c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
301 lines
10 KiB
C++
301 lines
10 KiB
C++
/*************************************************************************/
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/* animation.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) 2007-2017 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_H
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#define ANIMATION_H
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#include "resource.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Animation : public Resource {
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OBJ_TYPE( Animation, Resource );
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RES_BASE_EXTENSION("anm");
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public:
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enum LoopMode {
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LOOP_NONE,
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LOOP_ENABLED,
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LOOP_WRAP
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};
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enum TrackType {
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TYPE_VALUE, ///< Set a value in a property, can be interpolated.
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TYPE_TRANSFORM, ///< Transform a node or a bone.
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TYPE_METHOD, ///< Call any method on a specific node.
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};
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enum InterpolationType {
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INTERPOLATION_NEAREST,
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INTERPOLATION_LINEAR,
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INTERPOLATION_CUBIC
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};
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enum UpdateMode {
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UPDATE_CONTINUOUS,
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UPDATE_DISCRETE,
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UPDATE_TRIGGER,
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};
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private:
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struct Track {
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TrackType type;
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InterpolationType interpolation;
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NodePath path; // path to something
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bool imported;
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Track() { interpolation=INTERPOLATION_LINEAR; imported=false;}
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virtual ~Track() {}
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};
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struct Key {
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float transition;
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float time; // time in secs
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Key() { transition=1; }
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};
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// transform key holds either Vector3 or Quaternion
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template<class T>
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struct TKey : public Key {
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float time;
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T value;
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};
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struct TransformKey {
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Vector3 loc;
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Quat rot;
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Vector3 scale;
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};
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/* TRANSFORM TRACK */
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struct TransformTrack : public Track {
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Vector< TKey<TransformKey> > transforms;
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TransformTrack() { type=TYPE_TRANSFORM; }
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};
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/* PROPERTY VALUE TRACK */
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struct ValueTrack : public Track {
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UpdateMode update_mode;
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bool update_on_seek;
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Vector< TKey<Variant> > values;
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ValueTrack() { type=TYPE_VALUE; update_mode=UPDATE_CONTINUOUS; }
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};
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/* METHOD TRACK */
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struct MethodKey : public Key {
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StringName method;
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Vector<Variant> params;
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};
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struct MethodTrack : public Track {
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Vector< MethodKey > methods;
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MethodTrack() { type=TYPE_METHOD; }
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};
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Vector<Track*> tracks;
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/*
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template<class T>
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int _insert_pos(float p_time, T& p_keys);*/
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template<class T>
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void _clear(T& p_keys);
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template<class T, class V>
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int _insert(float p_time, T& p_keys, const V& p_value);
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template<class K>
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inline int _find( const Vector<K>& p_keys, float p_time) const;
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_FORCE_INLINE_ Animation::TransformKey _interpolate( const Animation::TransformKey& p_a, const Animation::TransformKey& p_b, float p_c) const;
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_FORCE_INLINE_ Vector3 _interpolate( const Vector3& p_a, const Vector3& p_b, float p_c) const;
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_FORCE_INLINE_ Quat _interpolate( const Quat& p_a, const Quat& p_b, float p_c) const;
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_FORCE_INLINE_ Variant _interpolate( const Variant& p_a, const Variant& p_b, float p_c) const;
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_FORCE_INLINE_ float _interpolate( const float& p_a, const float& p_b, float p_c) const;
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_FORCE_INLINE_ Animation::TransformKey _cubic_interpolate( const Animation::TransformKey& p_pre_a, const Animation::TransformKey& p_a, const Animation::TransformKey& p_b, const Animation::TransformKey& p_post_b,float p_c) const;
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_FORCE_INLINE_ Vector3 _cubic_interpolate( const Vector3& p_pre_a,const Vector3& p_a, const Vector3& p_b,const Vector3& p_post_b, float p_c) const;
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_FORCE_INLINE_ Quat _cubic_interpolate( const Quat& p_pre_a,const Quat& p_a, const Quat& p_b,const Quat& p_post_b, float p_c) const;
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_FORCE_INLINE_ Variant _cubic_interpolate( const Variant& p_pre_a,const Variant& p_a, const Variant& p_b, const Variant& p_post_b,float p_c) const;
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_FORCE_INLINE_ float _cubic_interpolate( const float& p_pre_a,const float& p_a, const float& p_b, const float& p_post_b, float p_c) const;
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template<class T>
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_FORCE_INLINE_ T _interpolate( const Vector< TKey<T> >& p_keys, float p_time, InterpolationType p_interp,bool *p_ok) const;
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_FORCE_INLINE_ void _value_track_get_key_indices_in_range(const ValueTrack * vt, float from_time, float to_time,List<int> *p_indices) const;
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_FORCE_INLINE_ void _method_track_get_key_indices_in_range(const MethodTrack * mt, float from_time, float to_time,List<int> *p_indices) const;
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float length;
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float step;
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bool loop;
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// bind helpers
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private:
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Array _transform_track_interpolate(int p_track, float p_time) const {
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Vector3 loc;
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Quat rot;
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Vector3 scale;
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transform_track_interpolate(p_track,p_time,&loc,&rot,&scale);
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Array ret;
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ret.push_back(loc);
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ret.push_back(rot);
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ret.push_back(scale);
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return ret;
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}
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DVector<int> _value_track_get_key_indices(int p_track, float p_time, float p_delta) const {
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List<int> idxs;
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value_track_get_key_indices(p_track,p_time,p_delta,&idxs);
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DVector<int> idxr;
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for (List<int>::Element *E=idxs.front();E;E=E->next()) {
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idxr.push_back(E->get());
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}
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return idxr;
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}
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DVector<int> _method_track_get_key_indices(int p_track, float p_time, float p_delta) const {
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List<int> idxs;
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method_track_get_key_indices(p_track,p_time,p_delta,&idxs);
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DVector<int> idxr;
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for (List<int>::Element *E=idxs.front();E;E=E->next()) {
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idxr.push_back(E->get());
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}
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return idxr;
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}
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bool _transform_track_optimize_key(const TKey<TransformKey> &t0,const TKey<TransformKey> &t1, const TKey<TransformKey> &t2, float p_alowed_linear_err,float p_alowed_angular_err,float p_max_optimizable_angle,const Vector3& p_norm);
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void _transform_track_optimize(int p_idx, float p_allowed_err=0.05, float p_alowed_angular_err=0.01,float p_max_optimizable_angle=Math_PI*0.125);
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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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static void _bind_methods();
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public:
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int add_track(TrackType p_type,int p_at_pos=-1);
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void remove_track(int p_track);
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int get_track_count() const;
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TrackType track_get_type(int p_track) const;
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void track_set_path(int p_track,const NodePath& p_path);
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NodePath track_get_path(int p_track) const;
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int find_track(const NodePath& p_path) const;
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// transform
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void track_move_up(int p_track);
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void track_move_down(int p_track);
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void track_set_imported(int p_track,bool p_imported);
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bool track_is_imported(int p_track) const;
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int transform_track_insert_key(int p_track, float p_time, const Vector3 p_loc, const Quat& p_rot=Quat(), const Vector3& p_scale=Vector3());
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void track_insert_key(int p_track, float p_time, const Variant& p_key, float p_transition=1);
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void track_set_key_transition(int p_track, int p_key_idx,float p_transition);
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void track_set_key_value(int p_track, int p_key_idx,const Variant& p_value);
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int track_find_key(int p_track, float p_time, bool p_exact=false) const;
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void track_remove_key(int p_track, int p_idx);
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void track_remove_key_at_pos(int p_track, float p_pos);
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int track_get_key_count(int p_track) const;
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Variant track_get_key_value(int p_track, int p_key_idx) const;
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float track_get_key_time(int p_track, int p_key_idx) const;
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float track_get_key_transition(int p_track, int p_key_idx) const;
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Error transform_track_get_key(int p_track, int p_key, Vector3* r_loc, Quat* r_rot, Vector3* r_scale) const;
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void track_set_interpolation_type(int p_track,InterpolationType p_interp);
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InterpolationType track_get_interpolation_type(int p_track) const;
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Error transform_track_interpolate(int p_track, float p_time, Vector3 * r_loc, Quat *r_rot, Vector3 *r_scale) const;
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Variant value_track_interpolate(int p_track, float p_time) const;
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void value_track_get_key_indices(int p_track, float p_time, float p_delta,List<int> *p_indices) const;
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void value_track_set_update_mode(int p_track, UpdateMode p_mode);
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UpdateMode value_track_get_update_mode(int p_track) const;
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void method_track_get_key_indices(int p_track, float p_time, float p_delta,List<int> *p_indices) const;
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Vector<Variant> method_track_get_params(int p_track,int p_key_idx) const;
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StringName method_track_get_name(int p_track,int p_key_idx) const;
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void set_length(float p_length);
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float get_length() const;
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void set_loop(bool p_enabled);
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bool has_loop() const;
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void set_step(float p_step);
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float get_step() const;
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void clear();
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void optimize(float p_allowed_linear_err=0.05,float p_allowed_angular_err=0.01,float p_max_optimizable_angle=Math_PI*0.125);
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Animation();
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~Animation();
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};
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VARIANT_ENUM_CAST( Animation::TrackType );
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VARIANT_ENUM_CAST( Animation::InterpolationType );
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VARIANT_ENUM_CAST( Animation::UpdateMode );
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#endif
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