b24fe3dd20
-=-=-=-=-=-=-=-=-=-=- -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)
302 lines
8 KiB
C++
302 lines
8 KiB
C++
/*************************************************************************/
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/* animation_player.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ANIMATION_PLAYER_H
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#define ANIMATION_PLAYER_H
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#include "scene/resources/animation.h"
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#include "scene/3d/spatial.h"
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#include "scene/3d/skeleton.h"
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#include "scene/main/misc.h"
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#include "scene/2d/node_2d.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class AnimationPlayer : public Node {
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OBJ_TYPE( AnimationPlayer, Node );
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OBJ_CATEGORY("Animation Nodes");
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public:
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enum AnimationProcessMode {
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ANIMATION_PROCESS_FIXED,
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ANIMATION_PROCESS_IDLE,
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};
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private:
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enum {
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NODE_CACHE_UPDATE_MAX=1024,
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BLEND_FROM_MAX=3
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};
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enum SpecialProperty {
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SP_NONE,
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SP_NODE2D_POS,
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SP_NODE2D_ROT,
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SP_NODE2D_SCALE,
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};
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struct TrackNodeCache {
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uint32_t id;
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RES resource;
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Node *node;
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Spatial* spatial;
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Node2D* node_2d;
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Skeleton *skeleton;
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int bone_idx;
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// accumulated transforms
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Vector3 loc_accum;
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Quat rot_accum;
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Vector3 scale_accum;
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uint64_t accum_pass;
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struct PropertyAnim {
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SpecialProperty special; //small optimization
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StringName prop;
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Object *object;
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Variant value_accum;
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uint64_t accum_pass;
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PropertyAnim() { accum_pass=0; object=NULL; }
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};
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Map<StringName,PropertyAnim> property_anim;
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TrackNodeCache() { skeleton=NULL; spatial=NULL; node=NULL; accum_pass=0; bone_idx=-1; node_2d=NULL; }
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};
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struct TrackNodeCacheKey {
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uint32_t id;
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int bone_idx;
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inline bool operator<(const TrackNodeCacheKey& p_right) const {
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if (id<p_right.id)
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return true;
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else if (id>p_right.id)
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return false;
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else
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return bone_idx<p_right.bone_idx;
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}
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};
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Map<TrackNodeCacheKey,TrackNodeCache> node_cache_map;
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TrackNodeCache* cache_update[NODE_CACHE_UPDATE_MAX];
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int cache_update_size;
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TrackNodeCache::PropertyAnim* cache_update_prop[NODE_CACHE_UPDATE_MAX];
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int cache_update_prop_size;
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Map<Ref<Animation>,int> used_anims;
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uint64_t accum_pass;
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float speed_scale;
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float default_blend_time;
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struct AnimationData {
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String name;
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StringName next;
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Vector<TrackNodeCache*> node_cache;
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Ref<Animation> animation;
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};
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Map<StringName, AnimationData> animation_set;
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struct BlendKey {
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StringName from;
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StringName to;
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bool operator<(const BlendKey& bk) const { return from==bk.from?to<bk.to:from<bk.from; }
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};
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Map<BlendKey, float > blend_times;
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struct PlaybackData {
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AnimationData* from;
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float pos;
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float speed_scale;
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PlaybackData() {
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pos=0;
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speed_scale=1.0;
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from=NULL;
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}
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};
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struct Blend {
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PlaybackData data;
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float blend_time;
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float blend_left;
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Blend() {
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blend_left=0;
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blend_time=0;
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}
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};
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struct Playback {
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List<Blend> blend;
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PlaybackData current;
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StringName assigned;
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} playback;
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List<StringName> queued;
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bool end_notify;
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String autoplay;
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AnimationProcessMode animation_process_mode;
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bool processing;
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bool active;
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NodePath root;
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void _animation_process_animation(AnimationData* p_anim,float p_time, float p_delta,float p_interp, bool p_allow_discrete=true);
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void _generate_node_caches(AnimationData* p_anim);
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void _animation_process_data(PlaybackData &cd,float p_delta,float p_blend);
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void _animation_process2(float p_delta);
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void _animation_update_transforms();
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void _animation_process(float p_delta);
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void _node_removed(Node *p_node);
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// bind helpers
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DVector<String> _get_animation_list() const {
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List<StringName> animations;
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get_animation_list(&animations);
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DVector<String> ret;
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while(animations.size()) {
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ret.push_back( animations.front()->get());
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animations.pop_front();
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}
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return ret;
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}
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void _animation_changed();
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void _ref_anim(const Ref<Animation>& p_anim);
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void _unref_anim(const Ref<Animation>& p_anim);
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void _set_process(bool p_process,bool p_force=false);
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bool playing;
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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StringName find_animation(const Ref<Animation>& p_animation) const;
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Error add_animation(const StringName& p_name, const Ref<Animation>& p_animation);
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void remove_animation(const StringName& p_name);
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void rename_animation(const StringName& p_name,const StringName& p_new_name);
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bool has_animation(const StringName& p_name) const;
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Ref<Animation> get_animation(const StringName& p_name) const;
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void get_animation_list( List<StringName> * p_animations) const;
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void set_blend_time(const StringName& p_animation1, const StringName& p_animation2, float p_time);
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float get_blend_time( const StringName& p_animation1, const StringName& p_animation2) const;
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void animation_set_next(const StringName& p_animation, const StringName& p_next);
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StringName animation_get_next(const StringName& p_animation) const;
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void set_default_blend_time(float p_default);
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float get_default_blend_time() const;
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void play(const StringName& p_name=StringName(),float p_custom_blend=-1,float p_custom_scale=1.0,bool p_from_end=false);
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void queue(const StringName& p_name);
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void clear_queue();
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void stop();
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bool is_playing() const;
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String get_current_animation() const;
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void set_current_animation(const String& p_anim);
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void stop_all();
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void set_active(bool p_active);
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bool is_active() const;
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bool is_valid() const;
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void set_speed(float p_speed);
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float get_speed() const;
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void set_autoplay(const String& pname);
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String get_autoplay() const;
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void set_animation_process_mode(AnimationProcessMode p_mode);
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AnimationProcessMode get_animation_process_mode() const;
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void seek(float p_time,bool p_update=false);
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void seek_delta(float p_time,float p_delta);
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float get_current_animation_pos() const;
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float get_current_animation_length() const;
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void advance(float p_time);
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void set_root(const NodePath& p_root);
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NodePath get_root() const;
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void clear_caches(); ///< must be called by hand if an animation was modified after added
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AnimationPlayer();
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~AnimationPlayer();
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};
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VARIANT_ENUM_CAST( AnimationPlayer::AnimationProcessMode );
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#endif
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