virtualx-engine/scene/animation/animation_player.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

1384 lines
36 KiB
C++

/*************************************************************************/
/* animation_player.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 (p_name==SceneStringNames::get_singleton()->playback_speed || p_name==SceneStringNames::get_singleton()->speed) { //bw compatibility
set_speed(p_value);
} else if (p_name==SceneStringNames::get_singleton()->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_slicec('/',1);
add_animation(which,p_value);
} else if (name.begins_with("next/")) {
String which=name.get_slicec('/',1);
animation_set_next(which,p_value);
} else if (p_name==SceneStringNames::get_singleton()->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 (p_name==SceneStringNames::get_singleton()->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_slicec('/',1);
r_ret= get_animation(which).get_ref_ptr();
} else if (name.begins_with("next/")) {
String which=name.get_slicec('/',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;
List<PropertyInfo> anim_names;
for( Map<StringName, AnimationData>::Element *E=animation_set.front();E;E=E->next()) {
anim_names.push_back( PropertyInfo( Variant::OBJECT, "anims/"+String(E->key()), PROPERTY_HINT_RESOURCE_TYPE, "Animation",PROPERTY_USAGE_NOEDITOR) );
if (E->get().next!=StringName())
anim_names.push_back( PropertyInfo( Variant::STRING, "next/"+String(E->key()), PROPERTY_HINT_NONE, "",PROPERTY_USAGE_NOEDITOR) );
names.push_back(E->key());
}
anim_names.sort();
for( List<PropertyInfo>::Element *E=anim_names.front();E;E=E->next()) {
p_list->push_back(E->get());
}
{
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|PROPERTY_USAGE_ANIMATE_AS_TRIGGER) );
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);
set_autoplay(""); //this line is the fix for autoplay issues with animatio
}
} 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]->path=a->track_get_path(i);
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;
pa.owner=p_anim->node_cache[i];
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_get_update_mode(i)==Animation::UPDATE_CONTINUOUS || (p_delta==0 && a->value_track_get_update_mode(i)==Animation::UPDATE_DISCRETE)) { //delta == 0 means seek
Variant value=a->value_track_interpolate(i,p_time);
//thanks to trigger mode, this should be solved now..
//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 && p_delta!=0) {
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: {
bool valid;
pa->object->set(pa->prop,value,&valid); //you are not speshul
#ifdef DEBUG_ENABLED
if (!valid) {
ERR_PRINTS("Failed setting track value '"+String(pa->owner->path)+"'. Check if property exists or the type of key is valid");
}
#endif
} break;
case SP_NODE2D_POS: {
#ifdef DEBUG_ENABLED
if (value.get_type()!=Variant::VECTOR2) {
ERR_PRINTS("Position key at time "+rtos(p_time)+" in Animation Track '"+String(pa->owner->path)+"' not of type Vector2()");
}
#endif
static_cast<Node2D*>(pa->object)->set_pos(value);
} break;
case SP_NODE2D_ROT: {
#ifdef DEBUG_ENABLED
if (value.is_num()) {
ERR_PRINTS("Rotation key at time "+rtos(p_time)+" in Animation Track '"+String(pa->owner->path)+"' not numerical");
}
#endif
static_cast<Node2D*>(pa->object)->set_rot(Math::deg2rad(value));
} break;
case SP_NODE2D_SCALE: {
#ifdef DEBUG_ENABLED
if (value.get_type()!=Variant::VECTOR2) {
ERR_PRINTS("Scale key at time "+rtos(p_time)+" in Animation Track '"+String(pa->owner->path)+"' not of type Vector2()");
}
#endif
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;
}*/
switch(pa->special) {
case SP_NONE: {
bool valid;
pa->object->set(pa->prop,pa->value_accum,&valid); //you are not speshul
#ifdef DEBUG_ENABLED
if (!valid) {
ERR_PRINTS("Failed setting key at time "+rtos(playback.current.pos)+" in Animation '"+get_current_animation()+"', Track '"+String(pa->owner->path)+"'. Check if property exists or the type of key is right for the property");
}
#endif
} break;
case SP_NODE2D_POS: {
#ifdef DEBUG_ENABLED
if (pa->value_accum.get_type()!=Variant::VECTOR2) {
ERR_PRINTS("Position key at time "+rtos(playback.current.pos)+" in Animation '"+get_current_animation()+"', Track '"+String(pa->owner->path)+"' not of type Vector2()");
}
#endif
static_cast<Node2D*>(pa->object)->set_pos(pa->value_accum);
} break;
case SP_NODE2D_ROT: {
#ifdef DEBUG_ENABLED
if (pa->value_accum.is_num()) {
ERR_PRINTS("Rotation key at time "+rtos(playback.current.pos)+" in Animation '"+get_current_animation()+"', Track '"+String(pa->owner->path)+"' not numerical");
}
#endif
static_cast<Node2D*>(pa->object)->set_rot(Math::deg2rad(pa->value_accum));
} break;
case SP_NODE2D_SCALE: {
#ifdef DEBUG_ENABLED
if (pa->value_accum.get_type()!=Variant::VECTOR2) {
ERR_PRINTS("Scale key at time "+rtos(playback.current.pos)+" in Animation '"+get_current_animation()+"', Track '"+String(pa->owner->path)+"' not of type Vector2()");
}
#endif
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) {
#ifdef DEBUG_ENABLED
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 );
#endif
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_backwards(const StringName& p_name,float p_custom_blend) {
play(p_name,p_custom_blend,-1,true);
}
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;
emit_signal(SceneStringNames::get_singleton()->animation_started, c.assigned);
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("animation_set_next", "anim_from", "anim_to"), &AnimationPlayer::animation_set_next);
ObjectTypeDB::bind_method(_MD("animation_get_next", "anim_from"), &AnimationPlayer::animation_get_next);
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("play_backwards","name","custom_blend"),&AnimationPlayer::play_backwards,DEFVAL(""),DEFVAL(-1));
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")) );
ADD_SIGNAL( MethodInfo("animation_started", PropertyInfo(Variant::STRING,"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=SceneStringNames::get_singleton()->path_pp;
playing = false;
active=true;
}
AnimationPlayer::~AnimationPlayer()
{
}