6ae6cc0bf5
Rework blending method in `Variant` animation for `Int`/`Array`/`String`
406 lines
14 KiB
C++
406 lines
14 KiB
C++
/**************************************************************************/
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/* animation_mixer.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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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_MIXER_H
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#define ANIMATION_MIXER_H
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/node_3d.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/resources/animation.h"
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#include "scene/resources/animation_library.h"
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#include "scene/resources/audio_stream_polyphonic.h"
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#ifdef TOOLS_ENABLED
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class AnimatedValuesBackup;
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#endif // TOOLS_ENABLED
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class AnimationMixer : public Node {
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GDCLASS(AnimationMixer, Node);
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#ifdef TOOLS_ENABLED
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friend AnimatedValuesBackup;
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bool editing = false;
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bool dummy = false;
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#endif // TOOLS_ENABLED
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bool reset_on_save = true;
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public:
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enum AnimationCallbackModeProcess {
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ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS,
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ANIMATION_CALLBACK_MODE_PROCESS_IDLE,
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ANIMATION_CALLBACK_MODE_PROCESS_MANUAL,
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};
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enum AnimationCallbackModeMethod {
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ANIMATION_CALLBACK_MODE_METHOD_DEFERRED,
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ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE,
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};
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/* ---- Data ---- */
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struct AnimationLibraryData {
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StringName name;
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Ref<AnimationLibrary> library;
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bool operator<(const AnimationLibraryData &p_data) const { return name.operator String() < p_data.name.operator String(); }
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};
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struct AnimationData {
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String name;
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Ref<Animation> animation;
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StringName animation_library;
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uint64_t last_update = 0;
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};
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struct PlaybackInfo {
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double time = 0.0;
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double delta = 0.0;
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bool seeked = false;
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bool is_external_seeking = false;
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Animation::LoopedFlag looped_flag = Animation::LOOPED_FLAG_NONE;
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real_t weight = 0.0;
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Vector<real_t> track_weights;
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};
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struct AnimationInstance {
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AnimationData animation_data;
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PlaybackInfo playback_info;
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};
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protected:
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/* ---- Data lists ---- */
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LocalVector<AnimationLibraryData> animation_libraries;
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HashMap<StringName, AnimationData> animation_set; // HashMap<Library name + Animation name, AnimationData>
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TypedArray<StringName> _get_animation_library_list() const;
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Vector<String> _get_animation_list() const {
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List<StringName> animations;
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get_animation_list(&animations);
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Vector<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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// For caches.
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uint64_t animation_set_update_pass = 1;
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void _animation_set_cache_update();
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// Signals.
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virtual void _animation_added(const StringName &p_name, const StringName &p_library);
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virtual void _animation_removed(const StringName &p_name, const StringName &p_library);
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virtual void _animation_renamed(const StringName &p_name, const StringName &p_to_name, const StringName &p_library);
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virtual void _animation_changed(const StringName &p_name);
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/* ---- General settings for animation ---- */
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AnimationCallbackModeProcess callback_mode_process = ANIMATION_CALLBACK_MODE_PROCESS_IDLE;
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AnimationCallbackModeMethod callback_mode_method = ANIMATION_CALLBACK_MODE_METHOD_DEFERRED;
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int audio_max_polyphony = 32;
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NodePath root_node;
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bool processing = false;
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bool active = true;
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void _set_process(bool p_process, bool p_force = false);
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/* ---- Caches for blending ---- */
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bool cache_valid = false;
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uint64_t setup_pass = 1;
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uint64_t process_pass = 1;
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struct TrackCache {
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bool root_motion = false;
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uint64_t setup_pass = 0;
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Animation::TrackType type = Animation::TrackType::TYPE_ANIMATION;
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Object *object = nullptr;
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ObjectID object_id;
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real_t total_weight = 0.0;
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virtual ~TrackCache() {}
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};
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struct TrackCacheTransform : public TrackCache {
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#ifndef _3D_DISABLED
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Node3D *node_3d = nullptr;
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Skeleton3D *skeleton = nullptr;
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#endif // _3D_DISABLED
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int bone_idx = -1;
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bool loc_used = false;
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bool rot_used = false;
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bool scale_used = false;
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Vector3 init_loc = Vector3(0, 0, 0);
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Quaternion init_rot = Quaternion(0, 0, 0, 1);
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Vector3 init_scale = Vector3(1, 1, 1);
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Vector3 loc;
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Quaternion rot;
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Vector3 scale;
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TrackCacheTransform() {
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type = Animation::TYPE_POSITION_3D;
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}
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~TrackCacheTransform() {}
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};
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struct RootMotionCache {
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Vector3 loc = Vector3(0, 0, 0);
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Quaternion rot = Quaternion(0, 0, 0, 1);
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Vector3 scale = Vector3(1, 1, 1);
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};
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struct TrackCacheBlendShape : public TrackCache {
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MeshInstance3D *mesh_3d = nullptr;
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float init_value = 0;
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float value = 0;
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int shape_index = -1;
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TrackCacheBlendShape() { type = Animation::TYPE_BLEND_SHAPE; }
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~TrackCacheBlendShape() {}
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};
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struct TrackCacheValue : public TrackCache {
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Variant init_value;
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Variant value;
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Vector<StringName> subpath;
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bool is_continuous = false;
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bool is_using_angle = false;
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Variant element_size;
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TrackCacheValue() { type = Animation::TYPE_VALUE; }
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~TrackCacheValue() {
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// Clear ref to avoid leaking.
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init_value = Variant();
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value = Variant();
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}
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};
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struct TrackCacheMethod : public TrackCache {
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TrackCacheMethod() { type = Animation::TYPE_METHOD; }
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~TrackCacheMethod() {}
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};
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struct TrackCacheBezier : public TrackCache {
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real_t init_value = 0.0;
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real_t value = 0.0;
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Vector<StringName> subpath;
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TrackCacheBezier() {
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type = Animation::TYPE_BEZIER;
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}
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~TrackCacheBezier() {}
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};
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// Audio stream information for each audio stream placed on the track.
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struct PlayingAudioStreamInfo {
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AudioStreamPlaybackPolyphonic::ID index = -1; // ID retrieved from AudioStreamPlaybackPolyphonic.
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double start = 0.0;
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double len = 0.0;
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};
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// Audio track information for mixng and ending.
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struct PlayingAudioTrackInfo {
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HashMap<int, PlayingAudioStreamInfo> stream_info;
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double length = 0.0;
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double time = 0.0;
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real_t volume = 0.0;
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bool loop = false;
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bool backward = false;
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bool use_blend = false;
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};
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struct TrackCacheAudio : public TrackCache {
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Ref<AudioStreamPolyphonic> audio_stream;
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Ref<AudioStreamPlaybackPolyphonic> audio_stream_playback;
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HashMap<ObjectID, PlayingAudioTrackInfo> playing_streams; // Key is Animation resource ObjectID.
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TrackCacheAudio() {
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type = Animation::TYPE_AUDIO;
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}
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~TrackCacheAudio() {}
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};
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struct TrackCacheAnimation : public TrackCache {
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bool playing = false;
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TrackCacheAnimation() {
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type = Animation::TYPE_ANIMATION;
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}
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~TrackCacheAnimation() {}
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};
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RootMotionCache root_motion_cache;
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HashMap<NodePath, TrackCache *> track_cache;
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HashSet<TrackCache *> playing_caches;
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Vector<Node *> playing_audio_stream_players;
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// Helpers.
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void _clear_caches();
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void _clear_audio_streams();
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void _clear_playing_caches();
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void _init_root_motion_cache();
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bool _update_caches();
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/* ---- Blending processor ---- */
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LocalVector<AnimationInstance> animation_instances;
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HashMap<NodePath, int> track_map;
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int track_count = 0;
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bool deterministic = false;
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/* ---- Root motion accumulator for Skeleton3D ---- */
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NodePath root_motion_track;
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Vector3 root_motion_position = Vector3(0, 0, 0);
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Quaternion root_motion_rotation = Quaternion(0, 0, 0, 1);
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Vector3 root_motion_scale = Vector3(0, 0, 0);
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Vector3 root_motion_position_accumulator = Vector3(0, 0, 0);
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Quaternion root_motion_rotation_accumulator = Quaternion(0, 0, 0, 1);
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Vector3 root_motion_scale_accumulator = Vector3(1, 1, 1);
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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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virtual void _validate_property(PropertyInfo &p_property) const;
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static void _bind_methods();
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void _node_removed(Node *p_node);
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// Helper for extended class.
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virtual void _set_active(bool p_active);
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virtual void _remove_animation(const StringName &p_name);
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virtual void _rename_animation(const StringName &p_from_name, const StringName &p_to_name);
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/* ---- Blending processor ---- */
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virtual void _process_animation(double p_delta, bool p_update_only = false);
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virtual Variant _post_process_key_value(const Ref<Animation> &p_anim, int p_track, Variant p_value, const Object *p_object, int p_object_idx = -1);
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Variant post_process_key_value(const Ref<Animation> &p_anim, int p_track, Variant p_value, const Object *p_object, int p_object_idx = -1);
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GDVIRTUAL5RC(Variant, _post_process_key_value, Ref<Animation>, int, Variant, Object *, int);
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void _blend_init();
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virtual bool _blend_pre_process(double p_delta, int p_track_count, const HashMap<NodePath, int> &p_track_map);
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void _blend_calc_total_weight(); // For undeterministic blending.
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void _blend_process(double p_delta, bool p_update_only = false);
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void _blend_apply();
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virtual void _blend_post_process();
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void _call_object(Object *p_object, const StringName &p_method, const Vector<Variant> &p_params, bool p_deferred);
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public:
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/* ---- Data lists ---- */
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Dictionary *get_animation_libraries();
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void get_animation_library_list(List<StringName> *p_animations) const;
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Ref<AnimationLibrary> get_animation_library(const StringName &p_name) const;
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bool has_animation_library(const StringName &p_name) const;
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StringName find_animation_library(const Ref<Animation> &p_animation) const;
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Error add_animation_library(const StringName &p_name, const Ref<AnimationLibrary> &p_animation_library);
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void remove_animation_library(const StringName &p_name);
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void rename_animation_library(const StringName &p_name, const StringName &p_new_name);
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void get_animation_list(List<StringName> *p_animations) const;
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Ref<Animation> get_animation(const StringName &p_name) const;
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bool has_animation(const StringName &p_name) const;
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StringName find_animation(const Ref<Animation> &p_animation) const;
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/* ---- General settings for animation ---- */
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void set_active(bool p_active);
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bool is_active() const;
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void set_deterministic(bool p_deterministic);
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bool is_deterministic() const;
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void set_root_node(const NodePath &p_path);
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NodePath get_root_node() const;
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void set_callback_mode_process(AnimationCallbackModeProcess p_mode);
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AnimationCallbackModeProcess get_callback_mode_process() const;
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void set_callback_mode_method(AnimationCallbackModeMethod p_mode);
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AnimationCallbackModeMethod get_callback_mode_method() const;
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void set_audio_max_polyphony(int p_audio_max_polyphony);
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int get_audio_max_polyphony() const;
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/* ---- Root motion accumulator for Skeleton3D ---- */
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void set_root_motion_track(const NodePath &p_track);
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NodePath get_root_motion_track() const;
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Vector3 get_root_motion_position() const;
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Quaternion get_root_motion_rotation() const;
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Vector3 get_root_motion_scale() const;
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Vector3 get_root_motion_position_accumulator() const;
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Quaternion get_root_motion_rotation_accumulator() const;
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Vector3 get_root_motion_scale_accumulator() const;
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/* ---- Blending processor ---- */
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void make_animation_instance(const StringName &p_name, const PlaybackInfo p_playback_info);
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void clear_animation_instances();
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virtual void advance(double p_time);
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virtual void clear_caches(); ///< must be called by hand if an animation was modified after added
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void set_reset_on_save_enabled(bool p_enabled);
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bool is_reset_on_save_enabled() const;
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#ifdef TOOLS_ENABLED
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void set_editing(bool p_editing);
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bool is_editing() const;
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void set_dummy(bool p_dummy);
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bool is_dummy() const;
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bool can_apply_reset() const;
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void _build_backup_track_cache();
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Ref<AnimatedValuesBackup> make_backup();
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Ref<AnimatedValuesBackup> apply_reset(bool p_user_initiated = false);
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void restore(const Ref<AnimatedValuesBackup> &p_backup);
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void reset();
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#endif // TOOLS_ENABLED
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AnimationMixer();
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~AnimationMixer();
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};
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#ifdef TOOLS_ENABLED
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class AnimatedValuesBackup : public RefCounted {
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GDCLASS(AnimatedValuesBackup, RefCounted);
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HashMap<NodePath, AnimationMixer::TrackCache *> data;
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public:
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void set_data(const HashMap<NodePath, AnimationMixer::TrackCache *> p_data) { data = p_data; };
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HashMap<NodePath, AnimationMixer::TrackCache *> get_data() const { return data; };
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~AnimatedValuesBackup() {
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for (KeyValue<NodePath, AnimationMixer::TrackCache *> &K : data) {
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memdelete(K.value);
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}
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}
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};
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#endif
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VARIANT_ENUM_CAST(AnimationMixer::AnimationCallbackModeProcess);
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VARIANT_ENUM_CAST(AnimationMixer::AnimationCallbackModeMethod);
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#endif // ANIMATION_MIXER_H
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