godot/scene/animation/animation_cache.h

86 lines
3.2 KiB
C++

/*************************************************************************/
/* animation_cache.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* 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_CACHE_H
#define ANIMATION_CACHE_H
#include "scene/resources/animation.h"
#include "scene/3d/skeleton.h"
class AnimationCache : public Object {
OBJ_TYPE(AnimationCache,Object);
struct Path {
RES resource;
Object *object;
Skeleton *skeleton; // haxor
Node *node;
Spatial *spatial;
int bone_idx;
StringName property;
bool valid;
Path() { object=NULL; skeleton=NULL; node=NULL; bone_idx=-1; valid=false; spatial=NULL; }
};
Set<Node*> connected_nodes;
Vector<Path> path_cache;
Node *root;
Ref<Animation> animation;
bool cache_dirty;
bool cache_valid;
void _node_exit_scene(Node *p_node);
void _clear_cache();
void _update_cache();
void _animation_changed();
protected:
static void _bind_methods();
public:
void set_track_transform(int p_idx,const Transform& p_transform);
void set_track_value(int p_idx,const Variant& p_value);
void call_track(int p_idx,const StringName& p_method,const Variant** p_args,int p_argcount,Variant::CallError &r_error);
void set_all(float p_time, float p_delta=0);
void set_animation(const Ref<Animation>& p_animation);
void set_root(Node* p_root);
AnimationCache();
};
#endif // ANIMATION_CACHE_H