virtualx-engine/scene/resources/animation_library.cpp
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

134 lines
6.1 KiB
C++

/*************************************************************************/
/* animation_library.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_library.h"
Error AnimationLibrary::add_animation(const StringName &p_name, const Ref<Animation> &p_animation) {
ERR_FAIL_COND_V_MSG(String(p_name).contains("/") || String(p_name).contains(":") || String(p_name).contains(",") || String(p_name).contains("["), ERR_INVALID_PARAMETER, "Invalid animation name: " + String(p_name) + ".");
ERR_FAIL_COND_V(p_animation.is_null(), ERR_INVALID_PARAMETER);
if (animations.has(p_name)) {
animations.erase(p_name);
emit_signal(SNAME("animation_removed"), p_name);
}
animations.insert(p_name, p_animation);
emit_signal(SNAME("animation_added"), p_name);
notify_property_list_changed();
return OK;
}
void AnimationLibrary::remove_animation(const StringName &p_name) {
ERR_FAIL_COND(!animations.has(p_name));
animations.erase(p_name);
emit_signal(SNAME("animation_removed"), p_name);
notify_property_list_changed();
}
void AnimationLibrary::rename_animation(const StringName &p_name, const StringName &p_new_name) {
ERR_FAIL_COND(!animations.has(p_name));
ERR_FAIL_COND_MSG(String(p_name).contains("/") || String(p_name).contains(":") || String(p_name).contains(",") || String(p_name).contains("["), "Invalid animation name: " + String(p_name) + ".");
ERR_FAIL_COND(animations.has(p_new_name));
animations.insert(p_new_name, animations[p_name]);
animations.erase(p_name);
emit_signal(SNAME("animation_renamed"), p_name, p_new_name);
}
bool AnimationLibrary::has_animation(const StringName &p_name) const {
return animations.has(p_name);
}
Ref<Animation> AnimationLibrary::get_animation(const StringName &p_name) const {
ERR_FAIL_COND_V(!animations.has(p_name), Ref<Animation>());
return animations[p_name];
}
TypedArray<StringName> AnimationLibrary::_get_animation_list() const {
TypedArray<StringName> ret;
List<StringName> names;
get_animation_list(&names);
for (const StringName &K : names) {
ret.push_back(K);
}
return ret;
}
void AnimationLibrary::get_animation_list(List<StringName> *p_animations) const {
List<StringName> anims;
for (const KeyValue<StringName, Ref<Animation>> &E : animations) {
anims.push_back(E.key);
}
anims.sort_custom<StringName::AlphCompare>();
for (const StringName &E : anims) {
p_animations->push_back(E);
}
}
void AnimationLibrary::_set_data(const Dictionary &p_data) {
animations.clear();
List<Variant> keys;
p_data.get_key_list(&keys);
for (const Variant &K : keys) {
add_animation(K, p_data[K]);
}
}
Dictionary AnimationLibrary::_get_data() const {
Dictionary ret;
for (const KeyValue<StringName, Ref<Animation>> &K : animations) {
ret[K.key] = K.value;
}
return ret;
}
void AnimationLibrary::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_animation", "name", "animation"), &AnimationLibrary::add_animation);
ClassDB::bind_method(D_METHOD("remove_animation", "name"), &AnimationLibrary::remove_animation);
ClassDB::bind_method(D_METHOD("rename_animation", "name", "newname"), &AnimationLibrary::rename_animation);
ClassDB::bind_method(D_METHOD("has_animation", "name"), &AnimationLibrary::has_animation);
ClassDB::bind_method(D_METHOD("get_animation", "name"), &AnimationLibrary::get_animation);
ClassDB::bind_method(D_METHOD("get_animation_list"), &AnimationLibrary::_get_animation_list);
ClassDB::bind_method(D_METHOD("_set_data", "data"), &AnimationLibrary::_set_data);
ClassDB::bind_method(D_METHOD("_get_data"), &AnimationLibrary::_get_data);
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "_set_data", "_get_data");
ADD_SIGNAL(MethodInfo("animation_added", PropertyInfo(Variant::OBJECT, "name", PROPERTY_HINT_RESOURCE_TYPE, "Animation")));
ADD_SIGNAL(MethodInfo("animation_removed", PropertyInfo(Variant::OBJECT, "name", PROPERTY_HINT_RESOURCE_TYPE, "Animation")));
ADD_SIGNAL(MethodInfo("animation_renamed", PropertyInfo(Variant::OBJECT, "name", PROPERTY_HINT_RESOURCE_TYPE, "Animation"), PropertyInfo(Variant::OBJECT, "to_name", PROPERTY_HINT_RESOURCE_TYPE, "Animation")));
}
AnimationLibrary::AnimationLibrary() {
}