virtualx-engine/scene/animation/animation_mixer.h
2023-11-16 02:12:39 +09:00

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14 KiB
C++

/**************************************************************************/
/* animation_mixer.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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_MIXER_H
#define ANIMATION_MIXER_H
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/animation.h"
#include "scene/resources/animation_library.h"
#include "scene/resources/audio_stream_polyphonic.h"
#ifdef TOOLS_ENABLED
class AnimatedValuesBackup;
#endif // TOOLS_ENABLED
class AnimationMixer : public Node {
GDCLASS(AnimationMixer, Node);
#ifdef TOOLS_ENABLED
friend AnimatedValuesBackup;
bool editing = false;
bool dummy = false;
#endif // TOOLS_ENABLED
bool reset_on_save = true;
public:
enum AnimationCallbackModeProcess {
ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS,
ANIMATION_CALLBACK_MODE_PROCESS_IDLE,
ANIMATION_CALLBACK_MODE_PROCESS_MANUAL,
};
enum AnimationCallbackModeMethod {
ANIMATION_CALLBACK_MODE_METHOD_DEFERRED,
ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE,
};
/* ---- Data ---- */
struct AnimationLibraryData {
StringName name;
Ref<AnimationLibrary> library;
bool operator<(const AnimationLibraryData &p_data) const { return name.operator String() < p_data.name.operator String(); }
};
struct AnimationData {
String name;
Ref<Animation> animation;
StringName animation_library;
uint64_t last_update = 0;
};
struct PlaybackInfo {
double time = 0.0;
double delta = 0.0;
bool seeked = false;
bool is_external_seeking = false;
Animation::LoopedFlag looped_flag = Animation::LOOPED_FLAG_NONE;
real_t weight = 0.0;
Vector<real_t> track_weights;
};
struct AnimationInstance {
AnimationData animation_data;
PlaybackInfo playback_info;
};
protected:
/* ---- Data lists ---- */
LocalVector<AnimationLibraryData> animation_libraries;
HashMap<StringName, AnimationData> animation_set; // HashMap<Library name + Animation name, AnimationData>
TypedArray<StringName> _get_animation_library_list() const;
Vector<String> _get_animation_list() const {
List<StringName> animations;
get_animation_list(&animations);
Vector<String> ret;
while (animations.size()) {
ret.push_back(animations.front()->get());
animations.pop_front();
}
return ret;
}
// For caches.
uint64_t animation_set_update_pass = 1;
void _animation_set_cache_update();
// Signals.
virtual void _animation_added(const StringName &p_name, const StringName &p_library);
virtual void _animation_removed(const StringName &p_name, const StringName &p_library);
virtual void _animation_renamed(const StringName &p_name, const StringName &p_to_name, const StringName &p_library);
virtual void _animation_changed(const StringName &p_name);
/* ---- General settings for animation ---- */
AnimationCallbackModeProcess callback_mode_process = ANIMATION_CALLBACK_MODE_PROCESS_IDLE;
AnimationCallbackModeMethod callback_mode_method = ANIMATION_CALLBACK_MODE_METHOD_DEFERRED;
int audio_max_polyphony = 32;
NodePath root_node;
bool processing = false;
bool active = true;
void _set_process(bool p_process, bool p_force = false);
/* ---- Caches for blending ---- */
bool cache_valid = false;
uint64_t setup_pass = 1;
uint64_t process_pass = 1;
struct TrackCache {
bool root_motion = false;
uint64_t setup_pass = 0;
Animation::TrackType type = Animation::TrackType::TYPE_ANIMATION;
Object *object = nullptr;
ObjectID object_id;
real_t total_weight = 0.0;
virtual ~TrackCache() {}
};
struct TrackCacheTransform : public TrackCache {
#ifndef _3D_DISABLED
Node3D *node_3d = nullptr;
Skeleton3D *skeleton = nullptr;
#endif // _3D_DISABLED
int bone_idx = -1;
bool loc_used = false;
bool rot_used = false;
bool scale_used = false;
Vector3 init_loc = Vector3(0, 0, 0);
Quaternion init_rot = Quaternion(0, 0, 0, 1);
Vector3 init_scale = Vector3(1, 1, 1);
Vector3 loc;
Quaternion rot;
Vector3 scale;
TrackCacheTransform() {
type = Animation::TYPE_POSITION_3D;
}
~TrackCacheTransform() {}
};
struct RootMotionCache {
Vector3 loc = Vector3(0, 0, 0);
Quaternion rot = Quaternion(0, 0, 0, 1);
Vector3 scale = Vector3(1, 1, 1);
};
struct TrackCacheBlendShape : public TrackCache {
MeshInstance3D *mesh_3d = nullptr;
float init_value = 0;
float value = 0;
int shape_index = -1;
TrackCacheBlendShape() { type = Animation::TYPE_BLEND_SHAPE; }
~TrackCacheBlendShape() {}
};
struct TrackCacheValue : public TrackCache {
Variant init_value;
Variant value;
Vector<StringName> subpath;
bool is_continuous = false;
bool is_using_angle = false;
TrackCacheValue() { type = Animation::TYPE_VALUE; }
~TrackCacheValue() {
// Clear ref to avoid leaking.
init_value = Variant();
value = Variant();
}
};
struct TrackCacheMethod : public TrackCache {
TrackCacheMethod() { type = Animation::TYPE_METHOD; }
~TrackCacheMethod() {}
};
struct TrackCacheBezier : public TrackCache {
real_t init_value = 0.0;
real_t value = 0.0;
Vector<StringName> subpath;
TrackCacheBezier() {
type = Animation::TYPE_BEZIER;
}
~TrackCacheBezier() {}
};
// Audio stream information for each audio stream placed on the track.
struct PlayingAudioStreamInfo {
AudioStreamPlaybackPolyphonic::ID index = -1; // ID retrieved from AudioStreamPlaybackPolyphonic.
double start = 0.0;
double len = 0.0;
};
// Audio track information for mixng and ending.
struct PlayingAudioTrackInfo {
HashMap<int, PlayingAudioStreamInfo> stream_info;
double length = 0.0;
double time = 0.0;
real_t volume = 0.0;
bool loop = false;
bool backward = false;
bool use_blend = false;
};
struct TrackCacheAudio : public TrackCache {
Ref<AudioStreamPolyphonic> audio_stream;
Ref<AudioStreamPlaybackPolyphonic> audio_stream_playback;
HashMap<ObjectID, PlayingAudioTrackInfo> playing_streams; // Key is Animation resource ObjectID.
TrackCacheAudio() {
type = Animation::TYPE_AUDIO;
}
~TrackCacheAudio() {}
};
struct TrackCacheAnimation : public TrackCache {
bool playing = false;
TrackCacheAnimation() {
type = Animation::TYPE_ANIMATION;
}
~TrackCacheAnimation() {}
};
RootMotionCache root_motion_cache;
HashMap<NodePath, TrackCache *> track_cache;
HashSet<TrackCache *> playing_caches;
Vector<Node *> playing_audio_stream_players;
// Helpers.
void _clear_caches();
void _clear_audio_streams();
void _clear_playing_caches();
void _init_root_motion_cache();
bool _update_caches();
/* ---- Blending processor ---- */
LocalVector<AnimationInstance> animation_instances;
HashMap<NodePath, int> track_map;
int track_count = 0;
bool deterministic = false;
/* ---- Root motion accumulator for Skeleton3D ---- */
NodePath root_motion_track;
Vector3 root_motion_position = Vector3(0, 0, 0);
Quaternion root_motion_rotation = Quaternion(0, 0, 0, 1);
Vector3 root_motion_scale = Vector3(0, 0, 0);
Vector3 root_motion_position_accumulator = Vector3(0, 0, 0);
Quaternion root_motion_rotation_accumulator = Quaternion(0, 0, 0, 1);
Vector3 root_motion_scale_accumulator = Vector3(1, 1, 1);
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);
virtual void _validate_property(PropertyInfo &p_property) const;
static void _bind_methods();
void _node_removed(Node *p_node);
// Helper for extended class.
virtual void _set_active(bool p_active);
virtual void _remove_animation(const StringName &p_name);
virtual void _rename_animation(const StringName &p_from_name, const StringName &p_to_name);
/* ---- Blending processor ---- */
virtual void _process_animation(double p_delta, bool p_update_only = false);
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);
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);
GDVIRTUAL5RC(Variant, _post_process_key_value, Ref<Animation>, int, Variant, Object *, int);
void _blend_init();
virtual bool _blend_pre_process(double p_delta, int p_track_count, const HashMap<NodePath, int> &p_track_map);
void _blend_calc_total_weight(); // For undeterministic blending.
void _blend_process(double p_delta, bool p_update_only = false);
void _blend_apply();
virtual void _blend_post_process();
void _call_object(Object *p_object, const StringName &p_method, const Vector<Variant> &p_params, bool p_deferred);
public:
/* ---- Data lists ---- */
Dictionary *get_animation_libraries();
void get_animation_library_list(List<StringName> *p_animations) const;
Ref<AnimationLibrary> get_animation_library(const StringName &p_name) const;
bool has_animation_library(const StringName &p_name) const;
StringName find_animation_library(const Ref<Animation> &p_animation) const;
Error add_animation_library(const StringName &p_name, const Ref<AnimationLibrary> &p_animation_library);
void remove_animation_library(const StringName &p_name);
void rename_animation_library(const StringName &p_name, const StringName &p_new_name);
void get_animation_list(List<StringName> *p_animations) const;
Ref<Animation> get_animation(const StringName &p_name) const;
bool has_animation(const StringName &p_name) const;
StringName find_animation(const Ref<Animation> &p_animation) const;
/* ---- General settings for animation ---- */
void set_active(bool p_active);
bool is_active() const;
void set_deterministic(bool p_deterministic);
bool is_deterministic() const;
void set_root_node(const NodePath &p_path);
NodePath get_root_node() const;
void set_callback_mode_process(AnimationCallbackModeProcess p_mode);
AnimationCallbackModeProcess get_callback_mode_process() const;
void set_callback_mode_method(AnimationCallbackModeMethod p_mode);
AnimationCallbackModeMethod get_callback_mode_method() const;
void set_audio_max_polyphony(int p_audio_max_polyphony);
int get_audio_max_polyphony() const;
/* ---- Root motion accumulator for Skeleton3D ---- */
void set_root_motion_track(const NodePath &p_track);
NodePath get_root_motion_track() const;
Vector3 get_root_motion_position() const;
Quaternion get_root_motion_rotation() const;
Vector3 get_root_motion_scale() const;
Vector3 get_root_motion_position_accumulator() const;
Quaternion get_root_motion_rotation_accumulator() const;
Vector3 get_root_motion_scale_accumulator() const;
/* ---- Blending processor ---- */
void make_animation_instance(const StringName &p_name, const PlaybackInfo p_playback_info);
void clear_animation_instances();
virtual void advance(double p_time);
virtual void clear_caches(); ///< must be called by hand if an animation was modified after added
void set_reset_on_save_enabled(bool p_enabled);
bool is_reset_on_save_enabled() const;
#ifdef TOOLS_ENABLED
void set_editing(bool p_editing);
bool is_editing() const;
void set_dummy(bool p_dummy);
bool is_dummy() const;
bool can_apply_reset() const;
void _build_backup_track_cache();
Ref<AnimatedValuesBackup> make_backup();
Ref<AnimatedValuesBackup> apply_reset(bool p_user_initiated = false);
void restore(const Ref<AnimatedValuesBackup> &p_backup);
void reset();
#endif // TOOLS_ENABLED
AnimationMixer();
~AnimationMixer();
};
#ifdef TOOLS_ENABLED
class AnimatedValuesBackup : public RefCounted {
GDCLASS(AnimatedValuesBackup, RefCounted);
HashMap<NodePath, AnimationMixer::TrackCache *> data;
public:
void set_data(const HashMap<NodePath, AnimationMixer::TrackCache *> p_data) { data = p_data; };
HashMap<NodePath, AnimationMixer::TrackCache *> get_data() const { return data; };
~AnimatedValuesBackup() {
for (KeyValue<NodePath, AnimationMixer::TrackCache *> &K : data) {
memdelete(K.value);
}
}
};
#endif
VARIANT_ENUM_CAST(AnimationMixer::AnimationCallbackModeProcess);
VARIANT_ENUM_CAST(AnimationMixer::AnimationCallbackModeMethod);
#endif // ANIMATION_MIXER_H