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/*************************************************************************/
/* animation_player.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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_player.h"
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# include "core/config/engine.h"
# include "core/object/message_queue.h"
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# include "scene/scene_string_names.h"
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# include "servers/audio/audio_stream.h"
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# ifdef TOOLS_ENABLED
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# include "editor/editor_node.h"
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# include "scene/2d/skeleton_2d.h"
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void AnimatedValuesBackup : : update_skeletons ( ) {
for ( int i = 0 ; i < entries . size ( ) ; i + + ) {
if ( entries [ i ] . bone_idx ! = - 1 ) {
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// 3D bone
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Object : : cast_to < Skeleton3D > ( entries [ i ] . object ) - > notification ( Skeleton3D : : NOTIFICATION_UPDATE_SKELETON ) ;
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} else {
Bone2D * bone = Object : : cast_to < Bone2D > ( entries [ i ] . object ) ;
if ( bone & & bone - > skeleton ) {
// 2D bone
bone - > skeleton - > _update_transform ( ) ;
}
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}
}
}
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void AnimatedValuesBackup : : restore ( ) const {
for ( int i = 0 ; i < entries . size ( ) ; i + + ) {
const AnimatedValuesBackup : : Entry * entry = & entries [ i ] ;
if ( entry - > bone_idx = = - 1 ) {
entry - > object - > set_indexed ( entry - > subpath , entry - > value ) ;
} else {
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
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Array arr = entry - > value ;
if ( arr . size ( ) = = 3 ) {
Object : : cast_to < Skeleton3D > ( entry - > object ) - > set_bone_pose_position ( entry - > bone_idx , arr [ 0 ] ) ;
Object : : cast_to < Skeleton3D > ( entry - > object ) - > set_bone_pose_rotation ( entry - > bone_idx , arr [ 1 ] ) ;
Object : : cast_to < Skeleton3D > ( entry - > object ) - > set_bone_pose_scale ( entry - > bone_idx , arr [ 0 ] ) ;
}
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}
}
}
void AnimatedValuesBackup : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " restore " ) , & AnimatedValuesBackup : : restore ) ;
}
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# endif
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bool AnimationPlayer : : _set ( const StringName & p_name , const Variant & p_value ) {
String name = p_name ;
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if ( name . begins_with ( " playback/play " ) ) { // bw compatibility
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set_current_animation ( p_value ) ;
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} else if ( name . begins_with ( " anims/ " ) ) {
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String which = name . get_slicec ( ' / ' , 1 ) ;
add_animation ( which , p_value ) ;
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} else if ( name . begins_with ( " next/ " ) ) {
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String which = name . get_slicec ( ' / ' , 1 ) ;
animation_set_next ( which , p_value ) ;
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} else if ( p_name = = SceneStringNames : : get_singleton ( ) - > blend_times ) {
Array array = p_value ;
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int len = array . size ( ) ;
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ERR_FAIL_COND_V ( len % 3 , false ) ;
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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 ] ;
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set_blend_time ( from , to , time ) ;
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}
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} else {
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return false ;
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}
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return true ;
}
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bool AnimationPlayer : : _get ( const StringName & p_name , Variant & r_ret ) const {
String name = p_name ;
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if ( name = = " playback/play " ) { // bw compatibility
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r_ret = get_current_animation ( ) ;
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} else if ( name . begins_with ( " anims/ " ) ) {
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String which = name . get_slicec ( ' / ' , 1 ) ;
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r_ret = get_animation ( which ) ;
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} else if ( name . begins_with ( " next/ " ) ) {
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String which = name . get_slicec ( ' / ' , 1 ) ;
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r_ret = animation_get_next ( which ) ;
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} else if ( name = = " blend_times " ) {
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Vector < BlendKey > keys ;
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for ( const KeyValue < BlendKey , float > & E : blend_times ) {
keys . ordered_insert ( E . key ) ;
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}
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Array array ;
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for ( int i = 0 ; i < keys . size ( ) ; i + + ) {
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array . push_back ( keys [ i ] . from ) ;
array . push_back ( keys [ i ] . to ) ;
array . push_back ( blend_times [ keys [ i ] ] ) ;
}
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r_ret = array ;
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} else {
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return false ;
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}
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return true ;
}
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void AnimationPlayer : : _validate_property ( PropertyInfo & property ) const {
if ( property . name = = " current_animation " ) {
List < String > names ;
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for ( const KeyValue < StringName , AnimationData > & E : animation_set ) {
names . push_back ( E . key ) ;
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}
names . sort ( ) ;
names . push_front ( " [stop] " ) ;
String hint ;
for ( List < String > : : Element * E = names . front ( ) ; E ; E = E - > next ( ) ) {
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if ( E ! = names . front ( ) ) {
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hint + = " , " ;
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}
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hint + = E - > get ( ) ;
}
property . hint_string = hint ;
}
}
void AnimationPlayer : : _get_property_list ( List < PropertyInfo > * p_list ) const {
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List < PropertyInfo > anim_names ;
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for ( const KeyValue < StringName , AnimationData > & E : animation_set ) {
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 . value . next ! = StringName ( ) ) {
anim_names . push_back ( PropertyInfo ( Variant : : STRING , " next/ " + String ( E . key ) , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
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}
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}
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anim_names . sort ( ) ;
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for ( const PropertyInfo & E : anim_names ) {
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p_list - > push_back ( E ) ;
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}
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p_list - > push_back ( PropertyInfo ( Variant : : ARRAY , " blend_times " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
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}
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void AnimationPlayer : : advance ( float p_time ) {
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_animation_process ( p_time ) ;
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}
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void AnimationPlayer : : _notification ( int p_what ) {
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switch ( p_what ) {
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case NOTIFICATION_ENTER_TREE : {
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if ( ! processing ) {
//make sure that a previous process state was not saved
//only process if "processing" is set
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set_physics_process_internal ( false ) ;
set_process_internal ( false ) ;
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}
//_set_process(false);
clear_caches ( ) ;
} break ;
case NOTIFICATION_READY : {
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if ( ! Engine : : get_singleton ( ) - > is_editor_hint ( ) & & animation_set . has ( autoplay ) ) {
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play ( autoplay ) ;
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_animation_process ( 0 ) ;
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}
} break ;
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case NOTIFICATION_INTERNAL_PROCESS : {
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if ( process_callback = = ANIMATION_PROCESS_PHYSICS ) {
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break ;
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}
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if ( processing ) {
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_animation_process ( get_process_delta_time ( ) ) ;
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}
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} break ;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS : {
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if ( process_callback = = ANIMATION_PROCESS_IDLE ) {
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break ;
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}
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if ( processing ) {
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_animation_process ( get_physics_process_delta_time ( ) ) ;
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}
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} break ;
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case NOTIFICATION_EXIT_TREE : {
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clear_caches ( ) ;
} break ;
}
}
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void AnimationPlayer : : _ensure_node_caches ( AnimationData * p_anim , Node * p_root_override ) {
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// Already cached?
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if ( p_anim - > node_cache . size ( ) = = p_anim - > animation - > get_track_count ( ) ) {
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return ;
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}
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Node * parent = p_root_override ? p_root_override : get_node ( root ) ;
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ERR_FAIL_COND ( ! parent ) ;
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Animation * a = p_anim - > animation . operator - > ( ) ;
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p_anim - > node_cache . resize ( a - > get_track_count ( ) ) ;
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Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
setup_pass + + ;
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for ( int i = 0 ; i < a - > get_track_count ( ) ; i + + ) {
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p_anim - > node_cache . write [ i ] = nullptr ;
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RES resource ;
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Vector < StringName > leftover_path ;
Node * child = parent - > get_node_and_resource ( a - > track_get_path ( i ) , resource , leftover_path ) ;
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ERR_CONTINUE_MSG ( ! child , " On Animation: ' " + p_anim - > name + " ', couldn't resolve track: ' " + String ( a - > track_get_path ( i ) ) + " '. " ) ; // couldn't find the child node
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ObjectID id = resource . is_valid ( ) ? resource - > get_instance_id ( ) : child - > get_instance_id ( ) ;
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int bone_idx = - 1 ;
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int blend_shape_idx = - 1 ;
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# ifndef _3D_DISABLED
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if ( a - > track_get_path ( i ) . get_subname_count ( ) = = 1 & & Object : : cast_to < Skeleton3D > ( child ) ) {
Skeleton3D * sk = Object : : cast_to < Skeleton3D > ( child ) ;
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bone_idx = sk - > find_bone ( a - > track_get_path ( i ) . get_subname ( 0 ) ) ;
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if ( bone_idx = = - 1 ) {
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continue ;
}
}
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if ( a - > track_get_type ( i ) = = Animation : : TYPE_BLEND_SHAPE ) {
MeshInstance3D * mi_3d = Object : : cast_to < MeshInstance3D > ( child ) ;
if ( ! mi_3d ) {
continue ;
}
if ( a - > track_get_path ( i ) . get_subname_count ( ) ! = 1 ) {
continue ;
}
blend_shape_idx = mi_3d - > find_blend_shape_by_name ( a - > track_get_path ( i ) . get_subname ( 0 ) ) ;
if ( blend_shape_idx = = - 1 ) {
continue ;
}
}
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# endif // _3D_DISABLED
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{
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if ( ! child - > is_connected ( " tree_exiting " , callable_mp ( this , & AnimationPlayer : : _node_removed ) ) ) {
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child - > connect ( " tree_exiting " , callable_mp ( this , & AnimationPlayer : : _node_removed ) , make_binds ( child ) , CONNECT_ONESHOT ) ;
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}
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}
TrackNodeCacheKey key ;
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key . id = id ;
key . bone_idx = bone_idx ;
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key . blend_shape_idx = blend_shape_idx ;
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if ( ! node_cache_map . has ( key ) ) {
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node_cache_map [ key ] = TrackNodeCache ( ) ;
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}
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Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
TrackNodeCache * node_cache = & node_cache_map [ key ] ;
p_anim - > node_cache . write [ i ] = node_cache ;
node_cache - > path = a - > track_get_path ( i ) ;
node_cache - > node = child ;
node_cache - > resource = resource ;
node_cache - > node_2d = Object : : cast_to < Node2D > ( child ) ;
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# ifndef _3D_DISABLED
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
if ( a - > track_get_type ( i ) = = Animation : : TYPE_POSITION_3D | | a - > track_get_type ( i ) = = Animation : : TYPE_ROTATION_3D | | a - > track_get_type ( i ) = = Animation : : TYPE_SCALE_3D ) {
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// special cases and caches for transform tracks
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
if ( node_cache - > last_setup_pass ! = setup_pass ) {
node_cache - > loc_used = false ;
node_cache - > rot_used = false ;
node_cache - > scale_used = false ;
}
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// cache node_3d
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
node_cache - > node_3d = Object : : cast_to < Node3D > ( child ) ;
2018-09-09 00:32:57 +02:00
// cache skeleton
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
node_cache - > skeleton = Object : : cast_to < Skeleton3D > ( child ) ;
if ( node_cache - > skeleton ) {
2018-09-09 00:32:57 +02:00
if ( a - > track_get_path ( i ) . get_subname_count ( ) = = 1 ) {
StringName bone_name = a - > track_get_path ( i ) . get_subname ( 0 ) ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
node_cache - > bone_idx = node_cache - > skeleton - > find_bone ( bone_name ) ;
if ( node_cache - > bone_idx < 0 ) {
2018-09-09 00:32:57 +02:00
// broken track (nonexistent bone)
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
node_cache - > skeleton = nullptr ;
node_cache - > node_3d = nullptr ;
ERR_CONTINUE ( node_cache - > bone_idx < 0 ) ;
2014-02-10 02:10:30 +01:00
}
2018-09-09 00:32:57 +02:00
} else {
// no property, just use spatialnode
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
node_cache - > skeleton = nullptr ;
}
}
switch ( a - > track_get_type ( i ) ) {
case Animation : : TYPE_POSITION_3D : {
node_cache - > loc_used = true ;
} break ;
case Animation : : TYPE_ROTATION_3D : {
node_cache - > rot_used = true ;
} break ;
case Animation : : TYPE_SCALE_3D : {
node_cache - > scale_used = true ;
} break ;
default : {
2014-02-10 02:10:30 +01:00
}
}
}
2021-10-16 00:04:35 +02:00
if ( a - > track_get_type ( i ) = = Animation : : TYPE_BLEND_SHAPE ) {
// special cases and caches for transform tracks
node_cache - > node_blend_shape = Object : : cast_to < MeshInstance3D > ( child ) ;
node_cache - > blend_shape_idx = blend_shape_idx ;
}
2021-03-18 00:35:42 +01:00
# endif // _3D_DISABLED
2014-02-10 02:10:30 +01:00
2017-03-05 16:44:50 +01:00
if ( a - > track_get_type ( i ) = = Animation : : TYPE_VALUE ) {
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
if ( ! node_cache - > property_anim . has ( a - > track_get_path ( i ) . get_concatenated_subnames ( ) ) ) {
2014-02-10 02:10:30 +01:00
TrackNodeCache : : PropertyAnim pa ;
2017-05-30 22:20:15 +02:00
pa . subpath = leftover_path ;
2017-03-05 16:44:50 +01:00
pa . object = resource . is_valid ( ) ? ( Object * ) resource . ptr ( ) : ( Object * ) child ;
pa . special = SP_NONE ;
pa . owner = p_anim - > node_cache [ i ] ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
if ( false & & node_cache - > node_2d ) {
2020-05-14 16:41:43 +02:00
if ( leftover_path . size ( ) = = 1 & & leftover_path [ 0 ] = = SceneStringNames : : get_singleton ( ) - > transform_pos ) {
2017-03-05 16:44:50 +01:00
pa . special = SP_NODE2D_POS ;
2020-05-14 16:41:43 +02:00
} else if ( leftover_path . size ( ) = = 1 & & leftover_path [ 0 ] = = SceneStringNames : : get_singleton ( ) - > transform_rot ) {
2017-03-05 16:44:50 +01:00
pa . special = SP_NODE2D_ROT ;
2020-05-14 16:41:43 +02:00
} else if ( leftover_path . size ( ) = = 1 & & leftover_path [ 0 ] = = SceneStringNames : : get_singleton ( ) - > transform_scale ) {
2017-03-05 16:44:50 +01:00
pa . special = SP_NODE2D_SCALE ;
2020-05-14 16:41:43 +02:00
}
2014-02-10 02:10:30 +01:00
}
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
node_cache - > property_anim [ a - > track_get_path ( i ) . get_concatenated_subnames ( ) ] = pa ;
2014-02-10 02:10:30 +01:00
}
}
2018-06-07 17:46:14 +02:00
if ( a - > track_get_type ( i ) = = Animation : : TYPE_BEZIER & & leftover_path . size ( ) ) {
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
if ( ! node_cache - > bezier_anim . has ( a - > track_get_path ( i ) . get_concatenated_subnames ( ) ) ) {
2018-06-07 17:46:14 +02:00
TrackNodeCache : : BezierAnim ba ;
2018-06-18 14:59:13 +02:00
ba . bezier_property = leftover_path ;
2018-06-07 17:46:14 +02:00
ba . object = resource . is_valid ( ) ? ( Object * ) resource . ptr ( ) : ( Object * ) child ;
ba . owner = p_anim - > node_cache [ i ] ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
node_cache - > bezier_anim [ a - > track_get_path ( i ) . get_concatenated_subnames ( ) ] = ba ;
2018-06-07 17:46:14 +02:00
}
}
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
node_cache - > last_setup_pass = setup_pass ;
2014-02-10 02:10:30 +01:00
}
}
2021-10-12 00:27:50 +02:00
void AnimationPlayer : : _animation_process_animation ( AnimationData * p_anim , double p_time , double p_delta , float p_interp , bool p_is_current , bool p_seeked , bool p_started ) {
2017-11-01 21:32:39 +01:00
_ensure_node_caches ( p_anim ) ;
2017-03-05 16:44:50 +01:00
ERR_FAIL_COND ( p_anim - > node_cache . size ( ) ! = p_anim - > animation - > get_track_count ( ) ) ;
2014-02-10 02:10:30 +01:00
2017-03-05 16:44:50 +01:00
Animation * a = p_anim - > animation . operator - > ( ) ;
2017-08-19 01:02:56 +02:00
bool can_call = is_inside_tree ( ) & & ! Engine : : get_singleton ( ) - > is_editor_hint ( ) ;
2016-03-09 00:00:52 +01:00
2017-03-05 16:44:50 +01:00
for ( int i = 0 ; i < a - > get_track_count ( ) ; i + + ) {
2019-02-01 16:15:39 +01:00
// If an animation changes this animation (or it animates itself)
// we need to recreate our animation cache
if ( p_anim - > node_cache . size ( ) ! = a - > get_track_count ( ) ) {
_ensure_node_caches ( p_anim ) ;
}
2017-03-05 16:44:50 +01:00
TrackNodeCache * nc = p_anim - > node_cache [ i ] ;
2016-03-09 00:00:52 +01:00
2020-05-14 16:41:43 +02:00
if ( ! nc ) {
2019-02-01 16:15:39 +01:00
continue ; // no node cache for this track, skip it
2020-05-14 16:41:43 +02:00
}
2016-03-09 00:00:52 +01:00
2020-05-14 16:41:43 +02:00
if ( ! a - > track_is_enabled ( i ) ) {
2017-11-28 16:46:37 +01:00
continue ; // do nothing if the track is disabled
2020-05-14 16:41:43 +02:00
}
2017-11-28 16:46:37 +01:00
2020-05-14 16:41:43 +02:00
if ( a - > track_get_key_count ( i ) = = 0 ) {
2014-02-10 02:10:30 +01:00
continue ; // do nothing if track is empty
2020-05-14 16:41:43 +02:00
}
2014-02-10 02:10:30 +01:00
2017-03-05 16:44:50 +01:00
switch ( a - > track_get_type ( i ) ) {
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
case Animation : : TYPE_POSITION_3D : {
2021-03-18 00:35:42 +01:00
# ifndef _3D_DISABLED
if ( ! nc - > node_3d ) {
2014-02-10 02:10:30 +01:00
continue ;
2020-05-14 16:41:43 +02:00
}
2016-03-09 00:00:52 +01:00
2014-02-10 02:10:30 +01:00
Vector3 loc ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
Error err = a - > position_track_interpolate ( i , p_time , & loc ) ;
2014-12-02 18:02:41 +01:00
//ERR_CONTINUE(err!=OK); //used for testing, should be removed
2014-02-10 02:10:30 +01:00
2020-05-14 16:41:43 +02:00
if ( err ! = OK ) {
2014-02-10 02:10:30 +01:00
continue ;
2020-05-14 16:41:43 +02:00
}
2014-02-10 02:10:30 +01:00
2017-03-05 16:44:50 +01:00
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 ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
nc - > rot_accum = Quaternion ( ) ;
nc - > scale_accum = Vector3 ( ) ;
2014-02-10 02:10:30 +01:00
} else {
2020-03-16 10:07:33 +01:00
nc - > loc_accum = nc - > loc_accum . lerp ( loc , p_interp ) ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
}
# endif // _3D_DISABLED
} break ;
case Animation : : TYPE_ROTATION_3D : {
# ifndef _3D_DISABLED
if ( ! nc - > node_3d ) {
continue ;
}
Quaternion rot ;
Error err = a - > rotation_track_interpolate ( i , p_time , & rot ) ;
//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 = Vector3 ( ) ;
nc - > rot_accum = rot ;
nc - > scale_accum = Vector3 ( ) ;
} else {
2017-03-05 16:44:50 +01:00
nc - > rot_accum = nc - > rot_accum . slerp ( rot , p_interp ) ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
}
# endif // _3D_DISABLED
} break ;
case Animation : : TYPE_SCALE_3D : {
# ifndef _3D_DISABLED
if ( ! nc - > node_3d ) {
continue ;
}
Vector3 scale ;
Error err = a - > scale_track_interpolate ( i , p_time , & 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 = Vector3 ( ) ;
nc - > rot_accum = Quaternion ( ) ;
nc - > scale_accum = scale ;
} else {
2020-03-16 10:07:33 +01:00
nc - > scale_accum = nc - > scale_accum . lerp ( scale , p_interp ) ;
2014-02-10 02:10:30 +01:00
}
2021-10-16 00:04:35 +02:00
# endif // _3D_DISABLED
} break ;
case Animation : : TYPE_BLEND_SHAPE : {
# ifndef _3D_DISABLED
if ( ! nc - > node_blend_shape ) {
continue ;
}
float blend ;
Error err = a - > blend_shape_track_interpolate ( i , p_time , & blend ) ;
//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 ) ;
nc - > accum_pass = accum_pass ;
cache_update [ cache_update_size + + ] = nc ;
nc - > blend_shape_accum = blend ;
} else {
nc - > blend_shape_accum = Math : : lerp ( nc - > blend_shape_accum , blend , p_interp ) ;
}
2021-03-18 00:35:42 +01:00
# endif // _3D_DISABLED
2014-02-10 02:10:30 +01:00
} break ;
case Animation : : TYPE_VALUE : {
2020-05-14 16:41:43 +02:00
if ( ! nc - > node ) {
2014-02-10 02:10:30 +01:00
continue ;
2020-05-14 16:41:43 +02:00
}
2014-02-10 02:10:30 +01:00
//StringName property=a->track_get_path(i).get_property();
2017-05-30 22:20:15 +02:00
Map < StringName , TrackNodeCache : : PropertyAnim > : : Element * E = nc - > property_anim . find ( a - > track_get_path ( i ) . get_concatenated_subnames ( ) ) ;
2014-02-10 02:10:30 +01:00
ERR_CONTINUE ( ! E ) ; //should it continue, or create a new one?
TrackNodeCache : : PropertyAnim * pa = & E - > get ( ) ;
2018-06-07 17:46:14 +02:00
Animation : : UpdateMode update_mode = a - > value_track_get_update_mode ( i ) ;
if ( update_mode = = Animation : : UPDATE_CAPTURE ) {
2020-06-05 23:26:25 +02:00
if ( p_started | | pa - > capture = = Variant ( ) ) {
2018-06-07 17:46:14 +02:00
pa - > capture = pa - > object - > get_indexed ( pa - > subpath ) ;
}
2018-06-29 14:13:20 +02:00
int key_count = a - > track_get_key_count ( i ) ;
2020-05-14 16:41:43 +02:00
if ( key_count = = 0 ) {
2018-06-07 17:46:14 +02:00
continue ; //eeh not worth it
2020-05-14 16:41:43 +02:00
}
2018-06-07 17:46:14 +02:00
2021-10-12 00:27:50 +02:00
float first_key_time = a - > track_get_key_time ( i , 0 ) ;
float transition = 1.0 ;
2018-06-29 14:13:20 +02:00
int first_key = 0 ;
if ( first_key_time = = 0.0 ) {
//ignore, use for transition
2020-05-14 16:41:43 +02:00
if ( key_count = = 1 ) {
2018-09-13 03:38:39 +02:00
continue ; //with one key we can't do anything
2020-05-14 16:41:43 +02:00
}
2021-10-12 00:27:50 +02:00
transition = a - > track_get_key_transition ( i , 0 ) ;
2018-06-29 14:13:20 +02:00
first_key_time = a - > track_get_key_time ( i , 1 ) ;
first_key = 1 ;
}
2018-06-07 17:46:14 +02:00
if ( p_time < first_key_time ) {
2021-10-12 00:27:50 +02:00
float c = Math : : ease ( p_time / first_key_time , transition ) ;
2018-06-29 14:13:20 +02:00
Variant first_value = a - > track_get_key_value ( i , first_key ) ;
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Variant interp_value ;
Variant : : interpolate ( pa - > capture , first_value , c , interp_value ) ;
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 = interp_value ;
pa - > accum_pass = accum_pass ;
} else {
Variant : : interpolate ( pa - > value_accum , interp_value , p_interp , pa - > value_accum ) ;
}
continue ; //handled
}
}
if ( update_mode = = Animation : : UPDATE_CONTINUOUS | | update_mode = = Animation : : UPDATE_CAPTURE | | ( p_delta = = 0 & & update_mode = = Animation : : UPDATE_DISCRETE ) ) { //delta == 0 means seek
2014-02-10 02:10:30 +01:00
2017-03-05 16:44:50 +01:00
Variant value = a - > value_track_interpolate ( i , p_time ) ;
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2020-05-14 16:41:43 +02:00
if ( value = = Variant ( ) ) {
2017-10-15 01:28:08 +02:00
continue ;
2020-05-14 16:41:43 +02:00
}
2017-10-15 01:28:08 +02:00
2016-06-19 06:43:02 +02:00
//thanks to trigger mode, this should be solved now..
2017-01-14 12:26:56 +01:00
/*
if ( p_delta = = 0 & & value . get_type ( ) = = Variant : : STRING )
continue ; // doing this with strings is messy, should find another way
*/
2017-03-05 16:44:50 +01:00
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 ;
2014-02-10 02:10:30 +01:00
} else {
2017-03-05 16:44:50 +01:00
Variant : : interpolate ( pa - > value_accum , value , p_interp , pa - > value_accum ) ;
2014-02-10 02:10:30 +01:00
}
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} else if ( p_is_current & & p_delta ! = 0 ) {
2014-02-10 02:10:30 +01:00
List < int > indices ;
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a - > value_track_get_key_indices ( i , p_time , p_delta , & indices ) ;
2016-06-19 06:43:02 +02:00
2021-07-16 05:45:57 +02:00
for ( int & F : indices ) {
Variant value = a - > track_get_key_value ( i , F ) ;
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switch ( pa - > special ) {
2015-12-05 18:18:22 +01:00
case SP_NONE : {
bool valid ;
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pa - > object - > set_indexed ( pa - > subpath , value , & valid ) ; //you are not speshul
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# ifdef DEBUG_ENABLED
if ( ! valid ) {
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ERR_PRINT ( " 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 ( ) + " '. " ) ;
2015-12-05 18:18:22 +01:00
}
# endif
} break ;
case SP_NODE2D_POS : {
# ifdef DEBUG_ENABLED
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if ( value . get_type ( ) ! = Variant : : VECTOR2 ) {
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ERR_PRINT ( " 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 ( ) + " '. " ) ;
2015-12-05 18:18:22 +01:00
}
# endif
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static_cast < Node2D * > ( pa - > object ) - > set_position ( value ) ;
2015-12-05 18:18:22 +01:00
} break ;
case SP_NODE2D_ROT : {
# ifdef DEBUG_ENABLED
if ( value . is_num ( ) ) {
2019-11-06 17:03:04 +01:00
ERR_PRINT ( " Rotation key at time " + rtos ( p_time ) + " in Animation Track ' " + String ( pa - > owner - > path ) + " ' not numerical. Animation ' " + a - > get_name ( ) + " ' at node ' " + get_path ( ) + " '. " ) ;
2015-12-05 18:18:22 +01:00
}
# endif
Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-29 21:42:12 +02:00
static_cast < Node2D * > ( pa - > object ) - > set_rotation ( ( double ) value ) ;
2015-12-05 18:18:22 +01:00
} break ;
case SP_NODE2D_SCALE : {
# ifdef DEBUG_ENABLED
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if ( value . get_type ( ) ! = Variant : : VECTOR2 ) {
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ERR_PRINT ( " 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 ( ) + " '. " ) ;
2015-12-05 18:18:22 +01:00
}
# endif
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static_cast < Node2D * > ( pa - > object ) - > set_scale ( value ) ;
2015-12-05 18:18:22 +01:00
} break ;
2014-02-10 02:10:30 +01:00
}
}
}
2016-03-09 00:00:52 +01:00
2014-02-10 02:10:30 +01:00
} break ;
case Animation : : TYPE_METHOD : {
2020-05-14 16:41:43 +02:00
if ( ! nc - > node ) {
2014-02-10 02:10:30 +01:00
continue ;
2020-05-14 16:41:43 +02:00
}
2018-06-07 17:46:14 +02:00
if ( p_delta = = 0 ) {
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continue ;
2018-06-07 17:46:14 +02:00
}
2020-05-14 16:41:43 +02:00
if ( ! p_is_current ) {
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break ;
2020-05-14 16:41:43 +02:00
}
2016-03-09 00:00:52 +01:00
2014-02-10 02:10:30 +01:00
List < int > indices ;
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a - > method_track_get_key_indices ( i , p_time , p_delta , & indices ) ;
2016-03-09 00:00:52 +01:00
2021-07-16 05:45:57 +02:00
for ( int & E : indices ) {
StringName method = a - > method_track_get_name ( i , E ) ;
Vector < Variant > params = a - > method_track_get_params ( i , E ) ;
2014-02-10 02:10:30 +01:00
2017-03-05 16:44:50 +01:00
int s = params . size ( ) ;
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2017-03-05 16:44:50 +01:00
ERR_CONTINUE ( s > VARIANT_ARG_MAX ) ;
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# ifdef DEBUG_ENABLED
if ( ! nc - > node - > has_method ( method ) ) {
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ERR_PRINT ( " Invalid method call ' " + method + " '. ' " + a - > get_name ( ) + " ' at node ' " + get_path ( ) + " '. " ) ;
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}
# endif
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static_assert ( VARIANT_ARG_MAX = = 8 , " This code needs to be updated if VARIANT_ARG_MAX != 8 " ) ;
2014-02-10 02:10:30 +01:00
if ( can_call ) {
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if ( method_call_mode = = ANIMATION_METHOD_CALL_DEFERRED ) {
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 ( ) ,
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s > = 5 ? params [ 4 ] : Variant ( ) ,
s > = 6 ? params [ 5 ] : Variant ( ) ,
s > = 7 ? params [ 6 ] : Variant ( ) ,
s > = 8 ? params [ 7 ] : Variant ( ) ) ;
2018-12-08 19:56:20 +01:00
} else {
nc - > node - > call (
method ,
s > = 1 ? params [ 0 ] : Variant ( ) ,
s > = 2 ? params [ 1 ] : Variant ( ) ,
s > = 3 ? params [ 2 ] : Variant ( ) ,
s > = 4 ? params [ 3 ] : Variant ( ) ,
2021-07-06 17:07:16 +02:00
s > = 5 ? params [ 4 ] : Variant ( ) ,
s > = 6 ? params [ 5 ] : Variant ( ) ,
s > = 7 ? params [ 6 ] : Variant ( ) ,
s > = 8 ? params [ 7 ] : Variant ( ) ) ;
2018-12-08 19:56:20 +01:00
}
2014-02-10 02:10:30 +01:00
}
}
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2014-02-10 02:10:30 +01:00
} break ;
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case Animation : : TYPE_BEZIER : {
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if ( ! nc - > node ) {
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continue ;
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}
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Map < StringName , TrackNodeCache : : BezierAnim > : : Element * E = nc - > bezier_anim . find ( a - > track_get_path ( i ) . get_concatenated_subnames ( ) ) ;
ERR_CONTINUE ( ! E ) ; //should it continue, or create a new one?
TrackNodeCache : : BezierAnim * ba = & E - > get ( ) ;
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float bezier = a - > bezier_track_interpolate ( i , p_time ) ;
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if ( ba - > accum_pass ! = accum_pass ) {
ERR_CONTINUE ( cache_update_bezier_size > = NODE_CACHE_UPDATE_MAX ) ;
cache_update_bezier [ cache_update_bezier_size + + ] = ba ;
ba - > bezier_accum = bezier ;
ba - > accum_pass = accum_pass ;
} else {
ba - > bezier_accum = Math : : lerp ( ba - > bezier_accum , bezier , p_interp ) ;
}
} break ;
case Animation : : TYPE_AUDIO : {
2020-05-14 16:41:43 +02:00
if ( ! nc - > node ) {
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continue ;
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}
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if ( p_delta = = 0 ) {
continue ;
}
if ( p_seeked ) {
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//find whatever should be playing
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int idx = a - > track_find_key ( i , p_time ) ;
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if ( idx < 0 ) {
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continue ;
2020-05-14 16:41:43 +02:00
}
2018-06-07 17:46:14 +02:00
Ref < AudioStream > stream = a - > audio_track_get_key_stream ( i , idx ) ;
if ( ! stream . is_valid ( ) ) {
nc - > node - > call ( " stop " ) ;
nc - > audio_playing = false ;
playing_caches . erase ( nc ) ;
} else {
float start_ofs = a - > audio_track_get_key_start_offset ( i , idx ) ;
start_ofs + = p_time - a - > track_get_key_time ( i , idx ) ;
float end_ofs = a - > audio_track_get_key_end_offset ( i , idx ) ;
float len = stream - > get_length ( ) ;
if ( start_ofs > len - end_ofs ) {
nc - > node - > call ( " stop " ) ;
nc - > audio_playing = false ;
playing_caches . erase ( nc ) ;
continue ;
}
nc - > node - > call ( " set_stream " , stream ) ;
nc - > node - > call ( " play " , start_ofs ) ;
nc - > audio_playing = true ;
playing_caches . insert ( nc ) ;
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if ( len & & end_ofs > 0 ) { //force an end at a time
2018-06-07 17:46:14 +02:00
nc - > audio_len = len - start_ofs - end_ofs ;
} else {
nc - > audio_len = 0 ;
}
nc - > audio_start = p_time ;
}
} else {
//find stuff to play
List < int > to_play ;
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a - > track_get_key_indices_in_range ( i , p_time , p_delta , & to_play ) ;
2018-06-07 17:46:14 +02:00
if ( to_play . size ( ) ) {
int idx = to_play . back ( ) - > get ( ) ;
Ref < AudioStream > stream = a - > audio_track_get_key_stream ( i , idx ) ;
if ( ! stream . is_valid ( ) ) {
nc - > node - > call ( " stop " ) ;
nc - > audio_playing = false ;
playing_caches . erase ( nc ) ;
} else {
float start_ofs = a - > audio_track_get_key_start_offset ( i , idx ) ;
float end_ofs = a - > audio_track_get_key_end_offset ( i , idx ) ;
float len = stream - > get_length ( ) ;
nc - > node - > call ( " set_stream " , stream ) ;
nc - > node - > call ( " play " , start_ofs ) ;
nc - > audio_playing = true ;
playing_caches . insert ( nc ) ;
2021-03-12 14:35:16 +01:00
if ( len & & end_ofs > 0 ) { //force an end at a time
2018-06-07 17:46:14 +02:00
nc - > audio_len = len - start_ofs - end_ofs ;
} else {
nc - > audio_len = 0 ;
}
nc - > audio_start = p_time ;
}
} else if ( nc - > audio_playing ) {
2021-10-12 00:27:50 +02:00
bool loop = a - > has_loop ( ) ;
2018-07-01 22:44:15 +02:00
bool stop = false ;
2021-10-12 00:27:50 +02:00
if ( ! loop & & p_time < nc - > audio_start ) {
stop = true ;
2018-07-01 22:44:15 +02:00
} else if ( nc - > audio_len > 0 ) {
float len = nc - > audio_start > p_time ? ( a - > get_length ( ) - nc - > audio_start ) + p_time : p_time - nc - > audio_start ;
if ( len > nc - > audio_len ) {
stop = true ;
}
}
if ( stop ) {
2018-06-07 17:46:14 +02:00
//time to stop
nc - > node - > call ( " stop " ) ;
nc - > audio_playing = false ;
playing_caches . erase ( nc ) ;
}
}
}
} break ;
case Animation : : TYPE_ANIMATION : {
AnimationPlayer * player = Object : : cast_to < AnimationPlayer > ( nc - > node ) ;
2020-05-14 16:41:43 +02:00
if ( ! player ) {
2018-06-07 17:46:14 +02:00
continue ;
2020-05-14 16:41:43 +02:00
}
2018-06-07 17:46:14 +02:00
if ( p_delta = = 0 | | p_seeked ) {
//seek
int idx = a - > track_find_key ( i , p_time ) ;
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if ( idx < 0 ) {
2018-06-07 17:46:14 +02:00
continue ;
2020-05-14 16:41:43 +02:00
}
2018-06-07 17:46:14 +02:00
2021-05-21 08:42:37 +02:00
double pos = a - > track_get_key_time ( i , idx ) ;
2018-06-07 17:46:14 +02:00
StringName anim_name = a - > animation_track_get_key_animation ( i , idx ) ;
2020-05-14 16:41:43 +02:00
if ( String ( anim_name ) = = " [stop] " | | ! player - > has_animation ( anim_name ) ) {
2018-06-07 17:46:14 +02:00
continue ;
2020-05-14 16:41:43 +02:00
}
2018-06-07 17:46:14 +02:00
Ref < Animation > anim = player - > get_animation ( anim_name ) ;
2021-10-12 00:27:50 +02:00
double at_anim_pos ;
2021-04-24 22:47:03 +02:00
2021-10-12 00:27:50 +02:00
if ( anim - > has_loop ( ) ) {
at_anim_pos = Math : : fposmod ( p_time - pos , ( double ) anim - > get_length ( ) ) ; //seek to loop
} else {
at_anim_pos = MIN ( ( double ) anim - > get_length ( ) , p_time - pos ) ; //seek to end
2018-06-07 17:46:14 +02:00
}
if ( player - > is_playing ( ) | | p_seeked ) {
player - > play ( anim_name ) ;
player - > seek ( at_anim_pos ) ;
nc - > animation_playing = true ;
playing_caches . insert ( nc ) ;
} else {
player - > set_assigned_animation ( anim_name ) ;
player - > seek ( at_anim_pos , true ) ;
}
} else {
//find stuff to play
List < int > to_play ;
2021-10-12 00:27:50 +02:00
a - > track_get_key_indices_in_range ( i , p_time , p_delta , & to_play ) ;
2018-06-07 17:46:14 +02:00
if ( to_play . size ( ) ) {
int idx = to_play . back ( ) - > get ( ) ;
StringName anim_name = a - > animation_track_get_key_animation ( i , idx ) ;
if ( String ( anim_name ) = = " [stop] " | | ! player - > has_animation ( anim_name ) ) {
if ( playing_caches . has ( nc ) ) {
playing_caches . erase ( nc ) ;
player - > stop ( ) ;
nc - > animation_playing = false ;
}
} else {
player - > play ( anim_name ) ;
2020-04-21 18:47:25 +02:00
player - > seek ( 0.0 , true ) ;
2018-06-07 17:46:14 +02:00
nc - > animation_playing = true ;
playing_caches . insert ( nc ) ;
}
}
}
} break ;
2014-02-10 02:10:30 +01:00
}
}
}
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void AnimationPlayer : : _animation_process_data ( PlaybackData & cd , double p_delta , float p_blend , bool p_seeked , bool p_started ) {
double delta = p_delta * speed_scale * cd . speed_scale ;
double next_pos = cd . pos + delta ;
2016-03-09 00:00:52 +01:00
2021-08-10 00:15:17 +02:00
real_t len = cd . from - > animation - > get_length ( ) ;
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bool loop = cd . from - > animation - > has_loop ( ) ;
2016-03-09 00:00:52 +01:00
2021-10-12 00:27:50 +02:00
if ( ! loop ) {
if ( next_pos < 0 ) {
next_pos = 0 ;
} else if ( next_pos > len ) {
next_pos = len ;
}
2021-04-24 22:47:03 +02:00
2021-10-12 00:27:50 +02:00
bool backwards = signbit ( delta ) ; // Negative zero means playing backwards too
delta = next_pos - cd . pos ; // Fix delta (after determination of backwards because negative zero is lost here)
2014-02-10 02:10:30 +01:00
2021-10-12 00:27:50 +02:00
if ( & cd = = & playback . current ) {
if ( ! backwards & & cd . pos < = len & & next_pos = = len ) {
//playback finished
end_reached = true ;
end_notify = cd . pos < len ; // Notify only if not already at the end
2014-02-10 02:10:30 +01:00
}
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if ( backwards & & cd . pos > = 0 & & next_pos = = 0 ) {
//playback finished
end_reached = true ;
end_notify = cd . pos > 0 ; // Notify only if not already at the beginning
2021-04-24 22:47:03 +02:00
}
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}
2014-02-10 02:10:30 +01:00
2021-10-12 00:27:50 +02:00
} else {
double looped_next_pos = Math : : fposmod ( next_pos , ( double ) 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 ;
}
2014-02-10 02:10:30 +01:00
}
2016-03-09 00:00:52 +01:00
2017-03-05 16:44:50 +01:00
cd . pos = next_pos ;
2014-02-10 02:10:30 +01:00
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_animation_process_animation ( cd . from , cd . pos , delta , p_blend , & cd = = & playback . current , p_seeked , p_started ) ;
2014-02-10 02:10:30 +01:00
}
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void AnimationPlayer : : _animation_process2 ( double p_delta , bool p_started ) {
2017-03-05 16:44:50 +01:00
Playback & c = playback ;
2016-03-09 00:00:52 +01:00
2014-02-10 02:10:30 +01:00
accum_pass + + ;
2016-03-09 00:00:52 +01:00
2018-06-07 17:46:14 +02:00
_animation_process_data ( c . current , p_delta , 1.0f , c . seeked & & p_delta ! = 0 , p_started ) ;
if ( p_delta ! = 0 ) {
c . seeked = false ;
}
2014-02-10 02:10:30 +01:00
2020-04-02 01:20:12 +02:00
List < Blend > : : Element * prev = nullptr ;
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for ( List < Blend > : : Element * E = c . blend . back ( ) ; E ; E = prev ) {
Blend & b = E - > get ( ) ;
float blend = b . blend_left / b . blend_time ;
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_animation_process_data ( b . data , p_delta , blend , false , false ) ;
2016-03-09 00:00:52 +01:00
2017-03-05 16:44:50 +01:00
b . blend_left - = Math : : absf ( speed_scale * p_delta ) ;
2016-03-09 00:00:52 +01:00
2016-09-12 04:33:40 +02:00
prev = E - > prev ( ) ;
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if ( b . blend_left < 0 ) {
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c . blend . erase ( E ) ;
2014-02-10 02:10:30 +01:00
}
}
}
void AnimationPlayer : : _animation_update_transforms ( ) {
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{
2020-10-17 07:08:21 +02:00
Transform3D t ;
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for ( int i = 0 ; i < cache_update_size ; i + + ) {
TrackNodeCache * nc = cache_update [ i ] ;
2014-02-10 02:10:30 +01:00
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ERR_CONTINUE ( nc - > accum_pass ! = accum_pass ) ;
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# ifndef _3D_DISABLED
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if ( nc - > skeleton & & nc - > bone_idx > = 0 ) {
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
if ( nc - > loc_used ) {
nc - > skeleton - > set_bone_pose_position ( nc - > bone_idx , nc - > loc_accum ) ;
}
if ( nc - > rot_used ) {
nc - > skeleton - > set_bone_pose_rotation ( nc - > bone_idx , nc - > rot_accum ) ;
}
if ( nc - > scale_used ) {
nc - > skeleton - > set_bone_pose_scale ( nc - > bone_idx , nc - > scale_accum ) ;
}
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} else if ( nc - > node_blend_shape ) {
nc - > node_blend_shape - > set_blend_shape_value ( nc - > blend_shape_idx , nc - > blend_shape_accum ) ;
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} else if ( nc - > node_3d ) {
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
if ( nc - > loc_used ) {
nc - > node_3d - > set_position ( nc - > loc_accum ) ;
}
if ( nc - > rot_used ) {
nc - > node_3d - > set_rotation ( nc - > rot_accum . get_euler ( ) ) ;
}
if ( nc - > scale_used ) {
nc - > node_3d - > set_scale ( nc - > scale_accum ) ;
}
2014-02-10 02:10:30 +01:00
}
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 00:20:58 +02:00
2021-03-18 00:35:42 +01:00
# endif // _3D_DISABLED
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}
}
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cache_update_size = 0 ;
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for ( int i = 0 ; i < cache_update_prop_size ; i + + ) {
TrackNodeCache : : PropertyAnim * pa = cache_update_prop [ i ] ;
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ERR_CONTINUE ( pa - > accum_pass ! = accum_pass ) ;
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switch ( pa - > special ) {
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case SP_NONE : {
bool valid ;
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pa - > object - > set_indexed ( pa - > subpath , pa - > value_accum , & valid ) ; //you are not speshul
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# ifdef DEBUG_ENABLED
if ( ! valid ) {
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ERR_PRINT ( " 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 " ) ;
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}
# endif
} break ;
case SP_NODE2D_POS : {
# ifdef DEBUG_ENABLED
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if ( pa - > value_accum . get_type ( ) ! = Variant : : VECTOR2 ) {
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ERR_PRINT ( " 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() " ) ;
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}
# endif
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static_cast < Node2D * > ( pa - > object ) - > set_position ( pa - > value_accum ) ;
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} break ;
case SP_NODE2D_ROT : {
# ifdef DEBUG_ENABLED
if ( pa - > value_accum . is_num ( ) ) {
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ERR_PRINT ( " Rotation key at time " + rtos ( playback . current . pos ) + " in Animation ' " + get_current_animation ( ) + " ' at Node ' " + get_path ( ) + " ', Track ' " + String ( pa - > owner - > path ) + " ' not numerical " ) ;
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}
# endif
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static_cast < Node2D * > ( pa - > object ) - > set_rotation ( Math : : deg2rad ( ( double ) pa - > value_accum ) ) ;
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} break ;
case SP_NODE2D_SCALE : {
# ifdef DEBUG_ENABLED
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if ( pa - > value_accum . get_type ( ) ! = Variant : : VECTOR2 ) {
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ERR_PRINT ( " 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() " ) ;
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}
# endif
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static_cast < Node2D * > ( pa - > object ) - > set_scale ( pa - > value_accum ) ;
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} break ;
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}
}
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cache_update_prop_size = 0 ;
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for ( int i = 0 ; i < cache_update_bezier_size ; i + + ) {
TrackNodeCache : : BezierAnim * ba = cache_update_bezier [ i ] ;
ERR_CONTINUE ( ba - > accum_pass ! = accum_pass ) ;
ba - > object - > set_indexed ( ba - > bezier_property , ba - > bezier_accum ) ;
}
cache_update_bezier_size = 0 ;
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}
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void AnimationPlayer : : _animation_process ( double p_delta ) {
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if ( playback . current . from ) {
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end_reached = false ;
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end_notify = false ;
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_animation_process2 ( p_delta , playback . started ) ;
if ( playback . started ) {
playback . started = false ;
}
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_animation_update_transforms ( ) ;
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if ( end_reached ) {
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if ( queued . size ( ) ) {
String old = playback . assigned ;
play ( queued . front ( ) - > get ( ) ) ;
String new_name = playback . assigned ;
queued . pop_front ( ) ;
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if ( end_notify ) {
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emit_signal ( SceneStringNames : : get_singleton ( ) - > animation_changed , old , new_name ) ;
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}
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} else {
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//stop();
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playing = false ;
_set_process ( false ) ;
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if ( end_notify ) {
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emit_signal ( SceneStringNames : : get_singleton ( ) - > animation_finished , playback . assigned ) ;
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}
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}
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end_reached = false ;
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}
} else {
_set_process ( false ) ;
}
}
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Error AnimationPlayer : : add_animation ( const StringName & p_name , const Ref < Animation > & p_animation ) {
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# ifdef DEBUG_ENABLED
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ERR_FAIL_COND_V_MSG ( String ( p_name ) . find ( " / " ) ! = - 1 | | String ( p_name ) . find ( " : " ) ! = - 1 | | String ( p_name ) . find ( " , " ) ! = - 1 | | String ( p_name ) . find ( " [ " ) ! = - 1 , ERR_INVALID_PARAMETER , " Invalid animation name: " + String ( p_name ) + " . " ) ;
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# endif
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ERR_FAIL_COND_V ( p_animation . is_null ( ) , ERR_INVALID_PARAMETER ) ;
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if ( animation_set . has ( p_name ) ) {
_unref_anim ( animation_set [ p_name ] . animation ) ;
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animation_set [ p_name ] . animation = p_animation ;
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clear_caches ( ) ;
} else {
AnimationData ad ;
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ad . animation = p_animation ;
ad . name = p_name ;
animation_set [ p_name ] = ad ;
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}
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_ref_anim ( p_animation ) ;
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notify_property_list_changed ( ) ;
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return OK ;
}
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void AnimationPlayer : : remove_animation ( const StringName & p_name ) {
ERR_FAIL_COND ( ! animation_set . has ( p_name ) ) ;
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stop ( ) ;
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_unref_anim ( animation_set [ p_name ] . animation ) ;
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animation_set . erase ( p_name ) ;
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clear_caches ( ) ;
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notify_property_list_changed ( ) ;
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}
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void AnimationPlayer : : _ref_anim ( const Ref < Animation > & p_anim ) {
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Ref < Animation > ( p_anim ) - > connect ( SceneStringNames : : get_singleton ( ) - > tracks_changed , callable_mp ( this , & AnimationPlayer : : _animation_changed ) , varray ( ) , CONNECT_REFERENCE_COUNTED ) ;
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}
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void AnimationPlayer : : _unref_anim ( const Ref < Animation > & p_anim ) {
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Ref < Animation > ( p_anim ) - > disconnect ( SceneStringNames : : get_singleton ( ) - > tracks_changed , callable_mp ( this , & AnimationPlayer : : _animation_changed ) ) ;
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}
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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 ) ) ;
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stop ( ) ;
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AnimationData ad = animation_set [ p_name ] ;
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ad . name = p_new_name ;
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animation_set . erase ( p_name ) ;
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animation_set [ p_new_name ] = ad ;
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List < BlendKey > to_erase ;
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Map < BlendKey , float > to_insert ;
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for ( const KeyValue < BlendKey , float > & E : blend_times ) {
BlendKey bk = E . key ;
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BlendKey new_bk = bk ;
bool erase = false ;
if ( bk . from = = p_name ) {
new_bk . from = p_new_name ;
erase = true ;
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}
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if ( bk . to = = p_name ) {
new_bk . to = p_new_name ;
erase = true ;
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}
if ( erase ) {
to_erase . push_back ( bk ) ;
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to_insert [ new_bk ] = E . value ;
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}
}
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while ( to_erase . size ( ) ) {
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blend_times . erase ( to_erase . front ( ) - > get ( ) ) ;
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to_erase . pop_front ( ) ;
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}
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while ( to_insert . size ( ) ) {
blend_times [ to_insert . front ( ) - > key ( ) ] = to_insert . front ( ) - > get ( ) ;
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to_insert . erase ( to_insert . front ( ) ) ;
}
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if ( autoplay = = p_name ) {
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autoplay = p_new_name ;
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}
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clear_caches ( ) ;
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notify_property_list_changed ( ) ;
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}
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bool AnimationPlayer : : has_animation ( const StringName & p_name ) const {
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return animation_set . has ( p_name ) ;
}
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Ref < Animation > AnimationPlayer : : get_animation ( const StringName & p_name ) const {
ERR_FAIL_COND_V ( ! animation_set . has ( p_name ) , Ref < Animation > ( ) ) ;
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const AnimationData & data = animation_set [ p_name ] ;
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return data . animation ;
}
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void AnimationPlayer : : get_animation_list ( List < StringName > * p_animations ) const {
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List < String > anims ;
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for ( const KeyValue < StringName , AnimationData > & E : animation_set ) {
anims . push_back ( E . key ) ;
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}
anims . sort ( ) ;
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for ( const String & E : anims ) {
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p_animations - > push_back ( E ) ;
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}
}
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void AnimationPlayer : : set_blend_time ( const StringName & p_animation1 , const StringName & p_animation2 , float p_time ) {
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ERR_FAIL_COND ( ! animation_set . has ( p_animation1 ) ) ;
ERR_FAIL_COND ( ! animation_set . has ( p_animation2 ) ) ;
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ERR_FAIL_COND_MSG ( p_time < 0 , " Blend time cannot be smaller than 0. " ) ;
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BlendKey bk ;
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bk . from = p_animation1 ;
bk . to = p_animation2 ;
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if ( p_time = = 0 ) {
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blend_times . erase ( bk ) ;
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} else {
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blend_times [ bk ] = p_time ;
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}
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}
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float AnimationPlayer : : get_blend_time ( const StringName & p_animation1 , const StringName & p_animation2 ) const {
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BlendKey bk ;
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bk . from = p_animation1 ;
bk . to = p_animation2 ;
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if ( blend_times . has ( bk ) ) {
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return blend_times [ bk ] ;
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} else {
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return 0 ;
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}
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}
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void AnimationPlayer : : queue ( const StringName & p_name ) {
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if ( ! is_playing ( ) ) {
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play ( p_name ) ;
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} else {
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queued . push_back ( p_name ) ;
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}
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}
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Vector < String > AnimationPlayer : : get_queue ( ) {
Vector < String > ret ;
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for ( const StringName & E : queued ) {
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ret . push_back ( E ) ;
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}
return ret ;
}
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void AnimationPlayer : : clear_queue ( ) {
queued . clear ( ) ;
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}
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void AnimationPlayer : : play_backwards ( const StringName & p_name , float p_custom_blend ) {
play ( p_name , p_custom_blend , - 1 , true ) ;
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}
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void AnimationPlayer : : play ( const StringName & p_name , float p_custom_blend , float p_custom_scale , bool p_from_end ) {
StringName name = p_name ;
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if ( String ( name ) = = " " ) {
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name = playback . assigned ;
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}
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ERR_FAIL_COND_MSG ( ! animation_set . has ( name ) , " Animation not found: " + name + " . " ) ;
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Playback & c = playback ;
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if ( c . current . from ) {
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float blend_time = 0.0 ;
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// find if it can blend
BlendKey bk ;
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bk . from = c . current . from - > name ;
bk . to = name ;
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if ( p_custom_blend > = 0 ) {
blend_time = p_custom_blend ;
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} else if ( blend_times . has ( bk ) ) {
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blend_time = blend_times [ bk ] ;
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} else {
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bk . from = " * " ;
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if ( blend_times . has ( bk ) ) {
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blend_time = blend_times [ bk ] ;
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} else {
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bk . from = c . current . from - > name ;
bk . to = " * " ;
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if ( blend_times . has ( bk ) ) {
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blend_time = blend_times [ bk ] ;
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}
}
}
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if ( p_custom_blend < 0 & & blend_time = = 0 & & default_blend_time ) {
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blend_time = default_blend_time ;
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}
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if ( blend_time > 0 ) {
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Blend b ;
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b . data = c . current ;
b . blend_time = b . blend_left = blend_time ;
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c . blend . push_back ( b ) ;
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}
}
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if ( get_current_animation ( ) ! = p_name ) {
_stop_playing_caches ( ) ;
}
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c . current . from = & animation_set [ name ] ;
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if ( c . assigned ! = name ) { // reset
c . current . pos = p_from_end ? c . current . from - > animation - > get_length ( ) : 0 ;
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} else {
if ( p_from_end & & c . current . pos = = 0 ) {
// Animation reset BUT played backwards, set position to the end
c . current . pos = c . current . from - > animation - > get_length ( ) ;
} else if ( ! p_from_end & & c . current . pos = = c . current . from - > animation - > get_length ( ) ) {
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// Animation resumed but already ended, set position to the beginning
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c . current . pos = 0 ;
}
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}
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c . current . speed_scale = p_custom_scale ;
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c . assigned = name ;
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c . seeked = false ;
c . started = true ;
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if ( ! end_reached ) {
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queued . clear ( ) ;
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}
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_set_process ( true ) ; // always process when starting an animation
playing = true ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > animation_started , c . assigned ) ;
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if ( is_inside_tree ( ) & & Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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return ; // no next in this case
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}
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StringName next = animation_get_next ( p_name ) ;
if ( next ! = StringName ( ) & & animation_set . has ( next ) ) {
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queue ( next ) ;
}
}
bool AnimationPlayer : : is_playing ( ) const {
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return playing ;
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}
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void AnimationPlayer : : set_current_animation ( const String & p_anim ) {
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if ( p_anim = = " [stop] " | | p_anim = = " " ) {
stop ( ) ;
} else if ( ! is_playing ( ) | | playback . assigned ! = p_anim ) {
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play ( p_anim ) ;
} else {
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// Same animation, do not replay from start
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}
}
String AnimationPlayer : : get_current_animation ( ) const {
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return ( is_playing ( ) ? playback . assigned : " " ) ;
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}
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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 ;
}
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void AnimationPlayer : : stop ( bool p_reset ) {
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_stop_playing_caches ( ) ;
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Playback & c = playback ;
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c . blend . clear ( ) ;
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if ( p_reset ) {
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c . current . from = nullptr ;
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c . current . speed_scale = 1 ;
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c . current . pos = 0 ;
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}
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_set_process ( false ) ;
queued . clear ( ) ;
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playing = false ;
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}
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void AnimationPlayer : : set_speed_scale ( float p_speed ) {
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speed_scale = p_speed ;
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}
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float AnimationPlayer : : get_speed_scale ( ) const {
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return speed_scale ;
}
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float AnimationPlayer : : get_playing_speed ( ) const {
if ( ! playing ) {
return 0 ;
}
return speed_scale * playback . current . speed_scale ;
}
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void AnimationPlayer : : seek ( double p_time , bool p_update ) {
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if ( ! playback . current . from ) {
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if ( playback . assigned ) {
ERR_FAIL_COND ( ! animation_set . has ( playback . assigned ) ) ;
playback . current . from = & animation_set [ playback . assigned ] ;
}
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ERR_FAIL_COND ( ! playback . current . from ) ;
}
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playback . current . pos = p_time ;
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playback . seeked = true ;
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if ( p_update ) {
_animation_process ( 0 ) ;
}
}
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void AnimationPlayer : : seek_delta ( double p_time , float p_delta ) {
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if ( ! playback . current . from ) {
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if ( playback . assigned ) {
ERR_FAIL_COND ( ! animation_set . has ( playback . assigned ) ) ;
playback . current . from = & animation_set [ playback . assigned ] ;
}
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ERR_FAIL_COND ( ! playback . current . from ) ;
}
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playback . current . pos = p_time - p_delta ;
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if ( speed_scale ! = 0.0 ) {
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p_delta / = speed_scale ;
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}
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_animation_process ( p_delta ) ;
//playback.current.pos=p_time;
}
bool AnimationPlayer : : is_valid ( ) const {
return ( playback . current . from ) ;
}
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float AnimationPlayer : : get_current_animation_position ( ) const {
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ERR_FAIL_COND_V_MSG ( ! playback . current . from , 0 , " AnimationPlayer has no current animation " ) ;
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return playback . current . pos ;
}
float AnimationPlayer : : get_current_animation_length ( ) const {
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ERR_FAIL_COND_V_MSG ( ! playback . current . from , 0 , " AnimationPlayer has no current animation " ) ;
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return playback . current . from - > animation - > get_length ( ) ;
}
void AnimationPlayer : : _animation_changed ( ) {
clear_caches ( ) ;
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emit_signal ( SNAME ( " caches_cleared " ) ) ;
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if ( is_playing ( ) ) {
playback . seeked = true ; //need to restart stuff, like audio
}
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}
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void AnimationPlayer : : _stop_playing_caches ( ) {
for ( Set < TrackNodeCache * > : : Element * E = playing_caches . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) - > node & & E - > get ( ) - > audio_playing ) {
E - > get ( ) - > node - > call ( " stop " ) ;
}
if ( E - > get ( ) - > node & & E - > get ( ) - > animation_playing ) {
AnimationPlayer * player = Object : : cast_to < AnimationPlayer > ( E - > get ( ) - > node ) ;
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if ( ! player ) {
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continue ;
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}
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player - > stop ( ) ;
}
}
playing_caches . clear ( ) ;
}
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void AnimationPlayer : : _node_removed ( Node * p_node ) {
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clear_caches ( ) ; // nodes contained here are being removed, clear the caches
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}
void AnimationPlayer : : clear_caches ( ) {
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_stop_playing_caches ( ) ;
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node_cache_map . clear ( ) ;
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for ( KeyValue < StringName , AnimationData > & E : animation_set ) {
E . value . node_cache . clear ( ) ;
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}
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cache_update_size = 0 ;
cache_update_prop_size = 0 ;
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cache_update_bezier_size = 0 ;
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}
void AnimationPlayer : : set_active ( bool p_active ) {
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if ( active = = p_active ) {
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return ;
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}
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active = p_active ;
_set_process ( processing , true ) ;
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}
bool AnimationPlayer : : is_active ( ) const {
return active ;
}
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StringName AnimationPlayer : : find_animation ( const Ref < Animation > & p_animation ) const {
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for ( const KeyValue < StringName , AnimationData > & E : animation_set ) {
if ( E . value . animation = = p_animation ) {
return E . key ;
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}
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}
return " " ;
}
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void AnimationPlayer : : set_autoplay ( const String & p_name ) {
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if ( is_inside_tree ( ) & & ! Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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WARN_PRINT ( " Setting autoplay after the node has been added to the scene has no effect. " ) ;
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}
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autoplay = p_name ;
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}
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String AnimationPlayer : : get_autoplay ( ) const {
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return autoplay ;
}
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void AnimationPlayer : : set_reset_on_save_enabled ( bool p_enabled ) {
reset_on_save = p_enabled ;
}
bool AnimationPlayer : : is_reset_on_save_enabled ( ) const {
return reset_on_save ;
}
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void AnimationPlayer : : set_process_callback ( AnimationProcessCallback p_mode ) {
if ( process_callback = = p_mode ) {
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return ;
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}
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bool pr = processing ;
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if ( pr ) {
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_set_process ( false ) ;
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}
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process_callback = p_mode ;
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if ( pr ) {
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_set_process ( true ) ;
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}
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}
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AnimationPlayer : : AnimationProcessCallback AnimationPlayer : : get_process_callback ( ) const {
return process_callback ;
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}
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void AnimationPlayer : : set_method_call_mode ( AnimationMethodCallMode p_mode ) {
method_call_mode = p_mode ;
}
AnimationPlayer : : AnimationMethodCallMode AnimationPlayer : : get_method_call_mode ( ) const {
return method_call_mode ;
}
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void AnimationPlayer : : _set_process ( bool p_process , bool p_force ) {
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if ( processing = = p_process & & ! p_force ) {
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return ;
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}
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switch ( process_callback ) {
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case ANIMATION_PROCESS_PHYSICS :
set_physics_process_internal ( p_process & & active ) ;
break ;
case ANIMATION_PROCESS_IDLE :
set_process_internal ( p_process & & active ) ;
break ;
case ANIMATION_PROCESS_MANUAL :
break ;
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}
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processing = p_process ;
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}
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void AnimationPlayer : : animation_set_next ( const StringName & p_animation , const StringName & p_next ) {
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ERR_FAIL_COND ( ! animation_set . has ( p_animation ) ) ;
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animation_set [ p_animation ] . next = p_next ;
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}
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StringName AnimationPlayer : : animation_get_next ( const StringName & p_animation ) const {
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if ( ! animation_set . has ( p_animation ) ) {
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return StringName ( ) ;
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}
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return animation_set [ p_animation ] . next ;
}
void AnimationPlayer : : set_default_blend_time ( float p_default ) {
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default_blend_time = p_default ;
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}
float AnimationPlayer : : get_default_blend_time ( ) const {
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return default_blend_time ;
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}
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void AnimationPlayer : : set_root ( const NodePath & p_root ) {
root = p_root ;
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clear_caches ( ) ;
}
NodePath AnimationPlayer : : get_root ( ) const {
return root ;
}
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void AnimationPlayer : : get_argument_options ( const StringName & p_function , int p_idx , List < String > * r_options ) const {
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String pf = p_function ;
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if ( p_idx = = 0 & & ( p_function = = " play " | | p_function = = " play_backwards " | | p_function = = " remove_animation " | | p_function = = " has_animation " | | p_function = = " queue " ) ) {
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List < StringName > al ;
get_animation_list ( & al ) ;
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for ( const StringName & name : al ) {
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r_options - > push_back ( String ( name ) . quote ( ) ) ;
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}
}
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Node : : get_argument_options ( p_function , p_idx , r_options ) ;
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}
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# ifdef TOOLS_ENABLED
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Ref < AnimatedValuesBackup > AnimationPlayer : : backup_animated_values ( Node * p_root_override ) {
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Ref < AnimatedValuesBackup > backup ;
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if ( ! playback . current . from ) {
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return backup ;
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}
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_ensure_node_caches ( playback . current . from , p_root_override ) ;
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backup . instantiate ( ) ;
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for ( int i = 0 ; i < playback . current . from - > node_cache . size ( ) ; i + + ) {
TrackNodeCache * nc = playback . current . from - > node_cache [ i ] ;
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if ( ! nc ) {
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continue ;
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}
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if ( nc - > skeleton ) {
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if ( nc - > bone_idx = = - 1 ) {
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continue ;
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}
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AnimatedValuesBackup : : Entry entry ;
entry . object = nc - > skeleton ;
entry . bone_idx = nc - > bone_idx ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
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Array arr ;
arr . resize ( 3 ) ;
arr [ 0 ] = nc - > skeleton - > get_bone_pose_position ( nc - > bone_idx ) ;
arr [ 1 ] = nc - > skeleton - > get_bone_pose_rotation ( nc - > bone_idx ) ;
arr [ 2 ] = nc - > skeleton - > get_bone_pose_scale ( nc - > bone_idx ) ;
entry . value = nc ;
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backup - > entries . push_back ( entry ) ;
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} else {
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if ( nc - > node_3d ) {
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AnimatedValuesBackup : : Entry entry ;
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entry . object = nc - > node_3d ;
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entry . subpath . push_back ( " transform " ) ;
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entry . value = nc - > node_3d - > get_transform ( ) ;
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entry . bone_idx = - 1 ;
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backup - > entries . push_back ( entry ) ;
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} else {
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for ( const KeyValue < StringName , TrackNodeCache : : PropertyAnim > & E : nc - > property_anim ) {
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AnimatedValuesBackup : : Entry entry ;
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entry . object = E . value . object ;
entry . subpath = E . value . subpath ;
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bool valid ;
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entry . value = E . value . object - > get_indexed ( E . value . subpath , & valid ) ;
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entry . bone_idx = - 1 ;
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if ( valid ) {
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backup - > entries . push_back ( entry ) ;
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}
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}
}
}
}
return backup ;
}
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Ref < AnimatedValuesBackup > AnimationPlayer : : apply_reset ( bool p_user_initiated ) {
ERR_FAIL_COND_V ( ! can_apply_reset ( ) , Ref < AnimatedValuesBackup > ( ) ) ;
Ref < Animation > reset_anim = animation_set [ " RESET " ] . animation ;
ERR_FAIL_COND_V ( reset_anim . is_null ( ) , Ref < AnimatedValuesBackup > ( ) ) ;
Node * root_node = get_node_or_null ( root ) ;
ERR_FAIL_COND_V ( ! root_node , Ref < AnimatedValuesBackup > ( ) ) ;
AnimationPlayer * aux_player = memnew ( AnimationPlayer ) ;
EditorNode : : get_singleton ( ) - > add_child ( aux_player ) ;
aux_player - > add_animation ( " RESET " , reset_anim ) ;
aux_player - > set_assigned_animation ( " RESET " ) ;
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// Forcing the use of the original root because the scene where original player belongs may be not the active one
Node * root = get_node ( get_root ( ) ) ;
Ref < AnimatedValuesBackup > old_values = aux_player - > backup_animated_values ( root ) ;
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aux_player - > seek ( 0.0f , true ) ;
aux_player - > queue_delete ( ) ;
if ( p_user_initiated ) {
Ref < AnimatedValuesBackup > new_values = aux_player - > backup_animated_values ( ) ;
old_values - > restore ( ) ;
UndoRedo * ur = EditorNode : : get_singleton ( ) - > get_undo_redo ( ) ;
ur - > create_action ( TTR ( " Anim Apply Reset " ) ) ;
ur - > add_do_method ( new_values . ptr ( ) , " restore " ) ;
ur - > add_undo_method ( old_values . ptr ( ) , " restore " ) ;
ur - > commit_action ( ) ;
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}
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return old_values ;
}
bool AnimationPlayer : : can_apply_reset ( ) const {
return has_animation ( " RESET " ) & & playback . assigned ! = StringName ( " RESET " ) ;
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}
# endif
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void AnimationPlayer : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " add_animation " , " name " , " animation " ) , & AnimationPlayer : : add_animation ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_animation " , " name " ) , & AnimationPlayer : : get_animation ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_animation_list " ) , & AnimationPlayer : : _get_animation_list ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " queue " , " name " ) , & AnimationPlayer : : queue ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_queue " ) , & AnimationPlayer : : get_queue ) ;
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ClassDB : : bind_method ( D_METHOD ( " clear_queue " ) , & AnimationPlayer : : clear_queue ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_active " , " active " ) , & AnimationPlayer : : set_active ) ;
ClassDB : : bind_method ( D_METHOD ( " is_active " ) , & AnimationPlayer : : is_active ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_playing_speed " ) , & AnimationPlayer : : get_playing_speed ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_autoplay " , " name " ) , & AnimationPlayer : : set_autoplay ) ;
ClassDB : : bind_method ( D_METHOD ( " get_autoplay " ) , & AnimationPlayer : : get_autoplay ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_reset_on_save_enabled " , " enabled " ) , & AnimationPlayer : : set_reset_on_save_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_reset_on_save_enabled " ) , & AnimationPlayer : : is_reset_on_save_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_root " , " path " ) , & AnimationPlayer : : set_root ) ;
ClassDB : : bind_method ( D_METHOD ( " get_root " ) , & AnimationPlayer : : get_root ) ;
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ClassDB : : bind_method ( D_METHOD ( " find_animation " , " animation " ) , & AnimationPlayer : : find_animation ) ;
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ClassDB : : bind_method ( D_METHOD ( " clear_caches " ) , & AnimationPlayer : : clear_caches ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_process_callback " , " mode " ) , & AnimationPlayer : : set_process_callback ) ;
ClassDB : : bind_method ( D_METHOD ( " get_process_callback " ) , & AnimationPlayer : : get_process_callback ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_method_call_mode " , " mode " ) , & AnimationPlayer : : set_method_call_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_method_call_mode " ) , & AnimationPlayer : : get_method_call_mode ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " seek " , " seconds " , " update " ) , & AnimationPlayer : : seek , DEFVAL ( false ) ) ;
ClassDB : : bind_method ( D_METHOD ( " advance " , " delta " ) , & AnimationPlayer : : advance ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : NODE_PATH , " root_node " ) , " set_root " , " get_root " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " current_animation " , PROPERTY_HINT_ENUM , " " , PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ANIMATE_AS_TRIGGER ) , " set_current_animation " , " get_current_animation " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " assigned_animation " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NONE ) , " set_assigned_animation " , " get_assigned_animation " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " autoplay " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) , " set_autoplay " , " get_autoplay " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " reset_on_save " , PROPERTY_HINT_NONE , " " ) , " set_reset_on_save_enabled " , " is_reset_on_save_enabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " current_animation_length " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NONE ) , " " , " get_current_animation_length " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " current_animation_position " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NONE ) , " " , " get_current_animation_position " ) ;
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ADD_GROUP ( " Playback Options " , " playback_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " playback_process_mode " , PROPERTY_HINT_ENUM , " Physics,Idle,Manual " ) , " set_process_callback " , " get_process_callback " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 19:20:53 +01:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " playback_default_blend_time " , PROPERTY_HINT_RANGE , " 0,4096,0.01 " ) , " set_default_blend_time " , " get_default_blend_time " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " playback_active " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NONE ) , " set_active " , " is_active " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 19:20:53 +01:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " playback_speed " , PROPERTY_HINT_RANGE , " -64,64,0.01 " ) , " set_speed_scale " , " get_speed_scale " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " method_call_mode " , PROPERTY_HINT_ENUM , " Deferred,Immediate " ) , " set_method_call_mode " , " get_method_call_mode " ) ;
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ADD_SIGNAL ( MethodInfo ( " animation_finished " , PropertyInfo ( Variant : : STRING_NAME , " anim_name " ) ) ) ;
ADD_SIGNAL ( MethodInfo ( " animation_changed " , PropertyInfo ( Variant : : STRING_NAME , " old_name " ) , PropertyInfo ( Variant : : STRING_NAME , " new_name " ) ) ) ;
ADD_SIGNAL ( MethodInfo ( " animation_started " , PropertyInfo ( Variant : : STRING_NAME , " anim_name " ) ) ) ;
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ADD_SIGNAL ( MethodInfo ( " caches_cleared " ) ) ;
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BIND_ENUM_CONSTANT ( ANIMATION_PROCESS_PHYSICS ) ;
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BIND_ENUM_CONSTANT ( ANIMATION_PROCESS_IDLE ) ;
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BIND_ENUM_CONSTANT ( ANIMATION_PROCESS_MANUAL ) ;
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BIND_ENUM_CONSTANT ( ANIMATION_METHOD_CALL_DEFERRED ) ;
BIND_ENUM_CONSTANT ( ANIMATION_METHOD_CALL_IMMEDIATE ) ;
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}
AnimationPlayer : : AnimationPlayer ( ) {
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root = SceneStringNames : : get_singleton ( ) - > path_pp ;
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}
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AnimationPlayer : : ~ AnimationPlayer ( ) {
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}