6f401439f8
* 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.
378 lines
12 KiB
C++
378 lines
12 KiB
C++
/*************************************************************************/
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/* animation_player.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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_PLAYER_H
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#define ANIMATION_PLAYER_H
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#include "scene/2d/node_2d.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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#ifdef TOOLS_ENABLED
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class AnimatedValuesBackup : public RefCounted {
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GDCLASS(AnimatedValuesBackup, RefCounted);
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struct Entry {
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Object *object = nullptr;
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Vector<StringName> subpath; // Unused if bone
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int bone_idx = -1; // -1 if not a bone
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Variant value;
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};
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Vector<Entry> entries;
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friend class AnimationPlayer;
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protected:
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static void _bind_methods();
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public:
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void update_skeletons();
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void restore() const;
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};
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#endif
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class AnimationPlayer : public Node {
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GDCLASS(AnimationPlayer, Node);
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public:
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enum AnimationProcessCallback {
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ANIMATION_PROCESS_PHYSICS,
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ANIMATION_PROCESS_IDLE,
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ANIMATION_PROCESS_MANUAL,
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};
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enum AnimationMethodCallMode {
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ANIMATION_METHOD_CALL_DEFERRED,
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ANIMATION_METHOD_CALL_IMMEDIATE,
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};
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private:
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enum {
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NODE_CACHE_UPDATE_MAX = 1024,
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BLEND_FROM_MAX = 3
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};
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enum SpecialProperty {
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SP_NONE,
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SP_NODE2D_POS,
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SP_NODE2D_ROT,
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SP_NODE2D_SCALE,
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};
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uint32_t setup_pass = 1;
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struct TrackNodeCache {
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NodePath path;
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uint32_t id = 0;
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RES resource;
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Node *node = nullptr;
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Node2D *node_2d = nullptr;
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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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MeshInstance3D *node_blend_shape = nullptr;
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int blend_shape_idx = -1;
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#endif // _3D_DISABLED
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int bone_idx = -1;
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// accumulated transforms
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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 loc_accum;
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Quaternion rot_accum;
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Vector3 scale_accum;
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float blend_shape_accum = 0;
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uint64_t accum_pass = 0;
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bool audio_playing = false;
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float audio_start = 0.0;
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float audio_len = 0.0;
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bool animation_playing = false;
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struct PropertyAnim {
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TrackNodeCache *owner = nullptr;
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SpecialProperty special = SP_NONE; //small optimization
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Vector<StringName> subpath;
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Object *object = nullptr;
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Variant value_accum;
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uint64_t accum_pass = 0;
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Variant capture;
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};
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Map<StringName, PropertyAnim> property_anim;
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struct BezierAnim {
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Vector<StringName> bezier_property;
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TrackNodeCache *owner = nullptr;
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float bezier_accum = 0.0;
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Object *object = nullptr;
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uint64_t accum_pass = 0;
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};
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Map<StringName, BezierAnim> bezier_anim;
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uint32_t last_setup_pass = 0;
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TrackNodeCache() {}
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};
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struct TrackNodeCacheKey {
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ObjectID id;
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int bone_idx = -1;
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int blend_shape_idx = -1;
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inline bool operator<(const TrackNodeCacheKey &p_right) const {
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if (id == p_right.id) {
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if (blend_shape_idx == p_right.blend_shape_idx) {
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return bone_idx < p_right.bone_idx;
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} else {
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return blend_shape_idx < p_right.blend_shape_idx;
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}
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} else {
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return id < p_right.id;
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}
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}
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};
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Map<TrackNodeCacheKey, TrackNodeCache> node_cache_map;
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TrackNodeCache *cache_update[NODE_CACHE_UPDATE_MAX];
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int cache_update_size = 0;
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TrackNodeCache::PropertyAnim *cache_update_prop[NODE_CACHE_UPDATE_MAX];
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int cache_update_prop_size = 0;
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TrackNodeCache::BezierAnim *cache_update_bezier[NODE_CACHE_UPDATE_MAX];
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int cache_update_bezier_size = 0;
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Set<TrackNodeCache *> playing_caches;
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uint64_t accum_pass = 1;
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float speed_scale = 1.0;
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float default_blend_time = 0.0;
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struct AnimationData {
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String name;
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StringName next;
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Vector<TrackNodeCache *> node_cache;
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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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Map<StringName, AnimationData> animation_set;
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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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LocalVector<AnimationLibraryData> animation_libraries;
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struct BlendKey {
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StringName from;
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StringName to;
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bool operator<(const BlendKey &bk) const { return from == bk.from ? String(to) < String(bk.to) : String(from) < String(bk.from); }
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};
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Map<BlendKey, float> blend_times;
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struct PlaybackData {
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AnimationData *from = nullptr;
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double pos = 0.0;
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float speed_scale = 1.0;
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};
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struct Blend {
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PlaybackData data;
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float blend_time = 0.0;
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float blend_left = 0.0;
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};
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struct Playback {
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List<Blend> blend;
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PlaybackData current;
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StringName assigned;
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bool seeked = false;
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bool started = false;
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} playback;
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List<StringName> queued;
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bool end_reached = false;
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bool end_notify = false;
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String autoplay;
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bool reset_on_save = true;
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AnimationProcessCallback process_callback = ANIMATION_PROCESS_IDLE;
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AnimationMethodCallMode method_call_mode = ANIMATION_METHOD_CALL_DEFERRED;
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bool processing = false;
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bool active = true;
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NodePath root;
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void _animation_process_animation(AnimationData *p_anim, double p_time, double p_delta, float p_interp, bool p_is_current = true, bool p_seeked = false, bool p_started = false, int p_pingponged = 0);
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void _ensure_node_caches(AnimationData *p_anim, Node *p_root_override = nullptr);
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void _animation_process_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_started);
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void _animation_process2(double p_delta, bool p_started);
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void _animation_update_transforms();
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void _animation_process(double p_delta);
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void _node_removed(Node *p_node);
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void _stop_playing_caches();
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// bind helpers
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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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void _animation_changed();
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void _ref_anim(const Ref<Animation> &p_anim);
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void _unref_anim(const Ref<Animation> &p_anim);
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void _set_process(bool p_process, bool p_force = false);
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bool playing = false;
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uint64_t animation_set_update_pass = 1;
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void _animation_set_cache_update();
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void _animation_added(const StringName &p_name, const StringName &p_library);
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void _animation_removed(const StringName &p_name, const StringName &p_library);
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void _animation_renamed(const StringName &p_name, const StringName &p_to_name, const StringName &p_library);
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void _rename_animation(const StringName &p_from_name, const StringName &p_to_name);
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TypedArray<StringName> _get_animation_library_list() const;
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protected:
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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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virtual void _validate_property(PropertyInfo &property) const override;
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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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static void _bind_methods();
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public:
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StringName find_animation(const Ref<Animation> &p_animation) 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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Ref<AnimationLibrary> get_animation_library(const StringName &p_name) const;
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void get_animation_library_list(List<StringName> *p_animations) const;
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bool has_animation_library(const StringName &p_name) const;
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Ref<Animation> get_animation(const StringName &p_name) const;
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void get_animation_list(List<StringName> *p_animations) const;
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bool has_animation(const StringName &p_name) const;
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void set_blend_time(const StringName &p_animation1, const StringName &p_animation2, float p_time);
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float get_blend_time(const StringName &p_animation1, const StringName &p_animation2) const;
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void animation_set_next(const StringName &p_animation, const StringName &p_next);
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StringName animation_get_next(const StringName &p_animation) const;
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void set_default_blend_time(float p_default);
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float get_default_blend_time() const;
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void play(const StringName &p_name = StringName(), float p_custom_blend = -1, float p_custom_scale = 1.0, bool p_from_end = false);
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void play_backwards(const StringName &p_name = StringName(), float p_custom_blend = -1);
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void queue(const StringName &p_name);
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Vector<String> get_queue();
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void clear_queue();
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void stop(bool p_reset = true);
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bool is_playing() const;
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String get_current_animation() const;
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void set_current_animation(const String &p_anim);
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String get_assigned_animation() const;
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void set_assigned_animation(const String &p_anim);
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void set_active(bool p_active);
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bool is_active() const;
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bool is_valid() const;
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void set_speed_scale(float p_speed);
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float get_speed_scale() const;
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float get_playing_speed() const;
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void set_autoplay(const String &p_name);
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String get_autoplay() const;
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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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void set_process_callback(AnimationProcessCallback p_mode);
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AnimationProcessCallback get_process_callback() const;
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void set_method_call_mode(AnimationMethodCallMode p_mode);
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AnimationMethodCallMode get_method_call_mode() const;
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void seek(double p_time, bool p_update = false);
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void seek_delta(double p_time, float p_delta);
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float get_current_animation_position() const;
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float get_current_animation_length() const;
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void advance(float p_time);
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void set_root(const NodePath &p_root);
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NodePath get_root() const;
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void clear_caches(); ///< must be called by hand if an animation was modified after added
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
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#ifdef TOOLS_ENABLED
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Ref<AnimatedValuesBackup> backup_animated_values(Node *p_root_override = nullptr);
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Ref<AnimatedValuesBackup> apply_reset(bool p_user_initiated = false);
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bool can_apply_reset() const;
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#endif
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TypedArray<String> get_configuration_warnings() const override;
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AnimationPlayer();
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~AnimationPlayer();
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};
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VARIANT_ENUM_CAST(AnimationPlayer::AnimationProcessCallback);
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VARIANT_ENUM_CAST(AnimationPlayer::AnimationMethodCallMode);
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#endif
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