Commit graph

105 commits

Author SHA1 Message Date
chocola-mint
ed13a840fa Add markers to animation 2024-09-29 17:27:36 +09:00
Silc Lizard (Tokage) Renew
98dbd869c5 Handle internal seek on AnimationPlayer to process discrete correctly 2024-07-16 14:49:25 +09:00
Jacob Millner
825cb3e6c5 fix the sorting of blend_times in animation player
Modify BlendKey's sort to use  AlphaCompare in order to create a deterministic sort

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-07-03 10:01:32 -04:00
Silc Lizard (Tokage) Renew
6fd8b25d38 Add argument options to AnimationPlayer for auto capture 2024-05-03 07:06:37 +09:00
Silc Lizard (Tokage) Renew
36abb55dd2 Add auto_capture option to AnimationPlayer 2024-05-02 19:57:36 +09:00
Micky
cd2032a90b Optimise Object's get_argument_options 2024-02-29 18:00:54 +01:00
Raul Santos
5ba92e5a57
Fix some DEFVALs to use the right type
- Use `StringName()` in DEFVAL for StringNames.
- Use `Variant()` in DEFVAL for Variants.
2024-02-23 01:50:18 +01:00
Silc Lizard (Tokage) Renew
85d66cb4e8 Add capture() and play_with_capture() as substitute of update capture 2024-02-12 17:02:05 +09:00
Silc Lizard (Tokage) Renew
f8da9460c1 Make default blend_left consider current blend amount 2024-01-09 05:07:27 +09:00
Silc Lizard (Tokage) Renew
c36200b9a1 Check the seek process immediately after playback as a special case 2023-11-26 07:32:34 +09:00
Silc Lizard (Tokage) Renew
9c3104292d Clear seeked/started flag after seeking/advancing in AnimationPlayer 2023-11-22 23:40:53 +09:00
Silc Lizard (Tokage) Renew
1b95827d3e Implement AnimationManager the base class of AnimationPlayer/Tree 2023-09-29 08:23:57 +09:00
Silc Renew
fa198c482e Fix AnimatedSprite play() don't redraw immediately 2023-01-29 08:00:42 +09:00
Silc Renew
75330887d7 Implement blending audio feature to AnimationTree 2023-01-28 20:08:29 +09:00
Silc Renew
9ef2fb3cd4 Make AnimTree/Player processes adopt to GDVIRTUAL 2023-01-26 23:22:57 +09:00
Silc Renew
d16004f297 Add p_keep_state to AnimationPlayer::stop() 2023-01-19 01:05:46 +09:00
Tomasz Chabora
4668a186db Reset animation on playback stop 2023-01-13 13:41:37 +01:00
kobewi
da9396881e Split pause() from AnimationPlayer's stop() 2023-01-11 14:03:31 +01:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Silc Renew
bd8395882e Change init for cache_update_size & add pointer animation player 2022-12-07 22:34:41 +09:00
Silc Renew
d3b77d9cc3 Fix AnimationPlayer method track call oneself with IMMEDIATE mode 2022-12-07 19:48:06 +09:00
Rémi Verschelde
8c094207a0
Merge pull request #61958 from jtnicholl/animation_connections
Add `animation_changed` signal to `AnimationLibrary`, have `AnimationPlayer` connect to it instead of `Animation`'s `changed`
2022-12-02 12:24:32 +01:00
Silc Renew
1fc3833617 Refactor process of animation to retrive keys more exactly 2022-12-01 22:07:47 +09:00
Jonathan Nicholl
f8021dae9c Add animation_changed signal to AnimationLibrary
AnimationLibrary now listens for the animation_changed signal on its
animations and emits this new signal, with the animation name added
on. AnimationPlayer now connects to this signal rather than connecting
to each individual animation, which was poor practice due to bypassing
encapsulation.
2022-11-21 15:39:03 -05:00
Dave Palais
0c46068af0 Change time parameters and variables to double type
Addresses #65313
2022-09-26 13:52:54 -05:00
Yuri Sizov
1a24c9e14b Make _validate_property a multilevel method 2022-08-22 18:35:11 +03:00
Hugo Locurcio
aaeb60eafc
Add a Movie Quit On Finish property to AnimationPlayer
This quits the project when an animation is done playing in the
given AnimationPlayer, but only in Movie Maker mode.
When this happens, a message is printed with the absolute path of the
AnimationPlayer node that caused the engine to quit.

This can be used to create videos that stop at a specified time
without having to write any script.

A report is now also printed to the console when the video is done
recording (as long as the engine was exited properly).
This report is unfortunately not always visible in the editor's
Output panel, as it's printed too late.

A method was also added to get the path to the output file from the
scripting API.
2022-07-27 18:50:28 +02:00
Silc Renew
dde235ad82 add position track normalization & post process key value for retarget 2022-07-26 18:48:08 +09:00
Silc Renew
e27119a51f Fix initial value of TRS3DTrack cache in AnimationPlayer 2022-07-26 05:32:26 +09:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
reduz
141c375581 Clean up Hash Functions
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
2022-06-20 12:54:19 +02:00
SnailRhymer
b0e31eeb4a Remove configuration warning from AnimationPlayer
Remove warning about animations in different libraries having the same name, since shared names are fine.

Also fix missing vformat argument when setting the name of an animation to one that does conflict with an animation in the same library.
2022-05-24 13:22:16 +01:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Hugo Locurcio
180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
reduz
6f401439f8 Implement Animation Libraries
* Instead of containing single animations, AnimationPlayer now contains libraries.
* Libraries, in turn, contain the animations.

This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models.

Missing (will be done on separate PRs):

* Make it possible to import scenes (dae/fbx/gltf) as animation libraries.
* Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything.
2022-04-11 12:51:54 +02:00
Rémi Verschelde
5371009d8e Object: Remove unused category boilerplate
We might want to re-add something like this if/when we find a good use case
for it and do the effort to categorize all objects in the API properly.

Until then, it's better to remove that boilerplate since it's not needed.

Closes #18711.
2022-03-26 15:46:01 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Silc 'Tokage' Renew
0569930280 Fixed PlaybackData in AnimationPlayer 2021-11-27 07:53:48 +09:00
Silc 'Tokage' Renew
953a7bce7e reimplement ping-pong 2021-11-03 13:39:33 +09:00
Marcel Admiraal
87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
reduz
ae1c016547 Implement Animation Blend Shape Tracks
* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance

Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
2021-10-16 08:36:05 -03:00
reduz
ec19ed3723 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 20:08:42 -03:00
Juan Linietsky
610de0974d
Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and NodeAnimation" 2021-10-11 19:27:50 -03:00
Tokage
372ba76663 implement ping-pong loop in animation
Co-authored-by: Chaosus <chaosus89@gmail.com>
2021-10-09 18:08:43 +09:00
Aaron Franke
78d33a6e24
Use doubles for time in animation code 2021-08-09 14:04:25 -05:00
Pedro J. Estébanez
04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Marcel Admiraal
8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke
bbd49dec23
Disable Skeleton3D when compiling without 3D
Make animation code not depend on Skeleton3D or even Node3D
2021-06-04 08:33:50 -04:00
reduz
083aa9b95e Refactor Process Mode
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192

* PauseMode is now ProcessMode, containing the following states:
	```
	PROCESS_MODE_INHERIT, // same as parent node
	PROCESS_MODE_NORMAL, // process only if not paused
	PROCESS_MODE_PAUSE_ONLY, // process only if paused
	PROCESS_MODE_ALWAYS, // process always
	PROCESS_MODE_DISABLED, // never process
	```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-18 20:39:55 -03:00