virtualx-engine/scene/resources/animation_library.h
reduz 6f401439f8 Implement Animation Libraries
* Instead of containing single animations, AnimationPlayer now contains libraries.
* Libraries, in turn, contain the animations.

This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models.

Missing (will be done on separate PRs):

* Make it possible to import scenes (dae/fbx/gltf) as animation libraries.
* Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything.
2022-04-11 12:51:54 +02:00

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/*************************************************************************/
/* animation_library.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef ANIMATION_LIBRARY_H
#define ANIMATION_LIBRARY_H
#include "core/variant/typed_array.h"
#include "scene/resources/animation.h"
class AnimationLibrary : public Resource {
GDCLASS(AnimationLibrary, Resource)
void _set_data(const Dictionary &p_data);
Dictionary _get_data() const;
TypedArray<StringName> _get_animation_list() const;
friend class AnimationPlayer; //for faster access
Map<StringName, Ref<Animation>> animations;
protected:
static void _bind_methods();
public:
Error add_animation(const StringName &p_name, const Ref<Animation> &p_animation);
void remove_animation(const StringName &p_name);
void rename_animation(const StringName &p_name, const StringName &p_new_name);
bool has_animation(const StringName &p_name) const;
Ref<Animation> get_animation(const StringName &p_name) const;
void get_animation_list(List<StringName> *p_animations) const;
AnimationLibrary();
};
#endif // ANIMATIONLIBRARY_H