root_animation_node->_pre_process(&process_state, pi, false);
started = false;
}
pi.seeked = false;
pi.time = p_delta;
root_animation_node->_pre_process(&process_state, pi, false);
}
if (!process_state.valid) {
return false; // State is not valid, abort process.
}
return true;
}
void AnimationTree::_set_active(bool p_active) {
_set_process(p_active);
started = p_active;
}
void AnimationTree::set_advance_expression_base_node(const NodePath &p_path) {
advance_expression_base_node = p_path;
}
NodePath AnimationTree::get_advance_expression_base_node() const {
return advance_expression_base_node;
}
bool AnimationTree::is_state_invalid() const {
return !process_state.valid;
}
String AnimationTree::get_invalid_state_reason() const {
return process_state.invalid_reasons;
}
uint64_t AnimationTree::get_last_process_pass() const {
return process_pass;
}
PackedStringArray AnimationTree::get_configuration_warnings() const {
PackedStringArray warnings = Node::get_configuration_warnings();
if (!root_animation_node.is_valid()) {
warnings.push_back(RTR("No root AnimationNode for the graph is set."));
}
return warnings;
}
void AnimationTree::_tree_changed() {
if (properties_dirty) {
return;
}
call_deferred(SNAME("_update_properties"));
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properties_dirty = true;
}
void AnimationTree::_animation_node_renamed(const ObjectID &p_oid, const String &p_old_name, const String &p_new_name) {
ERR_FAIL_COND(!property_reference_map.has(p_oid));
String base_path = property_reference_map[p_oid];
String old_base = base_path + p_old_name;
String new_base = base_path + p_new_name;
for (const PropertyInfo &E : properties) {
if (E.name.begins_with(old_base)) {
String new_name = E.name.replace_first(old_base, new_base);
property_map[new_name] = property_map[E.name];
property_map.erase(E.name);
}
}
// Update tree second.
properties_dirty = true;
_update_properties();
}
void AnimationTree::_animation_node_removed(const ObjectID &p_oid, const StringName &p_node) {
ERR_FAIL_COND(!property_reference_map.has(p_oid));
String base_path = String(property_reference_map[p_oid]) + String(p_node);
for (const PropertyInfo &E : properties) {
if (E.name.begins_with(base_path)) {
property_map.erase(E.name);
}
}
// Update tree second.
properties_dirty = true;
_update_properties();
}
void AnimationTree::_update_properties_for_node(const String &p_base_path, Ref<AnimationNode> p_node) {
ERR_FAIL_COND(p_node.is_null());
if (!property_parent_map.has(p_base_path)) {
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property_parent_map[p_base_path] = HashMap<StringName, StringName>();
}
if (!property_reference_map.has(p_node->get_instance_id())) {
property_reference_map[p_node->get_instance_id()] = p_base_path;
}
if (p_node->get_input_count() && !input_activity_map.has(p_base_path)) {
Vector<Activity> activity;
for (int i = 0; i < p_node->get_input_count(); i++) {
Activity a;
a.activity = 0;
a.last_pass = 0;
activity.push_back(a);
}
input_activity_map[p_base_path] = activity;
input_activity_map_get[String(p_base_path).substr(0, String(p_base_path).length() - 1)] = &input_activity_map[p_base_path];
}
List<PropertyInfo> plist;
p_node->get_parameter_list(&plist);
for (PropertyInfo &pinfo : plist) {
StringName key = pinfo.name;
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if (!property_map.has(p_base_path + key)) {
Pair<Variant, bool> param;
param.first = p_node->get_parameter_default_value(key);
param.second = p_node->is_parameter_read_only(key);
property_map[p_base_path + key] = param;
}
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property_parent_map[p_base_path][key] = p_base_path + key;
pinfo.name = p_base_path + key;
properties.push_back(pinfo);
}
List<AnimationNode::ChildNode> children;
p_node->get_child_nodes(&children);
for (const AnimationNode::ChildNode &E : children) {
_update_properties_for_node(p_base_path + E.name + "/", E.node);
}
}
void AnimationTree::_update_properties() {
if (!properties_dirty) {
return;
}
properties.clear();
property_reference_map.clear();
property_parent_map.clear();
input_activity_map.clear();
input_activity_map_get.clear();
if (root_animation_node.is_valid()) {
_update_properties_for_node(SceneStringNames::get_singleton()->parameters_base_path, root_animation_node);
}
properties_dirty = false;
notify_property_list_changed();
}
void AnimationTree::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
_setup_animation_player();
if (active) {
_set_process(true);
}
} break;
}
}
void AnimationTree::set_animation_player(const NodePath &p_path) {
animation_player = p_path;
if (p_path.is_empty()) {
set_root_node(SceneStringNames::get_singleton()->path_pp);
while (animation_libraries.size()) {
remove_animation_library(animation_libraries[0].name);
}
}
#ifdef TOOLS_ENABLED
emit_signal(SNAME("animation_player_changed")); // Needs to unpin AnimationPlayerEditor.
emit_signal(SNAME("mixer_updated"));
#endif // TOOLS_ENABLED
_setup_animation_player();
notify_property_list_changed();
}
NodePath AnimationTree::get_animation_player() const {
return animation_player;
}
void AnimationTree::_setup_animation_player() {
if (!is_inside_tree()) {
return;
}
cache_valid = false;
if (animation_player.is_empty()) {
clear_caches();
return;
}
// Using AnimationPlayer here is for compatibility. Changing to AnimationMixer needs extra work like error handling.
AnimationPlayer *player = Object::cast_to<AnimationPlayer>(get_node_or_null(animation_player));
if (player) {
if (!player->is_connected(SNAME("caches_cleared"), callable_mp(this, &AnimationTree::_setup_animation_player))) {
player->connect(SNAME("caches_cleared"), callable_mp(this, &AnimationTree::_setup_animation_player), CONNECT_DEFERRED);
}
if (!player->is_connected(SNAME("animation_list_changed"), callable_mp(this, &AnimationTree::_setup_animation_player))) {
player->connect(SNAME("animation_list_changed"), callable_mp(this, &AnimationTree::_setup_animation_player), CONNECT_DEFERRED);
}
Node *root = player->get_node_or_null(player->get_root_node());
if (root) {
set_root_node(get_path_to(root, true));
}
while (animation_libraries.size()) {
remove_animation_library(animation_libraries[0].name);
}
List<StringName> list;
player->get_animation_library_list(&list);
for (int i = 0; i < list.size(); i++) {
Ref<AnimationLibrary> lib = player->get_animation_library(list[i]);
if (lib.is_valid()) {
add_animation_library(list[i], lib);
}
}
}
clear_caches();
}
void AnimationTree::_validate_property(PropertyInfo &p_property) const {
AnimationMixer::_validate_property(p_property);
if (!animation_player.is_empty()) {
if (p_property.name == "root_node" || p_property.name.begins_with("libraries")) {
p_property.usage |= PROPERTY_USAGE_READ_ONLY;
}
if (p_property.name.begins_with("libraries")) {
p_property.usage &= ~PROPERTY_USAGE_STORAGE;
}
}
}
bool AnimationTree::_set(const StringName &p_name, const Variant &p_value) {
#ifndef DISABLE_DEPRECATED
String name = p_name;
if (name == "process_callback") {
set_callback_mode_process(static_cast<AnimationCallbackModeProcess>((int)p_value));
return true;
}
#endif // DISABLE_DEPRECATED
if (properties_dirty) {
_update_properties();
}
if (property_map.has(p_name)) {
if (is_inside_tree() && property_map[p_name].second) {
return false; // Prevent to set property by user.
}
property_map[p_name].first = p_value;
return true;
}
return false;
}
bool AnimationTree::_get(const StringName &p_name, Variant &r_ret) const {
#ifndef DISABLE_DEPRECATED
if (p_name == "process_callback") {
r_ret = get_callback_mode_process();
return true;
}
#endif // DISABLE_DEPRECATED
if (properties_dirty) {
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const_cast<AnimationTree *>(this)->_update_properties();
}
if (property_map.has(p_name)) {
r_ret = property_map[p_name].first;
return true;
}
return false;
}
void AnimationTree::_get_property_list(List<PropertyInfo> *p_list) const {
if (properties_dirty) {
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const_cast<AnimationTree *>(this)->_update_properties();
}
for (const PropertyInfo &E : properties) {
p_list->push_back(E);
}
}
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real_t AnimationTree::get_connection_activity(const StringName &p_path, int p_connection) const {
if (!input_activity_map_get.has(p_path)) {
return 0;
}
const Vector<Activity> *activity = input_activity_map_get[p_path];
if (!activity || p_connection < 0 || p_connection >= activity->size()) {
return 0;
}
if ((*activity)[p_connection].last_pass != process_pass) {
return 0;
}
return (*activity)[p_connection].activity;
}
void AnimationTree::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_tree_root", "animation_node"), &AnimationTree::set_root_animation_node);
ClassDB::bind_method(D_METHOD("get_tree_root"), &AnimationTree::get_root_animation_node);
ClassDB::bind_method(D_METHOD("set_advance_expression_base_node", "path"), &AnimationTree::set_advance_expression_base_node);
ClassDB::bind_method(D_METHOD("get_advance_expression_base_node"), &AnimationTree::get_advance_expression_base_node);
ClassDB::bind_method(D_METHOD("set_animation_player", "path"), &AnimationTree::set_animation_player);
ClassDB::bind_method(D_METHOD("get_animation_player"), &AnimationTree::get_animation_player);
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ClassDB::bind_method(D_METHOD("_update_properties"), &AnimationTree::_update_properties);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "tree_root", PROPERTY_HINT_RESOURCE_TYPE, "AnimationRootNode"), "set_tree_root", "get_tree_root");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "advance_expression_base_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node"), "set_advance_expression_base_node", "get_advance_expression_base_node");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "anim_player", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "AnimationPlayer"), "set_animation_player", "get_animation_player");
#ifdef TOOLS_ENABLED
ADD_SIGNAL(MethodInfo(SNAME("animation_player_changed")));
#endif // TOOLS_ENABLED
}
AnimationTree::AnimationTree() {
deterministic = true;
}
AnimationTree::~AnimationTree() {
}