virtualx-engine/scene/animation/animation_player.cpp

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/*************************************************************************/
/* animation_player.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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. */
/*************************************************************************/
#include "animation_player.h"
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#include "message_queue.h"
#include "scene/scene_string_names.h"
bool AnimationPlayer::_set(const StringName &p_name, const Variant &p_value) {
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String name = p_name;
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if (p_name == SceneStringNames::get_singleton()->playback_speed || p_name == SceneStringNames::get_singleton()->speed) { //bw compatibility
set_speed_scale(p_value);
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} else if (p_name == SceneStringNames::get_singleton()->playback_active) {
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set_active(p_value);
} else if (name.begins_with("playback/play")) {
String which = p_value;
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if (which == "[stop]")
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stop();
else
play(which);
} else if (name.begins_with("anims/")) {
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String which = name.get_slicec('/', 1);
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add_animation(which, p_value);
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} else if (name.begins_with("next/")) {
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) {
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Array array = p_value;
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int len = array.size();
ERR_FAIL_COND_V(len % 3, false);
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for (int i = 0; i < len / 3; i++) {
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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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}
} else if (p_name == SceneStringNames::get_singleton()->autoplay) {
autoplay = p_value;
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} else
return false;
return true;
}
bool AnimationPlayer::_get(const StringName &p_name, Variant &r_ret) const {
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String name = p_name;
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if (name == "playback/speed") { //bw compatibility
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r_ret = speed_scale;
} else if (name == "playback/active") {
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r_ret = is_active();
} else if (name == "playback/play") {
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if (is_active() && is_playing())
r_ret = playback.assigned;
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else
r_ret = "[stop]";
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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).get_ref_ptr();
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} else if (name.begins_with("next/")) {
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;
for (Map<BlendKey, float>::Element *E = blend_times.front(); E; E = E->next()) {
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keys.ordered_insert(E->key());
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}
Array array;
for (int i = 0; i < keys.size(); i++) {
array.push_back(keys[i].from);
array.push_back(keys[i].to);
array.push_back(blend_times[keys[i]]);
}
r_ret = array;
} else if (name == "autoplay") {
r_ret = autoplay;
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} else
return false;
return true;
}
void AnimationPlayer::_get_property_list(List<PropertyInfo> *p_list) const {
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List<String> names;
List<PropertyInfo> anim_names;
for (Map<StringName, AnimationData>::Element *E = animation_set.front(); E; E = E->next()) {
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anim_names.push_back(PropertyInfo(Variant::OBJECT, "anims/" + String(E->key()), PROPERTY_HINT_RESOURCE_TYPE, "Animation", PROPERTY_USAGE_NOEDITOR));
if (E->get().next != StringName())
anim_names.push_back(PropertyInfo(Variant::STRING, "next/" + String(E->key()), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
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names.push_back(E->key());
}
anim_names.sort();
for (List<PropertyInfo>::Element *E = anim_names.front(); E; E = E->next()) {
p_list->push_back(E->get());
}
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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())
hint += ",";
hint += E->get();
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}
p_list->push_back(PropertyInfo(Variant::STRING, "playback/play", PROPERTY_HINT_ENUM, hint, PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ANIMATE_AS_TRIGGER));
p_list->push_back(PropertyInfo(Variant::BOOL, "playback/active", PROPERTY_HINT_NONE, ""));
p_list->push_back(PropertyInfo(Variant::REAL, "playback/speed", PROPERTY_HINT_RANGE, "-64,64,0.01"));
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}
p_list->push_back(PropertyInfo(Variant::ARRAY, "blend_times", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::STRING, "autoplay", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
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}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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void AnimationPlayer::advance(float p_time) {
_animation_process(p_time);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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}
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void AnimationPlayer::_notification(int p_what) {
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
set_fixed_process(false);
set_process(false);
}
//_set_process(false);
clear_caches();
} break;
case NOTIFICATION_READY: {
if (!get_tree()->is_editor_hint() && animation_set.has(autoplay)) {
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play(autoplay);
set_autoplay(""); //this line is the fix for autoplay issues with animatio
_animation_process(0);
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}
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (animation_process_mode == ANIMATION_PROCESS_FIXED)
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break;
if (processing)
_animation_process(get_process_delta_time());
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} break;
case NOTIFICATION_INTERNAL_FIXED_PROCESS: {
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if (animation_process_mode == ANIMATION_PROCESS_IDLE)
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break;
if (processing)
_animation_process(get_fixed_process_delta_time());
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} break;
case NOTIFICATION_EXIT_TREE: {
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//stop_all();
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clear_caches();
} break;
}
}
void AnimationPlayer::_generate_node_caches(AnimationData *p_anim) {
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Node *parent = get_node(root);
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ERR_FAIL_COND(!parent);
Animation *a = p_anim->animation.operator->();
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p_anim->node_cache.resize(a->get_track_count());
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for (int i = 0; i < a->get_track_count(); i++) {
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p_anim->node_cache[i] = NULL;
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RES resource;
Node *child = parent->get_node_and_resource(a->track_get_path(i), resource);
if (!child) {
ERR_EXPLAIN("On Animation: '" + p_anim->name + "', couldn't resolve track: '" + String(a->track_get_path(i)) + "'");
}
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ERR_CONTINUE(!child); // couldn't find the child node
uint32_t id = resource.is_valid() ? resource->get_instance_id() : child->get_instance_id();
int bone_idx = -1;
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if (a->track_get_path(i).get_property() && child->cast_to<Skeleton>()) {
bone_idx = child->cast_to<Skeleton>()->find_bone(a->track_get_path(i).get_property());
if (bone_idx == -1) {
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continue;
}
}
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{
if (!child->is_connected("tree_exited", this, "_node_removed"))
child->connect("tree_exited", this, "_node_removed", make_binds(child), CONNECT_ONESHOT);
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}
TrackNodeCacheKey key;
key.id = id;
key.bone_idx = bone_idx;
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if (node_cache_map.has(key)) {
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p_anim->node_cache[i] = &node_cache_map[key];
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} else {
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node_cache_map[key] = TrackNodeCache();
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p_anim->node_cache[i] = &node_cache_map[key];
p_anim->node_cache[i]->path = a->track_get_path(i);
p_anim->node_cache[i]->node = child;
p_anim->node_cache[i]->resource = resource;
p_anim->node_cache[i]->node_2d = child->cast_to<Node2D>();
if (a->track_get_type(i) == Animation::TYPE_TRANSFORM) {
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// special cases and caches for transform tracks
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// cache spatial
p_anim->node_cache[i]->spatial = child->cast_to<Spatial>();
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// cache skeleton
p_anim->node_cache[i]->skeleton = child->cast_to<Skeleton>();
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if (p_anim->node_cache[i]->skeleton) {
StringName bone_name = a->track_get_path(i).get_property();
if (bone_name.operator String() != "") {
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p_anim->node_cache[i]->bone_idx = p_anim->node_cache[i]->skeleton->find_bone(bone_name);
if (p_anim->node_cache[i]->bone_idx < 0) {
// broken track (nonexistent bone)
p_anim->node_cache[i]->skeleton = NULL;
p_anim->node_cache[i]->spatial = NULL;
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printf("bone is %ls\n", String(bone_name).c_str());
ERR_CONTINUE(p_anim->node_cache[i]->bone_idx < 0);
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} else {
}
} else {
// no property, just use spatialnode
p_anim->node_cache[i]->skeleton = NULL;
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}
}
}
}
if (a->track_get_type(i) == Animation::TYPE_VALUE) {
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StringName property = a->track_get_path(i).get_property();
if (!p_anim->node_cache[i]->property_anim.has(property)) {
TrackNodeCache::PropertyAnim pa;
pa.prop = property;
pa.object = resource.is_valid() ? (Object *)resource.ptr() : (Object *)child;
pa.special = SP_NONE;
pa.owner = p_anim->node_cache[i];
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if (false && p_anim->node_cache[i]->node_2d) {
if (pa.prop == SceneStringNames::get_singleton()->transform_pos)
pa.special = SP_NODE2D_POS;
else if (pa.prop == SceneStringNames::get_singleton()->transform_rot)
pa.special = SP_NODE2D_ROT;
else if (pa.prop == SceneStringNames::get_singleton()->transform_scale)
pa.special = SP_NODE2D_SCALE;
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}
p_anim->node_cache[i]->property_anim[property] = pa;
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}
}
}
}
void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, float p_time, float p_delta, float p_interp, bool p_allow_discrete) {
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if (p_anim->node_cache.size() != p_anim->animation->get_track_count()) {
// animation hasn't been "node-cached"
_generate_node_caches(p_anim);
}
ERR_FAIL_COND(p_anim->node_cache.size() != p_anim->animation->get_track_count());
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Animation *a = p_anim->animation.operator->();
bool can_call = is_inside_tree() && !get_tree()->is_editor_hint();
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for (int i = 0; i < a->get_track_count(); i++) {
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TrackNodeCache *nc = p_anim->node_cache[i];
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if (!nc) // no node cache for this track, skip it
continue;
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if (a->track_get_key_count(i) == 0)
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continue; // do nothing if track is empty
switch (a->track_get_type(i)) {
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case Animation::TYPE_TRANSFORM: {
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if (!nc->spatial)
continue;
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Vector3 loc;
Quat rot;
Vector3 scale;
Error err = a->transform_track_interpolate(i, p_time, &loc, &rot, &scale);
//ERR_CONTINUE(err!=OK); //used for testing, should be removed
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if (err != OK)
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continue;
if (nc->accum_pass != accum_pass) {
ERR_CONTINUE(cache_update_size >= NODE_CACHE_UPDATE_MAX);
cache_update[cache_update_size++] = nc;
nc->accum_pass = accum_pass;
nc->loc_accum = loc;
nc->rot_accum = rot;
nc->scale_accum = scale;
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} else {
nc->loc_accum = nc->loc_accum.linear_interpolate(loc, p_interp);
nc->rot_accum = nc->rot_accum.slerp(rot, p_interp);
nc->scale_accum = nc->scale_accum.linear_interpolate(scale, p_interp);
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}
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} break;
case Animation::TYPE_VALUE: {
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if (!nc->node)
continue;
//StringName property=a->track_get_path(i).get_property();
Map<StringName, TrackNodeCache::PropertyAnim>::Element *E = nc->property_anim.find(a->track_get_path(i).get_property());
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ERR_CONTINUE(!E); //should it continue, or create a new one?
TrackNodeCache::PropertyAnim *pa = &E->get();
if (a->value_track_get_update_mode(i) == Animation::UPDATE_CONTINUOUS || (p_delta == 0 && a->value_track_get_update_mode(i) == Animation::UPDATE_DISCRETE)) { //delta == 0 means seek
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Variant value = a->value_track_interpolate(i, p_time);
//thanks to trigger mode, this should be solved now..
/*
if (p_delta==0 && value.get_type()==Variant::STRING)
continue; // doing this with strings is messy, should find another way
*/
if (pa->accum_pass != accum_pass) {
ERR_CONTINUE(cache_update_prop_size >= NODE_CACHE_UPDATE_MAX);
cache_update_prop[cache_update_prop_size++] = pa;
pa->value_accum = value;
pa->accum_pass = accum_pass;
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} else {
Variant::interpolate(pa->value_accum, value, p_interp, pa->value_accum);
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}
} else if (p_allow_discrete && p_delta != 0) {
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List<int> indices;
a->value_track_get_key_indices(i, p_time, p_delta, &indices);
for (List<int>::Element *F = indices.front(); F; F = F->next()) {
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Variant value = a->track_get_key_value(i, F->get());
switch (pa->special) {
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case SP_NONE: {
bool valid;
pa->object->set(pa->prop, value, &valid); //you are not speshul
#ifdef DEBUG_ENABLED
if (!valid) {
ERR_PRINTS("Failed setting track value '" + String(pa->owner->path) + "'. Check if property exists or the type of key is valid");
}
#endif
} break;
case SP_NODE2D_POS: {
#ifdef DEBUG_ENABLED
if (value.get_type() != Variant::VECTOR2) {
ERR_PRINTS("Position key at time " + rtos(p_time) + " in Animation Track '" + String(pa->owner->path) + "' not of type Vector2()");
}
#endif
static_cast<Node2D *>(pa->object)->set_position(value);
} break;
case SP_NODE2D_ROT: {
#ifdef DEBUG_ENABLED
if (value.is_num()) {
ERR_PRINTS("Rotation key at time " + rtos(p_time) + " in Animation Track '" + String(pa->owner->path) + "' not numerical");
}
#endif
static_cast<Node2D *>(pa->object)->set_rotation(Math::deg2rad((double)value));
} break;
case SP_NODE2D_SCALE: {
#ifdef DEBUG_ENABLED
if (value.get_type() != Variant::VECTOR2) {
ERR_PRINTS("Scale key at time " + rtos(p_time) + " in Animation Track '" + String(pa->owner->path) + "' not of type Vector2()");
}
#endif
static_cast<Node2D *>(pa->object)->set_scale(value);
} break;
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}
}
}
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} break;
case Animation::TYPE_METHOD: {
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if (!nc->node)
continue;
if (p_delta == 0)
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continue;
if (!p_allow_discrete)
break;
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List<int> indices;
a->method_track_get_key_indices(i, p_time, p_delta, &indices);
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for (List<int>::Element *E = indices.front(); E; E = E->next()) {
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StringName method = a->method_track_get_name(i, E->get());
Vector<Variant> params = a->method_track_get_params(i, E->get());
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int s = params.size();
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ERR_CONTINUE(s > VARIANT_ARG_MAX);
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if (can_call) {
MessageQueue::get_singleton()->push_call(
nc->node,
method,
s >= 1 ? params[0] : Variant(),
s >= 2 ? params[1] : Variant(),
s >= 3 ? params[2] : Variant(),
s >= 4 ? params[3] : Variant(),
s >= 5 ? params[4] : Variant());
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}
}
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} break;
}
}
}
void AnimationPlayer::_animation_process_data(PlaybackData &cd, float p_delta, float p_blend) {
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float delta = p_delta * speed_scale * cd.speed_scale;
bool backwards = delta < 0;
float next_pos = cd.pos + delta;
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float len = cd.from->animation->get_length();
bool loop = cd.from->animation->has_loop();
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if (!loop) {
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if (next_pos < 0)
next_pos = 0;
else if (next_pos > len)
next_pos = len;
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// fix delta
delta = next_pos - cd.pos;
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if (&cd == &playback.current) {
if (!backwards && cd.pos < len && next_pos == len /*&& playback.blend.empty()*/) {
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//playback finished
end_notify = true;
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}
if (backwards && cd.pos > 0 && next_pos == 0 /*&& playback.blend.empty()*/) {
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//playback finished
end_notify = true;
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}
}
} else {
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next_pos = Math::fposmod(next_pos, len);
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}
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cd.pos = next_pos;
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_animation_process_animation(cd.from, cd.pos, delta, p_blend, &cd == &playback.current);
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}
void AnimationPlayer::_animation_process2(float p_delta) {
Playback &c = playback;
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accum_pass++;
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_animation_process_data(c.current, p_delta, 1.0f);
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List<Blend>::Element *prev = NULL;
for (List<Blend>::Element *E = c.blend.back(); E; E = prev) {
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Blend &b = E->get();
float blend = b.blend_left / b.blend_time;
_animation_process_data(b.data, p_delta, blend);
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b.blend_left -= Math::absf(speed_scale * p_delta);
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prev = E->prev();
if (b.blend_left < 0) {
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c.blend.erase(E);
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}
}
}
void AnimationPlayer::_animation_update_transforms() {
for (int i = 0; i < cache_update_size; i++) {
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TrackNodeCache *nc = cache_update[i];
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ERR_CONTINUE(nc->accum_pass != accum_pass);
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if (nc->spatial) {
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Transform t;
t.origin = nc->loc_accum;
t.basis = nc->rot_accum;
t.basis.scale(nc->scale_accum);
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if (nc->skeleton && nc->bone_idx >= 0) {
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nc->skeleton->set_bone_pose(nc->bone_idx, t);
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} else if (nc->spatial) {
nc->spatial->set_transform(t);
}
}
}
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cache_update_size = 0;
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for (int i = 0; i < cache_update_prop_size; i++) {
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TrackNodeCache::PropertyAnim *pa = cache_update_prop[i];
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ERR_CONTINUE(pa->accum_pass != accum_pass);
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#if 1
/* switch(pa->special) {
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case SP_NONE: pa->object->set(pa->prop,pa->value_accum); break; //you are not speshul
case SP_NODE2D_POS: static_cast<Node2D*>(pa->object)->set_position(pa->value_accum); break;
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case SP_NODE2D_ROT: static_cast<Node2D*>(pa->object)->set_rot(Math::deg2rad(pa->value_accum)); break;
case SP_NODE2D_SCALE: static_cast<Node2D*>(pa->object)->set_scale(pa->value_accum); break;
}*/
switch (pa->special) {
case SP_NONE: {
bool valid;
pa->object->set(pa->prop, pa->value_accum, &valid); //you are not speshul
#ifdef DEBUG_ENABLED
if (!valid) {
ERR_PRINTS("Failed setting key at time " + rtos(playback.current.pos) + " in Animation '" + get_current_animation() + "', Track '" + String(pa->owner->path) + "'. Check if property exists or the type of key is right for the property");
}
#endif
} break;
case SP_NODE2D_POS: {
#ifdef DEBUG_ENABLED
if (pa->value_accum.get_type() != Variant::VECTOR2) {
ERR_PRINTS("Position key at time " + rtos(playback.current.pos) + " in Animation '" + get_current_animation() + "', Track '" + String(pa->owner->path) + "' not of type Vector2()");
}
#endif
static_cast<Node2D *>(pa->object)->set_position(pa->value_accum);
} break;
case SP_NODE2D_ROT: {
#ifdef DEBUG_ENABLED
if (pa->value_accum.is_num()) {
ERR_PRINTS("Rotation key at time " + rtos(playback.current.pos) + " in Animation '" + get_current_animation() + "', Track '" + String(pa->owner->path) + "' not numerical");
}
#endif
static_cast<Node2D *>(pa->object)->set_rotation(Math::deg2rad((double)pa->value_accum));
} break;
case SP_NODE2D_SCALE: {
#ifdef DEBUG_ENABLED
if (pa->value_accum.get_type() != Variant::VECTOR2) {
ERR_PRINTS("Scale key at time " + rtos(playback.current.pos) + " in Animation '" + get_current_animation() + "', Track '" + String(pa->owner->path) + "' not of type Vector2()");
}
#endif
static_cast<Node2D *>(pa->object)->set_scale(pa->value_accum);
} break;
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}
#else
pa->object->set(pa->prop, pa->value_accum);
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#endif
}
cache_update_prop_size = 0;
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}
void AnimationPlayer::_animation_process(float p_delta) {
//bool any_active=false;
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if (playback.current.from) {
end_notify = false;
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_animation_process2(p_delta);
_animation_update_transforms();
if (end_notify) {
if (queued.size()) {
String old = playback.assigned;
play(queued.front()->get());
String new_name = playback.assigned;
queued.pop_front();
end_notify = false;
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emit_signal(SceneStringNames::get_singleton()->animation_changed, old, new_name);
} else {
//stop();
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playing = false;
_set_process(false);
end_notify = false;
emit_signal(SceneStringNames::get_singleton()->animation_finished, playback.assigned);
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}
}
} else {
_set_process(false);
}
}
Error AnimationPlayer::add_animation(const StringName &p_name, const Ref<Animation> &p_animation) {
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#ifdef DEBUG_ENABLED
ERR_EXPLAIN("Invalid animation name: " + String(p_name));
ERR_FAIL_COND_V(String(p_name).find("/") != -1 || String(p_name).find(":") != -1 || String(p_name).find(",") != -1 || String(p_name).find("[") != -1, ERR_INVALID_PARAMETER);
#endif
ERR_FAIL_COND_V(p_animation.is_null(), ERR_INVALID_PARAMETER);
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//print_line("Add anim: "+String(p_name)+" name: "+p_animation->get_name());
if (animation_set.has(p_name)) {
_unref_anim(animation_set[p_name].animation);
animation_set[p_name].animation = p_animation;
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clear_caches();
} else {
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AnimationData ad;
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);
_change_notify();
return OK;
}
void AnimationPlayer::remove_animation(const StringName &p_name) {
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ERR_FAIL_COND(!animation_set.has(p_name));
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stop_all();
_unref_anim(animation_set[p_name].animation);
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animation_set.erase(p_name);
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clear_caches();
_change_notify();
}
void AnimationPlayer::_ref_anim(const Ref<Animation> &p_anim) {
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if (used_anims.has(p_anim))
used_anims[p_anim]++;
else {
used_anims[p_anim] = 1;
Ref<Animation>(p_anim)->connect("changed", this, "_animation_changed");
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}
}
void AnimationPlayer::_unref_anim(const Ref<Animation> &p_anim) {
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ERR_FAIL_COND(!used_anims.has(p_anim));
int &n = used_anims[p_anim];
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n--;
if (n == 0) {
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Ref<Animation>(p_anim)->disconnect("changed", this, "_animation_changed");
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used_anims.erase(p_anim);
}
}
void AnimationPlayer::rename_animation(const StringName &p_name, const StringName &p_new_name) {
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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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//print_line("Rename anim: "+String(p_name)+" name: "+String(p_new_name));
stop_all();
AnimationData ad = animation_set[p_name];
ad.name = p_new_name;
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animation_set.erase(p_name);
animation_set[p_new_name] = ad;
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List<BlendKey> to_erase;
Map<BlendKey, float> to_insert;
for (Map<BlendKey, float>::Element *E = blend_times.front(); E; E = E->next()) {
BlendKey bk = E->key();
BlendKey new_bk = bk;
bool erase = false;
if (bk.from == p_name) {
new_bk.from = p_new_name;
erase = true;
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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);
to_insert[new_bk] = E->get();
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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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}
while (to_insert.size()) {
blend_times[to_insert.front()->key()] = to_insert.front()->get();
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to_insert.erase(to_insert.front());
}
if (autoplay == p_name)
autoplay = p_new_name;
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clear_caches();
_change_notify();
}
bool AnimationPlayer::has_animation(const StringName &p_name) const {
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return animation_set.has(p_name);
}
Ref<Animation> AnimationPlayer::get_animation(const StringName &p_name) const {
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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;
}
void AnimationPlayer::get_animation_list(List<StringName> *p_animations) const {
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List<String> anims;
for (Map<StringName, AnimationData>::Element *E = animation_set.front(); E; E = E->next()) {
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anims.push_back(E->key());
}
anims.sort();
for (List<String>::Element *E = anims.front(); E; E = E->next()) {
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p_animations->push_back(E->get());
}
}
void AnimationPlayer::set_blend_time(const StringName &p_animation1, const StringName &p_animation2, float p_time) {
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ERR_FAIL_COND(p_time < 0);
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BlendKey bk;
bk.from = p_animation1;
bk.to = p_animation2;
if (p_time == 0)
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blend_times.erase(bk);
else
blend_times[bk] = p_time;
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}
float AnimationPlayer::get_blend_time(const StringName &p_animation1, const StringName &p_animation2) const {
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BlendKey bk;
bk.from = p_animation1;
bk.to = p_animation2;
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if (blend_times.has(bk))
return blend_times[bk];
else
return 0;
}
void AnimationPlayer::queue(const StringName &p_name) {
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if (!is_playing())
play(p_name);
else
queued.push_back(p_name);
}
void AnimationPlayer::clear_queue() {
queued.clear();
};
void AnimationPlayer::play_backwards(const StringName &p_name, float p_custom_blend) {
play(p_name, p_custom_blend, -1, true);
}
void AnimationPlayer::play(const StringName &p_name, float p_custom_blend, float p_custom_scale, bool p_from_end) {
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//printf("animation is %ls\n", String(p_name).c_str());
//ERR_FAIL_COND(!is_inside_scene());
StringName name = p_name;
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if (String(name) == "")
name = playback.assigned;
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if (!animation_set.has(name)) {
ERR_EXPLAIN("Animation not found: " + name);
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ERR_FAIL();
}
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Playback &c = playback;
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if (c.current.from) {
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float blend_time = 0;
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// find if it can blend
BlendKey bk;
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)) {
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)
blend_time = default_blend_time;
if (blend_time > 0) {
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Blend b;
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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c.current.from = &animation_set[name];
c.current.pos = p_from_end ? c.current.from->animation->get_length() : 0;
c.current.speed_scale = p_custom_scale;
c.assigned = p_name;
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if (!end_notify)
queued.clear();
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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() && get_tree()->is_editor_hint())
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return; // no next in this case
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 {
return playing;
/*
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if (playback.current.from==NULL)
return false;
float len=playback.current.from->animation->get_length();
float pos = playback.current.pos;
bool loop=playback.current.from->animation->has_loop();
if (!loop && pos >= len) {
return false;
};
return true;
*/
}
void AnimationPlayer::set_current_animation(const String &p_anim) {
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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;
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}
}
String AnimationPlayer::get_current_animation() const {
return (playback.assigned);
}
void AnimationPlayer::stop(bool p_reset) {
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Playback &c = playback;
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c.blend.clear();
if (p_reset) {
c.current.from = NULL;
}
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_set_process(false);
queued.clear();
playing = false;
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}
void AnimationPlayer::stop_all() {
stop();
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_set_process(false); // always process when starting an animation
}
void AnimationPlayer::set_speed_scale(float p_speed) {
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speed_scale = p_speed;
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}
float AnimationPlayer::get_speed_scale() const {
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return speed_scale;
}
void AnimationPlayer::seek(float p_time, bool p_update) {
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if (!playback.current.from) {
if (playback.assigned)
set_current_animation(playback.assigned);
ERR_FAIL_COND(!playback.current.from);
}
playback.current.pos = p_time;
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if (p_update) {
_animation_process(0);
}
}
void AnimationPlayer::seek_delta(float p_time, float p_delta) {
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if (!playback.current.from) {
if (playback.assigned)
set_current_animation(playback.assigned);
ERR_FAIL_COND(!playback.current.from);
}
playback.current.pos = p_time - p_delta;
if (speed_scale != 0.0)
p_delta /= speed_scale;
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_animation_process(p_delta);
//playback.current.pos=p_time;
}
bool AnimationPlayer::is_valid() const {
return (playback.current.from);
}
float AnimationPlayer::get_current_animation_pos() const {
ERR_FAIL_COND_V(!playback.current.from, 0);
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return playback.current.pos;
}
float AnimationPlayer::get_current_animation_length() const {
ERR_FAIL_COND_V(!playback.current.from, 0);
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return playback.current.from->animation->get_length();
}
void AnimationPlayer::_animation_changed() {
clear_caches();
}
void AnimationPlayer::_node_removed(Node *p_node) {
clear_caches(); // nodes contained here ar being removed, clear the caches
}
void AnimationPlayer::clear_caches() {
node_cache_map.clear();
for (Map<StringName, AnimationData>::Element *E = animation_set.front(); E; E = E->next()) {
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E->get().node_cache.clear();
}
cache_update_size = 0;
cache_update_prop_size = 0;
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}
void AnimationPlayer::set_active(bool p_active) {
if (active == p_active)
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return;
active = p_active;
_set_process(processing, true);
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}
bool AnimationPlayer::is_active() const {
return active;
}
StringName AnimationPlayer::find_animation(const Ref<Animation> &p_animation) const {
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for (Map<StringName, AnimationData>::Element *E = animation_set.front(); E; E = E->next()) {
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if (E->get().animation == p_animation)
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return E->key();
}
return "";
}
void AnimationPlayer::set_autoplay(const String &p_name) {
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autoplay = p_name;
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}
String AnimationPlayer::get_autoplay() const {
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return autoplay;
}
void AnimationPlayer::set_animation_process_mode(AnimationProcessMode p_mode) {
if (animation_process_mode == p_mode)
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return;
bool pr = processing;
if (pr)
_set_process(false);
animation_process_mode = p_mode;
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if (pr)
_set_process(true);
}
AnimationPlayer::AnimationProcessMode AnimationPlayer::get_animation_process_mode() const {
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return animation_process_mode;
}
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;
switch (animation_process_mode) {
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case ANIMATION_PROCESS_FIXED: set_fixed_process_internal(p_process && active); break;
case ANIMATION_PROCESS_IDLE: set_process_internal(p_process && active); break;
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}
processing = p_process;
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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));
animation_set[p_animation].next = p_next;
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}
StringName AnimationPlayer::animation_get_next(const StringName &p_animation) const {
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if (!animation_set.has(p_animation))
return StringName();
return animation_set[p_animation].next;
}
void AnimationPlayer::set_default_blend_time(float p_default) {
default_blend_time = p_default;
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}
float AnimationPlayer::get_default_blend_time() const {
return default_blend_time;
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}
void AnimationPlayer::set_root(const NodePath &p_root) {
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root = p_root;
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clear_caches();
}
NodePath AnimationPlayer::get_root() const {
return root;
}
void AnimationPlayer::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
String pf = p_function;
if (p_function == "play" || p_function == "remove_animation" || p_function == "has_animation" || p_function == "queue") {
List<StringName> al;
get_animation_list(&al);
for (List<StringName>::Element *E = al.front(); E; E = E->next()) {
r_options->push_back("\"" + String(E->get()) + "\"");
}
}
Node::get_argument_options(p_function, p_idx, r_options);
}
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void AnimationPlayer::_bind_methods() {
ClassDB::bind_method(D_METHOD("_node_removed"), &AnimationPlayer::_node_removed);
ClassDB::bind_method(D_METHOD("_animation_changed"), &AnimationPlayer::_animation_changed);
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ClassDB::bind_method(D_METHOD("add_animation", "name", "animation"), &AnimationPlayer::add_animation);
ClassDB::bind_method(D_METHOD("remove_animation", "name"), &AnimationPlayer::remove_animation);
ClassDB::bind_method(D_METHOD("rename_animation", "name", "newname"), &AnimationPlayer::rename_animation);
ClassDB::bind_method(D_METHOD("has_animation", "name"), &AnimationPlayer::has_animation);
ClassDB::bind_method(D_METHOD("get_animation", "name"), &AnimationPlayer::get_animation);
ClassDB::bind_method(D_METHOD("get_animation_list"), &AnimationPlayer::_get_animation_list);
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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);
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("stop_all"), &AnimationPlayer::stop_all);
ClassDB::bind_method(D_METHOD("is_playing"), &AnimationPlayer::is_playing);
ClassDB::bind_method(D_METHOD("set_current_animation", "anim"), &AnimationPlayer::set_current_animation);
ClassDB::bind_method(D_METHOD("get_current_animation"), &AnimationPlayer::get_current_animation);
ClassDB::bind_method(D_METHOD("queue", "name"), &AnimationPlayer::queue);
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("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_root", "path"), &AnimationPlayer::set_root);
ClassDB::bind_method(D_METHOD("get_root"), &AnimationPlayer::get_root);
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ClassDB::bind_method(D_METHOD("seek", "pos_sec", "update"), &AnimationPlayer::seek, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_pos"), &AnimationPlayer::get_current_animation_pos);
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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_animation_process_mode", "mode"), &AnimationPlayer::set_animation_process_mode);
ClassDB::bind_method(D_METHOD("get_animation_process_mode"), &AnimationPlayer::get_animation_process_mode);
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ClassDB::bind_method(D_METHOD("get_current_animation_pos"), &AnimationPlayer::get_current_animation_pos);
ClassDB::bind_method(D_METHOD("get_current_animation_length"), &AnimationPlayer::get_current_animation_length);
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ClassDB::bind_method(D_METHOD("advance", "delta"), &AnimationPlayer::advance);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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ADD_GROUP("Playback Options", "playback_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "playback_process_mode", PROPERTY_HINT_ENUM, "Fixed,Idle"), "set_animation_process_mode", "get_animation_process_mode");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "playback_default_blend_time", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_default_blend_time", "get_default_blend_time");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_node"), "set_root", "get_root");
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ADD_SIGNAL(MethodInfo("animation_finished", PropertyInfo(Variant::STRING, "name")));
ADD_SIGNAL(MethodInfo("animation_changed", PropertyInfo(Variant::STRING, "old_name"), PropertyInfo(Variant::STRING, "new_name")));
ADD_SIGNAL(MethodInfo("animation_started", PropertyInfo(Variant::STRING, "name")));
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BIND_CONSTANT(ANIMATION_PROCESS_FIXED);
BIND_CONSTANT(ANIMATION_PROCESS_IDLE);
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}
AnimationPlayer::AnimationPlayer() {
accum_pass = 1;
cache_update_size = 0;
cache_update_prop_size = 0;
speed_scale = 1;
end_notify = false;
animation_process_mode = ANIMATION_PROCESS_IDLE;
processing = false;
default_blend_time = 0;
root = SceneStringNames::get_singleton()->path_pp;
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playing = false;
active = true;
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}
AnimationPlayer::~AnimationPlayer() {
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}