virtualx-engine/scene/animation/animation_tree_player.h
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

447 lines
13 KiB
C++

/*************************************************************************/
/* animation_tree_player.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef ANIMATION_TREE_PLAYER_H
#define ANIMATION_TREE_PLAYER_H
#include "scene/resources/animation.h"
#include "scene/3d/spatial.h"
#include "scene/3d/skeleton.h"
#include "animation_player.h"
class AnimationTreePlayer : public Node {
OBJ_TYPE( AnimationTreePlayer, Node );
OBJ_CATEGORY("Animation Nodes");
public:
enum AnimationProcessMode {
ANIMATION_PROCESS_FIXED,
ANIMATION_PROCESS_IDLE,
};
enum NodeType {
NODE_OUTPUT,
NODE_ANIMATION,
NODE_ONESHOT,
NODE_MIX,
NODE_BLEND2,
NODE_BLEND3,
NODE_BLEND4,
NODE_TIMESCALE,
NODE_TIMESEEK,
NODE_TRANSITION,
NODE_MAX,
};
enum ConnectError {
CONNECT_OK,
CONNECT_INCOMPLETE,
CONNECT_CYCLE
};
private:
enum {
DISCONNECTED=-1,
};
struct TrackKey {
uint32_t id;
StringName property;
int bone_idx;
inline bool operator<(const TrackKey& p_right) const {
if (id==p_right.id) {
if (bone_idx==p_right.bone_idx) {
return property<p_right.property;
} else
return bone_idx<p_right.bone_idx;
} else
return id<p_right.id;
}
};
struct Track {
uint32_t id;
Object *object;
Spatial* spatial;
Skeleton *skeleton;
int bone_idx;
StringName property;
Vector3 loc;
Quat rot;
Vector3 scale;
Variant value;
bool skip;
};
typedef Map<TrackKey,Track> TrackMap;
TrackMap track_map;
struct Input {
StringName node;
//Input() { node=-1; }
};
struct NodeBase {
bool cycletest;
NodeType type;
Point2 pos;
Vector<Input> inputs;
NodeBase() { cycletest = false; };
virtual ~NodeBase() { cycletest=false; }
};
struct NodeOut : public NodeBase {
NodeOut() { type=NODE_OUTPUT; inputs.resize(1); }
};
struct AnimationNode : public NodeBase {
Ref<Animation> animation;
struct TrackRef {
int local_track;
Track *track;
float weight;
};
uint64_t last_version;
List<TrackRef> tref;
AnimationNode *next;
float time;
float step;
String from;
bool skip;
HashMap<NodePath,bool> filter;
AnimationNode() { type=NODE_ANIMATION; next=NULL; last_version=0; skip=false; }
};
struct OneShotNode : public NodeBase {
bool active;
bool start;
float fade_in;
float fade_out;
bool autorestart;
float autorestart_delay;
float autorestart_random_delay;
bool mix;
float time;
float remaining;
float autorestart_remaining;
HashMap<NodePath,bool> filter;
OneShotNode() { type=NODE_ONESHOT; fade_in=0; fade_out=0; inputs.resize(2); autorestart=false; autorestart_delay=1; autorestart_remaining=0; mix=false; active=false; start=false;}
};
struct MixNode : public NodeBase {
float amount;
MixNode() { type=NODE_MIX; inputs.resize(2); }
};
struct Blend2Node : public NodeBase {
float value;
HashMap<NodePath,bool> filter;
Blend2Node() { type=NODE_BLEND2; value=0; inputs.resize(2); }
};
struct Blend3Node : public NodeBase {
float value;
Blend3Node() { type=NODE_BLEND3; value=0; inputs.resize(3); }
};
struct Blend4Node : public NodeBase {
Point2 value;
Blend4Node() { type=NODE_BLEND4; inputs.resize(4); }
};
struct TimeScaleNode : public NodeBase {
float scale;
TimeScaleNode() { type=NODE_TIMESCALE; scale=1; inputs.resize(1); }
};
struct TimeSeekNode : public NodeBase {
float seek_pos;
TimeSeekNode() { type=NODE_TIMESEEK; inputs.resize(1); seek_pos=-1; }
};
struct TransitionNode : public NodeBase {
struct InputData {
bool auto_advance;
InputData() { auto_advance=false; }
};
Vector<InputData> input_data;
float prev_time;
float prev_xfading;
int prev;
bool switched;
float time;
int current;
float xfade;
TransitionNode() { type=NODE_TRANSITION; xfade=0; inputs.resize(1); input_data.resize(1); current=0; prev=-1; prev_time=0; prev_xfading=0; switched=false; }
void set_current(int p_current);
};
void _update_sources();
StringName out_name;
NodeOut *out;
NodePath base_path;
NodePath master;
ConnectError last_error;
AnimationNode *active_list;
AnimationProcessMode animation_process_mode;
bool processing;
bool active;
bool dirty_caches;
Map<StringName,NodeBase*> node_map;
// return time left to finish animation
float _process_node(const StringName& p_node,AnimationNode **r_prev_anim,float p_step, bool p_seek=false, float p_fallback_weight = 1.0, HashMap<NodePath,float>* p_weights = NULL);
void _process_animation(float p_delta);
bool reset_request;
ConnectError _cycle_test(const StringName &p_at_node);
Track* _find_track(const NodePath& p_path);
void _recompute_caches();
void _recompute_caches(const StringName& p_node);
DVector<String> _get_node_list();
void _compute_weights(float *p_fallback_weight, HashMap<NodePath,float> *p_weights, float p_coeff, const HashMap<NodePath,bool> *p_filter = NULL, float p_filtered_coeff = 0);
protected:
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
public:
void add_node(NodeType p_type, const StringName& p_node); // nodes must be >0 node 0 is built-in (exit)
bool node_exists(const StringName& p_name) const;
Error node_rename(const StringName& p_node,const StringName& p_new_name);
int node_get_input_count(const StringName& p_node) const;
StringName node_get_input_source(const StringName& p_node,int p_input) const;
/* ANIMATION NODE */
void animation_node_set_animation(const StringName& p_node,const Ref<Animation>& p_animation);
Ref<Animation> animation_node_get_animation(const StringName& p_node) const;
void animation_node_set_master_animation(const StringName& p_node,const String& p_master_animation);
String animation_node_get_master_animation(const StringName& p_node) const;
void animation_node_set_filter_path(const StringName& p_node,const NodePath& p_filter,bool p_enable);
void animation_node_set_get_filtered_paths(const StringName& p_node,List<NodePath> *r_paths) const;
bool animation_node_is_path_filtered(const StringName& p_node,const NodePath& p_path) const;
/* ONE SHOT NODE */
void oneshot_node_set_fadein_time(const StringName& p_node,float p_time);
void oneshot_node_set_fadeout_time(const StringName& p_node,float p_time);
float oneshot_node_get_fadein_time(const StringName& p_node) const;
float oneshot_node_get_fadeout_time(const StringName& p_node) const;
void oneshot_node_set_autorestart(const StringName& p_node,bool p_active);
void oneshot_node_set_autorestart_delay(const StringName& p_node,float p_time);
void oneshot_node_set_autorestart_random_delay(const StringName& p_node,float p_time);
bool oneshot_node_has_autorestart(const StringName& p_node) const;
float oneshot_node_get_autorestart_delay(const StringName& p_node) const;
float oneshot_node_get_autorestart_random_delay(const StringName& p_node) const;
void oneshot_node_set_mix_mode(const StringName& p_node,bool p_enabled);
bool oneshot_node_get_mix_mode(const StringName& p_node) const;
void oneshot_node_start(const StringName& p_node);
void oneshot_node_stop(const StringName& p_node);
bool oneshot_node_is_active(const StringName& p_node) const;
void oneshot_node_set_filter_path(const StringName& p_node,const NodePath& p_filter,bool p_enable);
void oneshot_node_set_get_filtered_paths(const StringName& p_node,List<NodePath> *r_paths) const;
bool oneshot_node_is_path_filtered(const StringName& p_node,const NodePath& p_path) const;
/* MIX/BLEND NODES */
void mix_node_set_amount(const StringName& p_node,float p_amount);
float mix_node_get_amount(const StringName& p_node) const;
void blend2_node_set_amount(const StringName& p_node,float p_amount);
float blend2_node_get_amount(const StringName& p_node) const;
void blend2_node_set_filter_path(const StringName& p_node,const NodePath& p_filter,bool p_enable);
void blend2_node_set_get_filtered_paths(const StringName& p_node,List<NodePath> *r_paths) const;
bool blend2_node_is_path_filtered(const StringName& p_node,const NodePath& p_path) const;
void blend3_node_set_amount(const StringName& p_node,float p_amount);
float blend3_node_get_amount(const StringName& p_node) const;
void blend4_node_set_amount(const StringName& p_node,const Point2& p_amount);
Point2 blend4_node_get_amount(const StringName& p_node) const;
/* TIMESCALE/TIMESEEK NODES */
void timescale_node_set_scale(const StringName& p_node,float p_scale);
float timescale_node_get_scale(const StringName& p_node) const;
void timeseek_node_seek(const StringName& p_node,float p_pos);
/* TRANSITION NODE */
void transition_node_set_input_count(const StringName& p_node, int p_inputs); // used for transition node
int transition_node_get_input_count(const StringName& p_node) const;
void transition_node_delete_input(const StringName& p_node, int p_input); // used for transition node
void transition_node_set_input_auto_advance(const StringName& p_node, int p_input,bool p_auto_advance); // used for transition node
bool transition_node_has_input_auto_advance(const StringName& p_node, int p_input) const;
void transition_node_set_xfade_time(const StringName& p_node, float p_time); // used for transition node
float transition_node_get_xfade_time(const StringName& p_node) const;
void transition_node_set_current(const StringName& p_node, int p_current);
int transition_node_get_current(const StringName& p_node) const;
void node_set_pos(const StringName& p_node, const Vector2& p_pos); //for display
/* GETS */
Point2 node_get_pos(const StringName& p_node) const; //for display
NodeType node_get_type(const StringName& p_node) const;
void get_node_list(List<StringName> *p_node_list) const;
void remove_node(const StringName& p_node);
Error connect(const StringName& p_src_node,const StringName& p_dst_node, int p_dst_input);
bool is_connected(const StringName& p_src_node,const StringName& p_dst_node, int p_input) const;
void disconnect(const StringName& p_src_node, int p_input);
void set_base_path(const NodePath& p_path);
NodePath get_base_path() const;
void set_master_player(const NodePath& p_path);
NodePath get_master_player() const;
struct Connection {
StringName src_node;
StringName dst_node;
int dst_input;
};
void get_connection_list( List<Connection> *p_connections) const;
/* playback */
void set_active(bool p_active);
bool is_active() const;
void reset();
void recompute_caches();
ConnectError get_last_error() const;
void set_animation_process_mode(AnimationProcessMode p_mode);
AnimationProcessMode get_animation_process_mode() const;
void _set_process(bool p_process, bool p_force = false);
void advance(float p_time);
AnimationTreePlayer();
~AnimationTreePlayer();
};
VARIANT_ENUM_CAST( AnimationTreePlayer::NodeType );
VARIANT_ENUM_CAST( AnimationTreePlayer::AnimationProcessMode );
#endif // ANIMATION_TREE_PLAYER_H