virtualx-engine/scene/resources/animation.h
letheed 5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00

293 lines
10 KiB
C++

/*************************************************************************/
/* animation.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef ANIMATION_H
#define ANIMATION_H
#include "resource.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Animation : public Resource {
GDCLASS(Animation, Resource);
RES_BASE_EXTENSION("anim");
public:
enum TrackType {
TYPE_VALUE, ///< Set a value in a property, can be interpolated.
TYPE_TRANSFORM, ///< Transform a node or a bone.
TYPE_METHOD, ///< Call any method on a specific node.
};
enum InterpolationType {
INTERPOLATION_NEAREST,
INTERPOLATION_LINEAR,
INTERPOLATION_CUBIC
};
enum UpdateMode {
UPDATE_CONTINUOUS,
UPDATE_DISCRETE,
UPDATE_TRIGGER,
};
private:
struct Track {
TrackType type;
InterpolationType interpolation;
bool loop_wrap;
NodePath path; // path to something
bool imported;
Track() {
interpolation = INTERPOLATION_LINEAR;
imported = false;
loop_wrap = true;
}
virtual ~Track() {}
};
struct Key {
float transition;
float time; // time in secs
Key() { transition = 1; }
};
// transform key holds either Vector3 or Quaternion
template <class T>
struct TKey : public Key {
float time;
T value;
};
struct TransformKey {
Vector3 loc;
Quat rot;
Vector3 scale;
};
/* TRANSFORM TRACK */
struct TransformTrack : public Track {
Vector<TKey<TransformKey> > transforms;
TransformTrack() { type = TYPE_TRANSFORM; }
};
/* PROPERTY VALUE TRACK */
struct ValueTrack : public Track {
UpdateMode update_mode;
bool update_on_seek;
Vector<TKey<Variant> > values;
ValueTrack() {
type = TYPE_VALUE;
update_mode = UPDATE_CONTINUOUS;
}
};
/* METHOD TRACK */
struct MethodKey : public Key {
StringName method;
Vector<Variant> params;
};
struct MethodTrack : public Track {
Vector<MethodKey> methods;
MethodTrack() { type = TYPE_METHOD; }
};
Vector<Track *> tracks;
/*
template<class T>
int _insert_pos(float p_time, T& p_keys);*/
template <class T>
void _clear(T &p_keys);
template <class T, class V>
int _insert(float p_time, T &p_keys, const V &p_value);
template <class K>
inline int _find(const Vector<K> &p_keys, float p_time) const;
_FORCE_INLINE_ Animation::TransformKey _interpolate(const Animation::TransformKey &p_a, const Animation::TransformKey &p_b, float p_c) const;
_FORCE_INLINE_ Vector3 _interpolate(const Vector3 &p_a, const Vector3 &p_b, float p_c) const;
_FORCE_INLINE_ Quat _interpolate(const Quat &p_a, const Quat &p_b, float p_c) const;
_FORCE_INLINE_ Variant _interpolate(const Variant &p_a, const Variant &p_b, float p_c) const;
_FORCE_INLINE_ float _interpolate(const float &p_a, const float &p_b, float p_c) const;
_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;
_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;
_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;
_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;
_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;
template <class T>
_FORCE_INLINE_ T _interpolate(const Vector<TKey<T> > &p_keys, float p_time, InterpolationType p_interp, bool p_loop_wrap, bool *p_ok) const;
_FORCE_INLINE_ void _value_track_get_key_indices_in_range(const ValueTrack *vt, float from_time, float to_time, List<int> *p_indices) const;
_FORCE_INLINE_ void _method_track_get_key_indices_in_range(const MethodTrack *mt, float from_time, float to_time, List<int> *p_indices) const;
float length;
float step;
bool loop;
// bind helpers
private:
Array _transform_track_interpolate(int p_track, float p_time) const {
Vector3 loc;
Quat rot;
Vector3 scale;
transform_track_interpolate(p_track, p_time, &loc, &rot, &scale);
Array ret;
ret.push_back(loc);
ret.push_back(rot);
ret.push_back(scale);
return ret;
}
PoolVector<int> _value_track_get_key_indices(int p_track, float p_time, float p_delta) const {
List<int> idxs;
value_track_get_key_indices(p_track, p_time, p_delta, &idxs);
PoolVector<int> idxr;
for (List<int>::Element *E = idxs.front(); E; E = E->next()) {
idxr.push_back(E->get());
}
return idxr;
}
PoolVector<int> _method_track_get_key_indices(int p_track, float p_time, float p_delta) const {
List<int> idxs;
method_track_get_key_indices(p_track, p_time, p_delta, &idxs);
PoolVector<int> idxr;
for (List<int>::Element *E = idxs.front(); E; E = E->next()) {
idxr.push_back(E->get());
}
return idxr;
}
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);
void _transform_track_optimize(int p_idx, float p_allowed_linear_err = 0.05, float p_allowed_angular_err = 0.01, float p_max_optimizable_angle = Math_PI * 0.125);
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;
static void _bind_methods();
public:
int add_track(TrackType p_type, int p_at_pos = -1);
void remove_track(int p_track);
int get_track_count() const;
TrackType track_get_type(int p_track) const;
void track_set_path(int p_track, const NodePath &p_path);
NodePath track_get_path(int p_track) const;
int find_track(const NodePath &p_path) const;
// transform
void track_move_up(int p_track);
void track_move_down(int p_track);
void track_set_imported(int p_track, bool p_imported);
bool track_is_imported(int p_track) const;
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());
void track_insert_key(int p_track, float p_time, const Variant &p_key, float p_transition = 1);
void track_set_key_transition(int p_track, int p_key_idx, float p_transition);
void track_set_key_value(int p_track, int p_key_idx, const Variant &p_value);
int track_find_key(int p_track, float p_time, bool p_exact = false) const;
void track_remove_key(int p_track, int p_idx);
void track_remove_key_at_position(int p_track, float p_pos);
int track_get_key_count(int p_track) const;
Variant track_get_key_value(int p_track, int p_key_idx) const;
float track_get_key_time(int p_track, int p_key_idx) const;
float track_get_key_transition(int p_track, int p_key_idx) const;
Error transform_track_get_key(int p_track, int p_key, Vector3 *r_loc, Quat *r_rot, Vector3 *r_scale) const;
void track_set_interpolation_type(int p_track, InterpolationType p_interp);
InterpolationType track_get_interpolation_type(int p_track) const;
void track_set_interpolation_loop_wrap(int p_track, bool p_enable);
bool track_get_interpolation_loop_wrap(int p_track) const;
Error transform_track_interpolate(int p_track, float p_time, Vector3 *r_loc, Quat *r_rot, Vector3 *r_scale) const;
Variant value_track_interpolate(int p_track, float p_time) const;
void value_track_get_key_indices(int p_track, float p_time, float p_delta, List<int> *p_indices) const;
void value_track_set_update_mode(int p_track, UpdateMode p_mode);
UpdateMode value_track_get_update_mode(int p_track) const;
void method_track_get_key_indices(int p_track, float p_time, float p_delta, List<int> *p_indices) const;
Vector<Variant> method_track_get_params(int p_track, int p_key_idx) const;
StringName method_track_get_name(int p_track, int p_key_idx) const;
void set_length(float p_length);
float get_length() const;
void set_loop(bool p_enabled);
bool has_loop() const;
void set_step(float p_step);
float get_step() const;
void clear();
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);
Animation();
~Animation();
};
VARIANT_ENUM_CAST(Animation::TrackType);
VARIANT_ENUM_CAST(Animation::InterpolationType);
VARIANT_ENUM_CAST(Animation::UpdateMode);
#endif