/*************************************************************************/
/*  animation_player.cpp                                                 */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#include "animation_player.h"
 
#include "message_queue.h"
#include "scene/scene_string_names.h"

bool AnimationPlayer::_set(const StringName& p_name, const Variant& p_value) {

	String name=p_name;

	if (name=="playback/speed" || name=="speed") { //bw compatibility
		set_speed(p_value);

	} else if (name=="playback/active") {
		set_active(p_value);
	} else if (name.begins_with("playback/play")) {

		String which=p_value;


		if (which=="[stop]")
			stop();
		else
			play(which);
	} else if (name.begins_with("anims/")) {
	

		String which=name.get_slice("/",1);
		
		add_animation(which,p_value);
	} else if (name.begins_with("next/")) {


		String which=name.get_slice("/",1);
		animation_set_next(which,p_value);

	} else if (name=="blend_times") {
	
		Array array=p_value;
		int len = array.size();
		ERR_FAIL_COND_V(len%3,false);


		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];

			set_blend_time(from,to,time);
		}

	} else if (name=="autoplay") {
		autoplay=p_value;
	
	} else
		return false;

	return true;

}

bool AnimationPlayer::_get(const StringName& p_name,Variant &r_ret) const {

	String name=p_name;

	if (name=="playback/speed") { //bw compatibility
	
		r_ret=speed_scale;
	} else if (name=="playback/active") {

		r_ret=is_active();
	} else if (name=="playback/play") {

		if (is_active() && is_playing())
			r_ret=playback.assigned;
		else
			r_ret="[stop]";

	} else if (name.begins_with("anims/")) {
	
		String which=name.get_slice("/",1);
		
		r_ret= get_animation(which).get_ref_ptr();
	} else if (name.begins_with("next/")) {

		String which=name.get_slice("/",1);

		r_ret= animation_get_next(which);


	} else if (name=="blend_times") {
	
		Array array;

		array.resize(blend_times.size()*3);
		int idx=0;
		for(Map<BlendKey, float >::Element *E=blend_times.front();E;E=E->next()) {

			array.set(idx*3+0,E->key().from);
			array.set(idx*3+1,E->key().to);
			array.set(idx*3+2,E->get());
			idx++;
		}
		r_ret=array;
	} else if (name=="autoplay") {
		r_ret=autoplay;


	} else
		return false;

	return true;
}

void AnimationPlayer::_get_property_list( List<PropertyInfo> *p_list) const {




	List<String> names;

	for( Map<StringName, AnimationData>::Element *E=animation_set.front();E;E=E->next()) {

		p_list->push_back( PropertyInfo( Variant::OBJECT, "anims/"+String(E->key()), PROPERTY_HINT_RESOURCE_TYPE, "Animation",PROPERTY_USAGE_NOEDITOR) );
		if (E->get().next!=StringName())
			p_list->push_back( PropertyInfo( Variant::STRING, "next/"+String(E->key()), PROPERTY_HINT_NONE, "",PROPERTY_USAGE_NOEDITOR) );
		names.push_back(E->key());
	}


	{
		names.sort();
		names.push_front("[stop]");
		String hint;
		for(List<String>::Element *E=names.front();E;E=E->next()) {

			if (E!=names.front())
				hint+=",";
			hint+=E->get();
		}

		p_list->push_back( PropertyInfo( Variant::STRING, "playback/play", PROPERTY_HINT_ENUM, hint,PROPERTY_USAGE_EDITOR) );
		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") );

	}



	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) );

}

void AnimationPlayer::advance(float p_time) {

	_animation_process( p_time );
}

void AnimationPlayer::_notification(int p_what) {

	switch(p_what) {
	
		case NOTIFICATION_ENTER_TREE: {

			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)) {
				play(autoplay);
			}
		} break;
		case NOTIFICATION_PROCESS: {
			if (animation_process_mode==ANIMATION_PROCESS_FIXED)
				break;

			if (processing)
				_animation_process( get_process_delta_time() );
		} break;
		case NOTIFICATION_FIXED_PROCESS: {
		
			if (animation_process_mode==ANIMATION_PROCESS_IDLE)
				break;

			if (processing)
				_animation_process( get_fixed_process_delta_time() );
		} break;
		case NOTIFICATION_EXIT_TREE: {
		
			//stop_all();
			clear_caches();
		} break;
	}
}

void AnimationPlayer::_generate_node_caches(AnimationData* p_anim) {

	Node *parent = get_node(root);
	
	ERR_FAIL_COND(!parent);

	Animation *a=p_anim->animation.operator->();
	
	p_anim->node_cache.resize( a->get_track_count() );
	
	for (int i=0;i<a->get_track_count();i++) {
	
		p_anim->node_cache[i]=NULL;
		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))+"'");
		}
		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;

		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) {

				continue;
			}
		}
		
		{
			if (!child->is_connected("exit_tree",this,"_node_removed"))
				child->connect("exit_tree",this,"_node_removed",make_binds(child),CONNECT_ONESHOT);
		}

		TrackNodeCacheKey key;
		key.id=id;
		key.bone_idx=bone_idx;
		
		if (node_cache_map.has(key)) {
		
			p_anim->node_cache[i]=&node_cache_map[key];
		} else {
		

			node_cache_map[key]=TrackNodeCache();
			
			p_anim->node_cache[i]=&node_cache_map[key];
			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) {
				// special cases and caches for transform tracks
				
				// cache spatial
				p_anim->node_cache[i]->spatial=child->cast_to<Spatial>();
				// cache skeleton
				p_anim->node_cache[i]->skeleton=child->cast_to<Skeleton>();
				if (p_anim->node_cache[i]->skeleton) {

					StringName bone_name=a->track_get_path(i).get_property();
					if (bone_name.operator String()!="") {
					
						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;
							printf("bone is %ls\n", String(bone_name).c_str());
							ERR_CONTINUE( p_anim->node_cache[i]->bone_idx<0 );
						} else {
						}
					} else {
						// no property, just use spatialnode
						p_anim->node_cache[i]->skeleton=NULL;						
					}
					
				}
			}
		}

		if (a->track_get_type(i)==Animation::TYPE_VALUE) {

			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;
				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;
				}
				p_anim->node_cache[i]->property_anim[property]=pa;
			}
		}
	}
}


void AnimationPlayer::_animation_process_animation(AnimationData* p_anim,float p_time, float p_delta,float p_interp, bool p_allow_discrete) {

	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() );
	

	Animation *a=p_anim->animation.operator->();
	bool can_call = is_inside_tree() && !get_tree()->is_editor_hint();
	
	for (int i=0;i<a->get_track_count();i++) {
	
		TrackNodeCache *nc=p_anim->node_cache[i];
		
		if (!nc) // no node cache for this track, skip it
			continue;
			
		if (a->track_get_key_count(i)==0)
			continue; // do nothing if track is empty

		switch(a->track_get_type(i)) {
			
			case Animation::TYPE_TRANSFORM: {
			
				if (!nc->spatial)
					continue;
			
				
				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


				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=loc;
					nc->rot_accum=rot;
					nc->scale_accum=scale;

				} 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);

				}
				
			} break;
			case Animation::TYPE_VALUE: {
			
				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());
				ERR_CONTINUE(!E); //should it continue, or create a new one?

				TrackNodeCache::PropertyAnim *pa = &E->get();


				if (a->value_track_is_continuous(i) || p_delta==0) {


					Variant value=a->value_track_interpolate(i,p_time);
					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;
					} else {
						Variant::interpolate(pa->value_accum,value,p_interp,pa->value_accum);
					}


				} else if (p_allow_discrete) {

					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()) {

						Variant value=a->track_get_key_value(i,F->get());
						switch(pa->special) {

							case SP_NONE: pa->object->set(pa->prop,value); break; //you are not speshul
							case SP_NODE2D_POS: static_cast<Node2D*>(pa->object)->set_pos(value); break;
							case SP_NODE2D_ROT: static_cast<Node2D*>(pa->object)->set_rot(Math::deg2rad(value)); break;
							case SP_NODE2D_SCALE: static_cast<Node2D*>(pa->object)->set_scale(value); break;
						}

					}

				}
				
			} break;
			case Animation::TYPE_METHOD: {
			
				if (!nc->node)
					continue;
				if (p_delta==0)
					continue;
				if (!p_allow_discrete)
					break;
					
				List<int> indices;

				a->method_track_get_key_indices(i,p_time,p_delta,&indices);
							
				for(List<int>::Element *E=indices.front();E;E=E->next()) {

					StringName method=a->method_track_get_name(i,E->get());
					Vector<Variant> params=a->method_track_get_params(i,E->get());

					int s=params.size();

					ERR_CONTINUE( s > VARIANT_ARG_MAX );
					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()
									       );
					}
				}
					
			
			} break;
		}
	}
}

void AnimationPlayer::_animation_process_data(PlaybackData &cd,float p_delta,float p_blend) {

	float delta=p_delta*speed_scale*cd.speed_scale;
	bool backwards=delta<0;
	float next_pos=cd.pos+delta;
	
	float len=cd.from->animation->get_length();
	bool loop=cd.from->animation->has_loop();
	
	if (!loop) {
	
		if (next_pos<0)
			next_pos=0;
		else if (next_pos>len)
			next_pos=len;
			
		// fix delta
		delta=next_pos-cd.pos;

		if (&cd == &playback.current) {

			if (!backwards && cd.pos < len && next_pos==len /*&& playback.blend.empty()*/) {
				//playback finished
				end_notify=true;
			}

			if (backwards && cd.pos > 0 && next_pos==0 /*&& playback.blend.empty()*/) {
				//playback finished
				end_notify=true;
			}

		}

	} else {
	
		next_pos=Math::fposmod(next_pos,len);

	}
	
	cd.pos=next_pos;

	_animation_process_animation(cd.from,cd.pos,delta,p_blend,&cd == &playback.current);

	

}
void AnimationPlayer::_animation_process2(float p_delta) {


	Playback &c=playback;
	
	float prev_blend=1.0;
	accum_pass++;
	
	int pop_count=1;
	int pop=0; // if >0, then amount of elements to pop from the back


	for (List<Blend>::Element *E=c.blend.back();E;E=E->prev(),pop_count++) {
	
		Blend& b=E->get();
		_animation_process_data(b.data,p_delta,prev_blend);
		    
		prev_blend=1.0-b.blend_left/b.blend_time;
		
		b.blend_left-=Math::absf(speed_scale*p_delta);
		
		if (b.blend_left<0) {

			pop=pop_count;
		}
	}

	while(pop--) {

		c.blend.pop_back();
	}

	
	_animation_process_data(c.current,p_delta,prev_blend);
	
}

void AnimationPlayer::_animation_update_transforms() {


	for (int i=0;i<cache_update_size;i++) {
	
		TrackNodeCache *nc=cache_update[i];

		ERR_CONTINUE( nc->accum_pass!=accum_pass );

		if (nc->spatial) {
		
			Transform t;
			t.origin=nc->loc_accum;
			t.basis=nc->rot_accum;
			t.basis.scale( nc->scale_accum );

			if (nc->skeleton && nc->bone_idx>=0) {

				nc->skeleton->set_bone_pose( nc->bone_idx, t );

			} else if (nc->spatial) {

				nc->spatial->set_transform(t);
			}
		}
		
	}
	
	cache_update_size=0;

	for (int i=0;i<cache_update_prop_size;i++) {

		TrackNodeCache::PropertyAnim *pa=cache_update_prop[i];

		ERR_CONTINUE( pa->accum_pass!=accum_pass );

#if 1
		switch(pa->special) {


			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_pos(pa->value_accum); break;
			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;
		}
#else

		pa->object->set(pa->prop,pa->value_accum);
#endif
	}

	cache_update_prop_size=0;
}

void AnimationPlayer::_animation_process(float p_delta) {



//	bool any_active=false;
		
	if (playback.current.from) {

		end_notify=false;
		_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;
				emit_signal(SceneStringNames::get_singleton()->animation_changed, old, new_name);
			} else {
                //stop();
				playing = false;
				_set_process(false);
				end_notify=false;
				emit_signal(SceneStringNames::get_singleton()->finished);
			}
		}

	} else {
		_set_process(false);
	}

}


Error AnimationPlayer::add_animation(const StringName& p_name, const Ref<Animation>& p_animation) {

	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 );
	ERR_FAIL_COND_V( p_animation.is_null() , ERR_INVALID_PARAMETER );
	
	//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;
		clear_caches();
	} else {
			
		AnimationData ad;
		ad.animation=p_animation;
		ad.name=p_name;
		animation_set[p_name]=ad;
	}	

	_ref_anim(p_animation);
	_change_notify();
	return OK;
}

void AnimationPlayer::remove_animation(const StringName& p_name) {

	ERR_FAIL_COND(!animation_set.has(p_name) );
	
	stop_all();
	_unref_anim(animation_set[p_name].animation);
	animation_set.erase(p_name);	

	clear_caches();
	_change_notify();

}

void AnimationPlayer::_ref_anim(const Ref<Animation>& p_anim) {

	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");
	}

}

void AnimationPlayer::_unref_anim(const Ref<Animation>& p_anim) {

	ERR_FAIL_COND(!used_anims.has(p_anim));


	int & n = used_anims[p_anim];
	n--;
	if (n==0) {

		Ref<Animation>(p_anim)->disconnect("changed",this,"_animation_changed");
		used_anims.erase(p_anim);
	}

}


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) );

	//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;
	animation_set.erase(p_name);
	animation_set[p_new_name]=ad;

	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;
		}
		if (bk.to==p_name) {
			new_bk.to=p_new_name;
			erase=true;
		}

		if (erase) {
			to_erase.push_back(bk);
			to_insert[new_bk]=E->get();
		}
	}

	while(to_erase.size()) {

		blend_times.erase(to_erase.front()->get());
		to_erase.pop_front();;
	}

	while(to_insert.size()) {
		blend_times[to_insert.front()->key()]=to_insert.front()->get();
		to_insert.erase(to_insert.front());
	}

	if (autoplay==p_name)
		autoplay=p_new_name;

	clear_caches();
	_change_notify();
}


bool AnimationPlayer::has_animation(const StringName& p_name) const {

	return animation_set.has(p_name);
}
Ref<Animation> AnimationPlayer::get_animation(const StringName& p_name) const {

	ERR_FAIL_COND_V( !animation_set.has(p_name), Ref<Animation>() );

	const AnimationData& data = animation_set[p_name];
	
	return data.animation;

}
void AnimationPlayer::get_animation_list( List<StringName> * p_animations) const {

	List<String> anims;

	for( Map<StringName, AnimationData>::Element *E=animation_set.front();E;E=E->next()) {

		anims.push_back(E->key());
	}

	anims.sort();

	for(List<String>::Element *E=anims.front();E;E=E->next()) {

		p_animations->push_back(E->get());
	}

}

void AnimationPlayer::set_blend_time(const StringName& p_animation1, const StringName& p_animation2, float p_time) {

	ERR_FAIL_COND(p_time<0);

	BlendKey bk;
	bk.from=p_animation1;
	bk.to=p_animation2;
	if (p_time==0)
		blend_times.erase(bk);
	else
		blend_times[bk]=p_time;

}


float AnimationPlayer::get_blend_time( const StringName& p_animation1, const StringName& p_animation2) const {

	BlendKey bk;
	bk.from=p_animation1;
	bk.to=p_animation2;

	if (blend_times.has(bk))
		return blend_times[bk];
	else
		return 0;


}


void AnimationPlayer::queue(const StringName& p_name) {

	if (!is_playing())
		play(p_name);
	else
		queued.push_back(p_name);
}

void AnimationPlayer::clear_queue() {
	queued.clear();
};

void AnimationPlayer::play(const StringName& p_name, float p_custom_blend, float p_custom_scale,bool p_from_end) {

	//printf("animation is %ls\n", String(p_name).c_str());
	//ERR_FAIL_COND(!is_inside_scene());
	StringName name=p_name;
	
	if (String(name)=="")
		name=playback.assigned;

	if (!animation_set.has(name)) {
		ERR_EXPLAIN("Animation not found: "+name);
		ERR_FAIL();
	}
	
	Playback &c=playback;

	if (c.current.from) {
	
		float blend_time=0;
		// find if it can blend
		BlendKey bk;
		bk.from=c.current.from->name;
		bk.to=name;

		if (p_custom_blend>=0) {
			blend_time=p_custom_blend;
		} else if (blend_times.has(bk)) {
		
			blend_time=blend_times[bk];
		} else {
		
			bk.from="*";
			if (blend_times.has(bk)) {

				blend_time=blend_times[bk];
			} else {
			
				bk.from=c.current.from->name;
				bk.to="*";
			
				if (blend_times.has(bk)) {
	
					blend_time=blend_times[bk];
				}
			}
		}
		
		if (p_custom_blend<0 && blend_time==0 && default_blend_time)
                    blend_time=default_blend_time;
		if (blend_time>0) {
		
			Blend b;
			b.data=c.current;
			b.blend_time=b.blend_left=blend_time;
			c.blend.push_back(b);			
		}
	}
	
	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;

	if (!end_notify)
		queued.clear();
	_set_process(true); // always process when starting an animation
	playing = true;

	if (is_inside_tree() &&  get_tree()->is_editor_hint())
		return; // no next in this case


	StringName next=animation_get_next(p_name);
	if (next!=StringName() && animation_set.has(next)) {
		queue(next);
	}
}

bool AnimationPlayer::is_playing() const {

    return playing;
    /*
	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) {

	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_current_animation() const {

	return (playback.assigned);

}

void AnimationPlayer::stop(bool p_reset) {
	
	Playback &c=playback;
	c.blend.clear();
	if (p_reset) {
		c.current.from=NULL;
	}
	_set_process(false);
	queued.clear();
	playing = false;
}

void AnimationPlayer::stop_all() {

	stop();
		
	_set_process(false); // always process when starting an animation
	
}

void AnimationPlayer::set_speed(float p_speed) {

	speed_scale=p_speed;
	

}
float AnimationPlayer::get_speed() const {

	return speed_scale;
}

void AnimationPlayer::seek(float p_time,bool p_update) {


	if (!playback.current.from) {
		if (playback.assigned)
			set_current_animation(playback.assigned);
		ERR_FAIL_COND(!playback.current.from);
	}

	playback.current.pos=p_time;
	if (p_update) {
		_animation_process(0);
	}
}

void AnimationPlayer::seek_delta(float p_time,float p_delta) {

	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;
	_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);
	return playback.current.pos;
}

float AnimationPlayer::get_current_animation_length() const {

	ERR_FAIL_COND_V(!playback.current.from,0);
	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()) {

		E->get().node_cache.clear();
	}

	cache_update_size=0;
	cache_update_prop_size=0;
}

void AnimationPlayer::set_active(bool p_active) {

	if (active==p_active)
		return;

	active=p_active;
	_set_process(processing,true);


}

bool AnimationPlayer::is_active() const {

	return active;
}

StringName AnimationPlayer::find_animation(const Ref<Animation>& p_animation) const {

	for( Map<StringName, AnimationData>::Element *E=animation_set.front();E;E=E->next()) {

		if (E->get().animation==p_animation)
			return E->key();
	}

	return "";
}

void AnimationPlayer::set_autoplay(const String& p_name) {

	autoplay=p_name;
}

String AnimationPlayer::get_autoplay() const{

	return autoplay;
}

void AnimationPlayer::set_animation_process_mode(AnimationProcessMode p_mode) {

	if (animation_process_mode==p_mode)
		return;

	bool pr = processing;
	if (pr)
		_set_process(false);
	animation_process_mode=p_mode;
	if (pr)
		_set_process(true);

}

AnimationPlayer::AnimationProcessMode AnimationPlayer::get_animation_process_mode() const{

	return animation_process_mode;
}


void AnimationPlayer::_set_process(bool p_process,bool p_force) {

	if (processing==p_process && !p_force)
		return;

	switch(animation_process_mode) {

		case ANIMATION_PROCESS_FIXED: set_fixed_process(p_process && active); break;
		case ANIMATION_PROCESS_IDLE: set_process(p_process && active); break;
	}

	processing=p_process;
}

void AnimationPlayer::animation_set_next(const StringName& p_animation, const StringName& p_next) {

	ERR_FAIL_COND(!animation_set.has(p_animation));
	animation_set[p_animation].next=p_next;

}

StringName AnimationPlayer::animation_get_next(const StringName& p_animation) const{

	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;
}

float AnimationPlayer::get_default_blend_time() const {

       return default_blend_time;
}


void AnimationPlayer::set_root(const NodePath& p_root) {

	root=p_root;
	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);
}

void AnimationPlayer::_bind_methods() {

	ObjectTypeDB::bind_method(_MD("_node_removed"),&AnimationPlayer::_node_removed);
	ObjectTypeDB::bind_method(_MD("_animation_changed"),&AnimationPlayer::_animation_changed);

	ObjectTypeDB::bind_method(_MD("add_animation","name","animation:Animation"),&AnimationPlayer::add_animation);
	ObjectTypeDB::bind_method(_MD("remove_animation","name"),&AnimationPlayer::remove_animation);
	ObjectTypeDB::bind_method(_MD("rename_animation","name","newname"),&AnimationPlayer::rename_animation);
	ObjectTypeDB::bind_method(_MD("has_animation","name"),&AnimationPlayer::has_animation);
	ObjectTypeDB::bind_method(_MD("get_animation:Animation","name"),&AnimationPlayer::get_animation);
	ObjectTypeDB::bind_method(_MD("get_animation_list"),&AnimationPlayer::_get_animation_list);
	
	ObjectTypeDB::bind_method(_MD("set_blend_time","anim_from","anim_to","sec"),&AnimationPlayer::set_blend_time);
	ObjectTypeDB::bind_method(_MD("get_blend_time","anim_from","anim_to"),&AnimationPlayer::get_blend_time);

	ObjectTypeDB::bind_method(_MD("set_default_blend_time","sec"),&AnimationPlayer::set_default_blend_time);
	ObjectTypeDB::bind_method(_MD("get_default_blend_time"),&AnimationPlayer::get_default_blend_time);

	ObjectTypeDB::bind_method(_MD("play","name","custom_blend","custom_speed","from_end"),&AnimationPlayer::play,DEFVAL(""),DEFVAL(-1),DEFVAL(1.0),DEFVAL(false));
	ObjectTypeDB::bind_method(_MD("stop","reset"),&AnimationPlayer::stop,DEFVAL(true));
	ObjectTypeDB::bind_method(_MD("stop_all"),&AnimationPlayer::stop_all);
	ObjectTypeDB::bind_method(_MD("is_playing"),&AnimationPlayer::is_playing);
	ObjectTypeDB::bind_method(_MD("set_current_animation","anim"),&AnimationPlayer::set_current_animation);
	ObjectTypeDB::bind_method(_MD("get_current_animation"),&AnimationPlayer::get_current_animation);
	ObjectTypeDB::bind_method(_MD("queue","name"),&AnimationPlayer::queue);
	ObjectTypeDB::bind_method(_MD("clear_queue"),&AnimationPlayer::clear_queue);

	ObjectTypeDB::bind_method(_MD("set_active","active"),&AnimationPlayer::set_active);
	ObjectTypeDB::bind_method(_MD("is_active"),&AnimationPlayer::is_active);
	
	ObjectTypeDB::bind_method(_MD("set_speed","speed"),&AnimationPlayer::set_speed);
	ObjectTypeDB::bind_method(_MD("get_speed"),&AnimationPlayer::get_speed);

	ObjectTypeDB::bind_method(_MD("set_autoplay","name"),&AnimationPlayer::set_autoplay);
	ObjectTypeDB::bind_method(_MD("get_autoplay"),&AnimationPlayer::get_autoplay);

	ObjectTypeDB::bind_method(_MD("set_root","path"),&AnimationPlayer::set_root);
	ObjectTypeDB::bind_method(_MD("get_root"),&AnimationPlayer::get_root);

	ObjectTypeDB::bind_method(_MD("seek","pos_sec","update"),&AnimationPlayer::seek,DEFVAL(false));
	ObjectTypeDB::bind_method(_MD("get_pos"),&AnimationPlayer::get_current_animation_pos);

	ObjectTypeDB::bind_method(_MD("find_animation","animation:Animation"),&AnimationPlayer::find_animation);

	ObjectTypeDB::bind_method(_MD("clear_caches"),&AnimationPlayer::clear_caches);

	ObjectTypeDB::bind_method(_MD("set_animation_process_mode","mode"),&AnimationPlayer::set_animation_process_mode);
	ObjectTypeDB::bind_method(_MD("get_animation_process_mode"),&AnimationPlayer::get_animation_process_mode);

	ObjectTypeDB::bind_method(_MD("get_current_animation_pos"),&AnimationPlayer::get_current_animation_pos);
	ObjectTypeDB::bind_method(_MD("get_current_animation_length"),&AnimationPlayer::get_current_animation_length);

	ObjectTypeDB::bind_method(_MD("advance","delta"),&AnimationPlayer::advance);


	ADD_PROPERTY( PropertyInfo( Variant::INT, "playback/process_mode", PROPERTY_HINT_ENUM, "Fixed,Idle"), _SCS("set_animation_process_mode"), _SCS("get_animation_process_mode"));
        ADD_PROPERTY( PropertyInfo( Variant::REAL, "playback/default_blend_time", PROPERTY_HINT_RANGE, "0,4096,0.01"), _SCS("set_default_blend_time"), _SCS("get_default_blend_time"));
	ADD_PROPERTY( PropertyInfo( Variant::NODE_PATH, "root/root"), _SCS("set_root"), _SCS("get_root"));

	ADD_SIGNAL( MethodInfo("finished") );
	ADD_SIGNAL( MethodInfo("animation_changed", PropertyInfo(Variant::STRING,"old_name"), PropertyInfo(Variant::STRING,"new_name")) );

	BIND_CONSTANT( ANIMATION_PROCESS_FIXED );
	BIND_CONSTANT( ANIMATION_PROCESS_IDLE );
}

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=NodePath("..");
	playing = false;
	active=true;
}


AnimationPlayer::~AnimationPlayer()
{
}