/*************************************************************************/ /* animation_player.cpp */ /*************************************************************************/ /* 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 */ /* 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. */ /*************************************************************************/ #include "animation_player.h" #include "core/engine.h" #include "core/message_queue.h" #include "scene/2d/node_2d.h" #include "scene/3d/skeleton.h" #include "scene/3d/spatial.h" #include "scene/resources/animation.h" #include "scene/scene_string_names.h" #include "servers/audio/audio_stream.h" #ifdef TOOLS_ENABLED #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "scene/2d/skeleton_2d.h" void AnimatedValuesBackup::update_skeletons() { for (int i = 0; i < entries.size(); i++) { if (entries[i].bone_idx != -1) { // 3D bone Object::cast_to(entries[i].object)->notification(Skeleton::NOTIFICATION_UPDATE_SKELETON); } else { Bone2D *bone = Object::cast_to(entries[i].object); if (bone && bone->skeleton) { // 2D bone bone->skeleton->_update_transform(); } } } } void AnimatedValuesBackup::restore() const { for (int i = 0; i < entries.size(); i++) { const AnimatedValuesBackup::Entry *entry = &entries[i]; if (entry->bone_idx == -1) { entry->object->set_indexed(entry->subpath, entry->value); } else { Array arr = entry->value; if (arr.size() == 3) { Object::cast_to(entry->object)->set_bone_pose_position(entry->bone_idx, arr[0]); Object::cast_to(entry->object)->set_bone_pose_rotation(entry->bone_idx, arr[1]); Object::cast_to(entry->object)->set_bone_pose_scale(entry->bone_idx, arr[2]); } } } } void AnimatedValuesBackup::_bind_methods() { ClassDB::bind_method(D_METHOD("restore"), &AnimatedValuesBackup::restore); } #endif bool AnimationPlayer::_set(const StringName &p_name, const Variant &p_value) { String name = p_name; if (name.begins_with("playback/play")) { // bw compatibility set_current_animation(p_value); } else if (name.begins_with("anims/")) { String which = name.get_slicec('/', 1); add_animation(which, p_value); } else if (name.begins_with("next/")) { String which = name.get_slicec('/', 1); animation_set_next(which, p_value); } else if (p_name == SceneStringNames::get_singleton()->blend_times) { Array array = p_value; int len = array.size(); ERR_FAIL_COND_V(len % 3, false); for (int i = 0; i < len / 3; i++) { StringName from = array[i * 3 + 0]; StringName to = array[i * 3 + 1]; float time = array[i * 3 + 2]; set_blend_time(from, to, time); } } else { return false; } return true; } bool AnimationPlayer::_get(const StringName &p_name, Variant &r_ret) const { String name = p_name; if (name == "playback/play") { // bw compatibility r_ret = get_current_animation(); } else if (name.begins_with("anims/")) { String which = name.get_slicec('/', 1); r_ret = get_animation(which).get_ref_ptr(); } else if (name.begins_with("next/")) { String which = name.get_slicec('/', 1); r_ret = animation_get_next(which); } else if (name == "blend_times") { Vector keys; for (Map::Element *E = blend_times.front(); E; E = E->next()) { keys.ordered_insert(E->key()); } Array array; for (int i = 0; i < keys.size(); i++) { array.push_back(keys[i].from); array.push_back(keys[i].to); array.push_back(blend_times[keys[i]]); } r_ret = array; } else { return false; } return true; } void AnimationPlayer::_validate_property(PropertyInfo &property) const { if (property.name == "current_animation") { List names; for (Map::Element *E = animation_set.front(); E; E = E->next()) { names.push_back(E->key()); } names.sort(); names.push_front("[stop]"); String hint; for (List::Element *E = names.front(); E; E = E->next()) { if (E != names.front()) { hint += ","; } hint += E->get(); } property.hint_string = hint; } } void AnimationPlayer::_get_property_list(List *p_list) const { List anim_names; for (Map::Element *E = animation_set.front(); E; E = E->next()) { anim_names.push_back(PropertyInfo(Variant::OBJECT, "anims/" + String(E->key()), PROPERTY_HINT_RESOURCE_TYPE, "Animation", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE)); if (E->get().next != StringName()) { anim_names.push_back(PropertyInfo(Variant::STRING, "next/" + String(E->key()), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); } } anim_names.sort(); for (List::Element *E = anim_names.front(); E; E = E->next()) { p_list->push_back(E->get()); } p_list->push_back(PropertyInfo(Variant::ARRAY, "blend_times", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); } void AnimationPlayer::advance(float p_time) { _animation_process(p_time); } void AnimationPlayer::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { if (!processing) { //make sure that a previous process state was not saved //only process if "processing" is set set_physics_process_internal(false); set_process_internal(false); } //_set_process(false); clear_caches(); } break; case NOTIFICATION_READY: { if (!Engine::get_singleton()->is_editor_hint() && animation_set.has(autoplay)) { play(autoplay); _animation_process(0); } } break; case NOTIFICATION_INTERNAL_PROCESS: { if (animation_process_mode == ANIMATION_PROCESS_PHYSICS) { break; } if (processing) { _animation_process(get_process_delta_time()); } } break; case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { if (animation_process_mode == ANIMATION_PROCESS_IDLE) { break; } if (processing) { _animation_process(get_physics_process_delta_time()); } } break; case NOTIFICATION_EXIT_TREE: { clear_caches(); } break; } } void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim, Node *p_root_override) { // Already cached? if (p_anim->node_cache.size() == p_anim->animation->get_track_count()) { return; } Node *parent = p_root_override ? p_root_override : get_node(root); ERR_FAIL_COND(!parent); Animation *a = p_anim->animation.operator->(); p_anim->node_cache.resize(a->get_track_count()); setup_pass++; for (int i = 0; i < a->get_track_count(); i++) { if (!a->track_is_enabled(i)) { continue; } p_anim->node_cache.write[i] = NULL; RES resource; Vector leftover_path; Node *child = parent->get_node_and_resource(a->track_get_path(i), resource, leftover_path); ERR_CONTINUE_MSG(!child, "On Animation: '" + p_anim->name + "', couldn't resolve track: '" + String(a->track_get_path(i)) + "'."); // couldn't find the child node uint32_t id = resource.is_valid() ? resource->get_instance_id() : child->get_instance_id(); int bone_idx = -1; if (a->track_get_path(i).get_subname_count() == 1 && Object::cast_to(child)) { Skeleton *sk = Object::cast_to(child); bone_idx = sk->find_bone(a->track_get_path(i).get_subname(0)); if (bone_idx == -1) { continue; } } { if (!child->is_connected("tree_exiting", this, "_node_removed")) { child->connect("tree_exiting", this, "_node_removed", make_binds(child), CONNECT_ONESHOT); } } TrackNodeCacheKey key; key.id = id; key.bone_idx = bone_idx; if (!node_cache_map.has(key)) { node_cache_map[key] = TrackNodeCache(); } TrackNodeCache *node_cache = &node_cache_map[key]; p_anim->node_cache.write[i] = node_cache; node_cache->path = a->track_get_path(i); node_cache->node = child; node_cache->resource = resource; node_cache->node_2d = Object::cast_to(child); #ifndef _3D_DISABLED if (a->track_get_type(i) == Animation::TYPE_POSITION_3D || a->track_get_type(i) == Animation::TYPE_ROTATION_3D || a->track_get_type(i) == Animation::TYPE_SCALE_3D) { // special cases and caches for transform tracks if (node_cache->last_setup_pass != setup_pass) { node_cache->loc_used = false; node_cache->rot_used = false; node_cache->scale_used = false; } // cache spatial node_cache->spatial = Object::cast_to(child); // cache skeleton node_cache->skeleton = Object::cast_to(child); if (node_cache->skeleton) { if (a->track_get_path(i).get_subname_count() == 1) { StringName bone_name = a->track_get_path(i).get_subname(0); node_cache->bone_idx = node_cache->skeleton->find_bone(bone_name); if (node_cache->bone_idx < 0) { // broken track (nonexistent bone) node_cache->skeleton = nullptr; node_cache->spatial = nullptr; ERR_CONTINUE(node_cache->bone_idx < 0); } Transform rest = node_cache->skeleton->get_bone_rest(bone_idx); node_cache->init_loc = rest.origin; node_cache->init_rot = rest.basis.get_rotation_quat(); node_cache->init_scale = rest.basis.get_scale(); } else { // no property, just use spatialnode node_cache->skeleton = nullptr; } } switch (a->track_get_type(i)) { case Animation::TYPE_POSITION_3D: { node_cache->loc_used = true; } break; case Animation::TYPE_ROTATION_3D: { node_cache->rot_used = true; } break; case Animation::TYPE_SCALE_3D: { node_cache->scale_used = true; } break; default: { } } } #endif // _3D_DISABLED if (a->track_get_type(i) == Animation::TYPE_VALUE) { if (!node_cache->property_anim.has(a->track_get_path(i).get_concatenated_subnames())) { TrackNodeCache::PropertyAnim pa; pa.subpath = leftover_path; pa.object = resource.is_valid() ? (Object *)resource.ptr() : (Object *)child; pa.special = SP_NONE; pa.owner = node_cache; if (false && node_cache->node_2d) { if (leftover_path.size() == 1 && leftover_path[0] == SceneStringNames::get_singleton()->transform_pos) { pa.special = SP_NODE2D_POS; } else if (leftover_path.size() == 1 && leftover_path[0] == SceneStringNames::get_singleton()->transform_rot) { pa.special = SP_NODE2D_ROT; } else if (leftover_path.size() == 1 && leftover_path[0] == SceneStringNames::get_singleton()->transform_scale) { pa.special = SP_NODE2D_SCALE; } } node_cache->property_anim[a->track_get_path(i).get_concatenated_subnames()] = pa; } } if (a->track_get_type(i) == Animation::TYPE_BEZIER && leftover_path.size()) { if (!node_cache->bezier_anim.has(a->track_get_path(i).get_concatenated_subnames())) { TrackNodeCache::BezierAnim ba; ba.bezier_property = leftover_path; ba.object = resource.is_valid() ? (Object *)resource.ptr() : (Object *)child; ba.owner = node_cache; node_cache->bezier_anim[a->track_get_path(i).get_concatenated_subnames()] = ba; } } node_cache->last_setup_pass = setup_pass; } } void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, float p_time, float p_delta, float p_interp, bool p_is_current, bool p_seeked, bool p_started) { _ensure_node_caches(p_anim); ERR_FAIL_COND(p_anim->node_cache.size() != p_anim->animation->get_track_count()); Animation *a = p_anim->animation.operator->(); bool can_call = is_inside_tree() && !Engine::get_singleton()->is_editor_hint(); for (int i = 0; i < a->get_track_count(); i++) { // If an animation changes this animation (or it animates itself) // we need to recreate our animation cache if (p_anim->node_cache.size() != a->get_track_count()) { _ensure_node_caches(p_anim); } TrackNodeCache *nc = p_anim->node_cache[i]; if (!nc) { continue; // no node cache for this track, skip it } if (!a->track_is_enabled(i)) { continue; // do nothing if the track is disabled } if (a->track_get_key_count(i) == 0) { continue; // do nothing if track is empty } switch (a->track_get_type(i)) { case Animation::TYPE_POSITION_3D: { #ifndef _3D_DISABLED if (!nc->spatial) { continue; } Vector3 loc; Error err = a->position_track_interpolate(i, p_time, &loc); //ERR_CONTINUE(err!=OK); //used for testing, should be removed if (err != OK) { continue; } if (nc->accum_pass != accum_pass) { ERR_CONTINUE(cache_update_size >= NODE_CACHE_UPDATE_MAX); cache_update[cache_update_size++] = nc; nc->accum_pass = accum_pass; nc->loc_accum = loc; nc->rot_accum = nc->init_rot; nc->scale_accum = nc->init_scale; } else { nc->loc_accum = nc->loc_accum.linear_interpolate(loc, p_interp); } #endif // _3D_DISABLED } break; case Animation::TYPE_ROTATION_3D: { #ifndef _3D_DISABLED if (!nc->spatial) { continue; } Quat rot; Error err = a->rotation_track_interpolate(i, p_time, &rot); //ERR_CONTINUE(err!=OK); //used for testing, should be removed if (err != OK) { continue; } if (nc->accum_pass != accum_pass) { ERR_CONTINUE(cache_update_size >= NODE_CACHE_UPDATE_MAX); cache_update[cache_update_size++] = nc; nc->accum_pass = accum_pass; nc->loc_accum = nc->init_loc; nc->rot_accum = rot; nc->scale_accum = nc->init_scale; } else { nc->rot_accum = nc->rot_accum.slerp(rot, p_interp); } #endif // _3D_DISABLED } break; case Animation::TYPE_SCALE_3D: { #ifndef _3D_DISABLED if (!nc->spatial) { continue; } Vector3 scale; Error err = a->scale_track_interpolate(i, p_time, &scale); //ERR_CONTINUE(err!=OK); //used for testing, should be removed if (err != OK) { continue; } if (nc->accum_pass != accum_pass) { ERR_CONTINUE(cache_update_size >= NODE_CACHE_UPDATE_MAX); cache_update[cache_update_size++] = nc; nc->accum_pass = accum_pass; nc->loc_accum = nc->init_loc; nc->rot_accum = nc->init_rot; nc->scale_accum = scale; } else { nc->scale_accum = nc->scale_accum.linear_interpolate(scale, p_interp); } #endif // _3D_DISABLED } break; case Animation::TYPE_VALUE: { if (!nc->node) { continue; } //StringName property=a->track_get_path(i).get_property(); Map::Element *E = nc->property_anim.find(a->track_get_path(i).get_concatenated_subnames()); ERR_CONTINUE(!E); //should it continue, or create a new one? TrackNodeCache::PropertyAnim *pa = &E->get(); Animation::UpdateMode update_mode = a->value_track_get_update_mode(i); if (update_mode == Animation::UPDATE_CAPTURE) { if (p_started || pa->capture == Variant()) { pa->capture = pa->object->get_indexed(pa->subpath); } int key_count = a->track_get_key_count(i); if (key_count == 0) { continue; //eeh not worth it } float first_key_time = a->track_get_key_time(i, 0); float transition = 1.0; int first_key = 0; if (first_key_time == 0.0) { //ignore, use for transition if (key_count == 1) { continue; //with one key we can't do anything } transition = a->track_get_key_transition(i, 0); first_key_time = a->track_get_key_time(i, 1); first_key = 1; } if (p_time < first_key_time) { float c = Math::ease(p_time / first_key_time, transition); Variant first_value = a->track_get_key_value(i, first_key); Variant interp_value; Variant::interpolate(pa->capture, first_value, c, interp_value); if (pa->accum_pass != accum_pass) { ERR_CONTINUE(cache_update_prop_size >= NODE_CACHE_UPDATE_MAX); cache_update_prop[cache_update_prop_size++] = pa; pa->value_accum = interp_value; pa->accum_pass = accum_pass; } else { Variant::interpolate(pa->value_accum, interp_value, p_interp, pa->value_accum); } continue; //handled } } if (update_mode == Animation::UPDATE_CONTINUOUS || update_mode == Animation::UPDATE_CAPTURE || (p_delta == 0 && update_mode == Animation::UPDATE_DISCRETE)) { //delta == 0 means seek Variant value = a->value_track_interpolate(i, p_time); if (value == Variant()) { continue; } //thanks to trigger mode, this should be solved now.. /* if (p_delta==0 && value.get_type()==Variant::STRING) continue; // doing this with strings is messy, should find another way */ if (pa->accum_pass != accum_pass) { ERR_CONTINUE(cache_update_prop_size >= NODE_CACHE_UPDATE_MAX); cache_update_prop[cache_update_prop_size++] = pa; pa->value_accum = value; pa->accum_pass = accum_pass; } else { Variant::interpolate(pa->value_accum, value, p_interp, pa->value_accum); } } else if (p_is_current && p_delta != 0) { List indices; a->value_track_get_key_indices(i, p_time, p_delta, &indices); for (List::Element *F = indices.front(); F; F = F->next()) { Variant value = a->track_get_key_value(i, F->get()); switch (pa->special) { case SP_NONE: { bool valid; pa->object->set_indexed(pa->subpath, value, &valid); //you are not speshul #ifdef DEBUG_ENABLED if (!valid) { ERR_PRINT("Failed setting track value '" + String(pa->owner->path) + "'. Check if property exists or the type of key is valid. Animation '" + a->get_name() + "' at node '" + get_path() + "'."); } #endif } break; case SP_NODE2D_POS: { #ifdef DEBUG_ENABLED if (value.get_type() != Variant::VECTOR2) { ERR_PRINT("Position key at time " + rtos(p_time) + " in Animation Track '" + String(pa->owner->path) + "' not of type Vector2(). Animation '" + a->get_name() + "' at node '" + get_path() + "'."); } #endif static_cast(pa->object)->set_position(value); } break; case SP_NODE2D_ROT: { #ifdef DEBUG_ENABLED if (value.is_num()) { ERR_PRINT("Rotation key at time " + rtos(p_time) + " in Animation Track '" + String(pa->owner->path) + "' not numerical. Animation '" + a->get_name() + "' at node '" + get_path() + "'."); } #endif static_cast(pa->object)->set_rotation(Math::deg2rad((double)value)); } break; case SP_NODE2D_SCALE: { #ifdef DEBUG_ENABLED if (value.get_type() != Variant::VECTOR2) { ERR_PRINT("Scale key at time " + rtos(p_time) + " in Animation Track '" + String(pa->owner->path) + "' not of type Vector2()." + a->get_name() + "' at node '" + get_path() + "'."); } #endif static_cast(pa->object)->set_scale(value); } break; } } } } break; case Animation::TYPE_METHOD: { if (!nc->node) { continue; } if (p_delta == 0) { continue; } if (!p_is_current) { break; } List indices; a->method_track_get_key_indices(i, p_time, p_delta, &indices); for (List::Element *E = indices.front(); E; E = E->next()) { StringName method = a->method_track_get_name(i, E->get()); Vector params = a->method_track_get_params(i, E->get()); int s = params.size(); ERR_CONTINUE(s > VARIANT_ARG_MAX); #ifdef DEBUG_ENABLED if (!nc->node->has_method(method)) { ERR_PRINT("Invalid method call '" + method + "'. '" + a->get_name() + "' at node '" + get_path() + "'."); } #endif static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8"); if (can_call) { if (method_call_mode == ANIMATION_METHOD_CALL_DEFERRED) { MessageQueue::get_singleton()->push_call( nc->node, method, s >= 1 ? params[0] : Variant(), s >= 2 ? params[1] : Variant(), s >= 3 ? params[2] : Variant(), s >= 4 ? params[3] : Variant(), s >= 5 ? params[4] : Variant(), s >= 6 ? params[5] : Variant(), s >= 7 ? params[6] : Variant(), s >= 8 ? params[7] : Variant()); } else { nc->node->call( method, s >= 1 ? params[0] : Variant(), s >= 2 ? params[1] : Variant(), s >= 3 ? params[2] : Variant(), s >= 4 ? params[3] : Variant(), s >= 5 ? params[4] : Variant(), s >= 6 ? params[5] : Variant(), s >= 7 ? params[6] : Variant(), s >= 8 ? params[7] : Variant()); } } } } break; case Animation::TYPE_BEZIER: { if (!nc->node) { continue; } Map::Element *E = nc->bezier_anim.find(a->track_get_path(i).get_concatenated_subnames()); ERR_CONTINUE(!E); //should it continue, or create a new one? TrackNodeCache::BezierAnim *ba = &E->get(); float bezier = a->bezier_track_interpolate(i, p_time); if (ba->accum_pass != accum_pass) { ERR_CONTINUE(cache_update_bezier_size >= NODE_CACHE_UPDATE_MAX); cache_update_bezier[cache_update_bezier_size++] = ba; ba->bezier_accum = bezier; ba->accum_pass = accum_pass; } else { ba->bezier_accum = Math::lerp(ba->bezier_accum, bezier, p_interp); } } break; case Animation::TYPE_AUDIO: { if (!nc->node) { continue; } if (p_delta == 0) { continue; } if (p_seeked) { //find whatever should be playing int idx = a->track_find_key(i, p_time); if (idx < 0) { continue; } Ref stream = a->audio_track_get_key_stream(i, idx); if (!stream.is_valid()) { nc->node->call("stop"); nc->audio_playing = false; playing_caches.erase(nc); } else { float start_ofs = a->audio_track_get_key_start_offset(i, idx); start_ofs += p_time - a->track_get_key_time(i, idx); float end_ofs = a->audio_track_get_key_end_offset(i, idx); float len = stream->get_length(); if (start_ofs > len - end_ofs) { nc->node->call("stop"); nc->audio_playing = false; playing_caches.erase(nc); continue; } nc->node->call("set_stream", stream); nc->node->call("play", start_ofs); nc->audio_playing = true; playing_caches.insert(nc); if (len && end_ofs > 0) { //force a end at a time nc->audio_len = len - start_ofs - end_ofs; } else { nc->audio_len = 0; } nc->audio_start = p_time; } } else { //find stuff to play List to_play; a->track_get_key_indices_in_range(i, p_time, p_delta, &to_play); if (to_play.size()) { int idx = to_play.back()->get(); Ref stream = a->audio_track_get_key_stream(i, idx); if (!stream.is_valid()) { nc->node->call("stop"); nc->audio_playing = false; playing_caches.erase(nc); } else { float start_ofs = a->audio_track_get_key_start_offset(i, idx); float end_ofs = a->audio_track_get_key_end_offset(i, idx); float len = stream->get_length(); nc->node->call("set_stream", stream); nc->node->call("play", start_ofs); nc->audio_playing = true; playing_caches.insert(nc); if (len && end_ofs > 0) { //force a end at a time nc->audio_len = len - start_ofs - end_ofs; } else { nc->audio_len = 0; } nc->audio_start = p_time; } } else if (nc->audio_playing) { bool loop = a->has_loop(); bool stop = false; if (!loop && p_time < nc->audio_start) { stop = true; } else if (nc->audio_len > 0) { float len = nc->audio_start > p_time ? (a->get_length() - nc->audio_start) + p_time : p_time - nc->audio_start; if (len > nc->audio_len) { stop = true; } } if (stop) { //time to stop nc->node->call("stop"); nc->audio_playing = false; playing_caches.erase(nc); } } } } break; case Animation::TYPE_ANIMATION: { AnimationPlayer *player = Object::cast_to(nc->node); if (!player) { continue; } if (p_delta == 0 || p_seeked) { //seek int idx = a->track_find_key(i, p_time); if (idx < 0) { continue; } float pos = a->track_get_key_time(i, idx); StringName anim_name = a->animation_track_get_key_animation(i, idx); if (String(anim_name) == "[stop]" || !player->has_animation(anim_name)) { continue; } Ref anim = player->get_animation(anim_name); float at_anim_pos; if (anim->has_loop()) { at_anim_pos = Math::fposmod(p_time - pos, anim->get_length()); //seek to loop } else { at_anim_pos = MIN(anim->get_length(), p_time - pos); //seek to end } if (player->is_playing() || p_seeked) { player->play(anim_name); player->seek(at_anim_pos); nc->animation_playing = true; playing_caches.insert(nc); } else { player->set_assigned_animation(anim_name); player->seek(at_anim_pos, true); } } else { //find stuff to play List to_play; a->track_get_key_indices_in_range(i, p_time, p_delta, &to_play); if (to_play.size()) { int idx = to_play.back()->get(); StringName anim_name = a->animation_track_get_key_animation(i, idx); if (String(anim_name) == "[stop]" || !player->has_animation(anim_name)) { if (playing_caches.has(nc)) { playing_caches.erase(nc); player->stop(); nc->animation_playing = false; } } else { player->play(anim_name); player->seek(0.0, true); nc->animation_playing = true; playing_caches.insert(nc); } } } } break; } } } void AnimationPlayer::_animation_process_data(PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started) { float delta = p_delta * speed_scale * cd.speed_scale; float next_pos = cd.pos + delta; float len = cd.from->animation->get_length(); bool loop = cd.from->animation->has_loop(); if (!loop) { if (next_pos < 0) { next_pos = 0; } else if (next_pos > len) { next_pos = len; } bool backwards = signbit(delta); // Negative zero means playing backwards too delta = next_pos - cd.pos; // Fix delta (after determination of backwards because negative zero is lost here) if (&cd == &playback.current) { if (!backwards && cd.pos <= len && next_pos == len /*&& playback.blend.empty()*/) { //playback finished end_reached = true; end_notify = cd.pos < len; // Notify only if not already at the end } if (backwards && cd.pos >= 0 && next_pos == 0 /*&& playback.blend.empty()*/) { //playback finished end_reached = true; end_notify = cd.pos > 0; // Notify only if not already at the beginning } } } else { float looped_next_pos = Math::fposmod(next_pos, len); if (looped_next_pos == 0 && next_pos != 0) { // Loop multiples of the length to it, rather than 0 // so state at time=length is previewable in the editor next_pos = len; } else { next_pos = looped_next_pos; } } cd.pos = next_pos; _animation_process_animation(cd.from, cd.pos, delta, p_blend, &cd == &playback.current, p_seeked, p_started); } void AnimationPlayer::_animation_process2(float p_delta, bool p_started) { Playback &c = playback; accum_pass++; _animation_process_data(c.current, p_delta, 1.0f, c.seeked && p_delta != 0, p_started); if (p_delta != 0) { c.seeked = false; } List::Element *prev = nullptr; for (List::Element *E = c.blend.back(); E; E = prev) { Blend &b = E->get(); float blend = b.blend_left / b.blend_time; _animation_process_data(b.data, p_delta, blend, false, false); b.blend_left -= Math::absf(speed_scale * p_delta); prev = E->prev(); if (b.blend_left < 0) { c.blend.erase(E); } } } void AnimationPlayer::_animation_update_transforms() { { Transform t; for (int i = 0; i < cache_update_size; i++) { TrackNodeCache *nc = cache_update[i]; ERR_CONTINUE(nc->accum_pass != accum_pass); #ifndef _3D_DISABLED if (nc->skeleton && nc->bone_idx >= 0) { if (nc->loc_used) { nc->skeleton->set_bone_pose_position(nc->bone_idx, nc->loc_accum); } if (nc->rot_used) { nc->skeleton->set_bone_pose_rotation(nc->bone_idx, nc->rot_accum); } if (nc->scale_used) { nc->skeleton->set_bone_pose_scale(nc->bone_idx, nc->scale_accum); } } else if (nc->spatial) { if (nc->loc_used) { nc->spatial->set_translation(nc->loc_accum); } if (nc->rot_used) { nc->spatial->set_rotation(nc->rot_accum.get_euler()); } if (nc->scale_used) { nc->spatial->set_scale(nc->scale_accum); } } #endif // _3D_DISABLED } } cache_update_size = 0; for (int i = 0; i < cache_update_prop_size; i++) { TrackNodeCache::PropertyAnim *pa = cache_update_prop[i]; ERR_CONTINUE(pa->accum_pass != accum_pass); switch (pa->special) { case SP_NONE: { bool valid; pa->object->set_indexed(pa->subpath, pa->value_accum, &valid); //you are not speshul #ifdef DEBUG_ENABLED if (!valid) { ERR_PRINT("Failed setting key at time " + rtos(playback.current.pos) + " in Animation '" + get_current_animation() + "' at Node '" + get_path() + "', Track '" + String(pa->owner->path) + "'. Check if property exists or the type of key is right for the property"); } #endif } break; case SP_NODE2D_POS: { #ifdef DEBUG_ENABLED if (pa->value_accum.get_type() != Variant::VECTOR2) { ERR_PRINT("Position key at time " + rtos(playback.current.pos) + " in Animation '" + get_current_animation() + "' at Node '" + get_path() + "', Track '" + String(pa->owner->path) + "' not of type Vector2()"); } #endif static_cast(pa->object)->set_position(pa->value_accum); } break; case SP_NODE2D_ROT: { #ifdef DEBUG_ENABLED if (pa->value_accum.is_num()) { ERR_PRINT("Rotation key at time " + rtos(playback.current.pos) + " in Animation '" + get_current_animation() + "' at Node '" + get_path() + "', Track '" + String(pa->owner->path) + "' not numerical"); } #endif static_cast(pa->object)->set_rotation(Math::deg2rad((double)pa->value_accum)); } break; case SP_NODE2D_SCALE: { #ifdef DEBUG_ENABLED if (pa->value_accum.get_type() != Variant::VECTOR2) { ERR_PRINT("Scale key at time " + rtos(playback.current.pos) + " in Animation '" + get_current_animation() + "' at Node '" + get_path() + "', Track '" + String(pa->owner->path) + "' not of type Vector2()"); } #endif static_cast(pa->object)->set_scale(pa->value_accum); } break; } } cache_update_prop_size = 0; for (int i = 0; i < cache_update_bezier_size; i++) { TrackNodeCache::BezierAnim *ba = cache_update_bezier[i]; ERR_CONTINUE(ba->accum_pass != accum_pass); ba->object->set_indexed(ba->bezier_property, ba->bezier_accum); } cache_update_bezier_size = 0; } void AnimationPlayer::_animation_process(float p_delta) { if (playback.current.from) { end_reached = false; end_notify = false; _animation_process2(p_delta, playback.started); if (playback.started) { playback.started = false; } _animation_update_transforms(); if (end_reached) { if (queued.size()) { String old = playback.assigned; play(queued.front()->get()); String new_name = playback.assigned; queued.pop_front(); if (end_notify) { emit_signal(SceneStringNames::get_singleton()->animation_changed, old, new_name); } } else { //stop(); playing = false; _set_process(false); if (end_notify) { emit_signal(SceneStringNames::get_singleton()->animation_finished, playback.assigned); } } end_reached = false; } } else { _set_process(false); } } Error AnimationPlayer::add_animation(const StringName &p_name, const Ref &p_animation) { #ifdef DEBUG_ENABLED ERR_FAIL_COND_V_MSG(String(p_name).find("/") != -1 || String(p_name).find(":") != -1 || String(p_name).find(",") != -1 || String(p_name).find("[") != -1, ERR_INVALID_PARAMETER, "Invalid animation name: " + String(p_name) + "."); #endif ERR_FAIL_COND_V(p_animation.is_null(), ERR_INVALID_PARAMETER); if (animation_set.has(p_name)) { _unref_anim(animation_set[p_name].animation); animation_set[p_name].animation = p_animation; clear_caches(); } else { AnimationData ad; ad.animation = p_animation; ad.name = p_name; animation_set[p_name] = ad; } _ref_anim(p_animation); _change_notify(); return OK; } void AnimationPlayer::remove_animation(const StringName &p_name) { ERR_FAIL_COND(!animation_set.has(p_name)); stop(); _unref_anim(animation_set[p_name].animation); animation_set.erase(p_name); clear_caches(); _change_notify(); } void AnimationPlayer::_ref_anim(const Ref &p_anim) { Ref(p_anim)->connect(SceneStringNames::get_singleton()->tracks_changed, this, "_animation_changed", varray(), CONNECT_REFERENCE_COUNTED); } void AnimationPlayer::_unref_anim(const Ref &p_anim) { Ref(p_anim)->disconnect(SceneStringNames::get_singleton()->tracks_changed, this, "_animation_changed"); } void AnimationPlayer::rename_animation(const StringName &p_name, const StringName &p_new_name) { ERR_FAIL_COND(!animation_set.has(p_name)); ERR_FAIL_COND(String(p_new_name).find("/") != -1 || String(p_new_name).find(":") != -1); ERR_FAIL_COND(animation_set.has(p_new_name)); stop(); AnimationData ad = animation_set[p_name]; ad.name = p_new_name; animation_set.erase(p_name); animation_set[p_new_name] = ad; List to_erase; Map to_insert; for (Map::Element *E = blend_times.front(); E; E = E->next()) { BlendKey bk = E->key(); BlendKey new_bk = bk; bool erase = false; if (bk.from == p_name) { new_bk.from = p_new_name; erase = true; } if (bk.to == p_name) { new_bk.to = p_new_name; erase = true; } if (erase) { to_erase.push_back(bk); to_insert[new_bk] = E->get(); } } while (to_erase.size()) { blend_times.erase(to_erase.front()->get()); to_erase.pop_front(); } while (to_insert.size()) { blend_times[to_insert.front()->key()] = to_insert.front()->get(); to_insert.erase(to_insert.front()); } if (autoplay == p_name) { autoplay = p_new_name; } clear_caches(); _change_notify(); } bool AnimationPlayer::has_animation(const StringName &p_name) const { return animation_set.has(p_name); } Ref AnimationPlayer::get_animation(const StringName &p_name) const { ERR_FAIL_COND_V(!animation_set.has(p_name), Ref()); const AnimationData &data = animation_set[p_name]; return data.animation; } void AnimationPlayer::get_animation_list(List *p_animations) const { List anims; for (Map::Element *E = animation_set.front(); E; E = E->next()) { anims.push_back(E->key()); } anims.sort(); for (List::Element *E = anims.front(); E; E = E->next()) { p_animations->push_back(E->get()); } } void AnimationPlayer::set_blend_time(const StringName &p_animation1, const StringName &p_animation2, float p_time) { ERR_FAIL_COND(!animation_set.has(p_animation1)); ERR_FAIL_COND(!animation_set.has(p_animation2)); ERR_FAIL_COND_MSG(p_time < 0, "Blend time cannot be smaller than 0."); BlendKey bk; bk.from = p_animation1; bk.to = p_animation2; if (p_time == 0) { blend_times.erase(bk); } else { blend_times[bk] = p_time; } } float AnimationPlayer::get_blend_time(const StringName &p_animation1, const StringName &p_animation2) const { BlendKey bk; bk.from = p_animation1; bk.to = p_animation2; if (blend_times.has(bk)) { return blend_times[bk]; } else { return 0; } } void AnimationPlayer::queue(const StringName &p_name) { if (!is_playing()) { play(p_name); } else { queued.push_back(p_name); } } PoolVector AnimationPlayer::get_queue() { PoolVector ret; for (List::Element *E = queued.front(); E; E = E->next()) { ret.push_back(E->get()); } return ret; } void AnimationPlayer::clear_queue() { queued.clear(); } void AnimationPlayer::play_backwards(const StringName &p_name, float p_custom_blend) { play(p_name, p_custom_blend, -1, true); } void AnimationPlayer::play(const StringName &p_name, float p_custom_blend, float p_custom_scale, bool p_from_end) { StringName name = p_name; if (String(name) == "") { name = playback.assigned; } ERR_FAIL_COND_MSG(!animation_set.has(name), "Animation not found: " + name + "."); Playback &c = playback; if (c.current.from) { float blend_time = 0; // find if it can blend BlendKey bk; bk.from = c.current.from->name; bk.to = name; if (p_custom_blend >= 0) { blend_time = p_custom_blend; } else if (blend_times.has(bk)) { blend_time = blend_times[bk]; } else { bk.from = "*"; if (blend_times.has(bk)) { blend_time = blend_times[bk]; } else { bk.from = c.current.from->name; bk.to = "*"; if (blend_times.has(bk)) { blend_time = blend_times[bk]; } } } if (p_custom_blend < 0 && blend_time == 0 && default_blend_time) { blend_time = default_blend_time; } if (blend_time > 0) { Blend b; b.data = c.current; b.blend_time = b.blend_left = blend_time; c.blend.push_back(b); } } if (get_current_animation() != p_name) { _stop_playing_caches(); } c.current.from = &animation_set[name]; if (c.assigned != name) { // reset c.current.pos = p_from_end ? c.current.from->animation->get_length() : 0; } else { if (p_from_end && c.current.pos == 0) { // Animation reset BUT played backwards, set position to the end c.current.pos = c.current.from->animation->get_length(); } else if (!p_from_end && c.current.pos == c.current.from->animation->get_length()) { // Animation resumed but already ended, set position to the beginning c.current.pos = 0; } } c.current.speed_scale = p_custom_scale; c.assigned = name; c.seeked = false; c.started = true; if (!end_reached) { queued.clear(); } _set_process(true); // always process when starting an animation playing = true; emit_signal(SceneStringNames::get_singleton()->animation_started, c.assigned); if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) { return; // no next in this case } StringName next = animation_get_next(p_name); if (next != StringName() && animation_set.has(next)) { queue(next); } } bool AnimationPlayer::is_playing() const { return playing; /* if (playback.current.from==NULL) return false; float len=playback.current.from->animation->get_length(); float pos = playback.current.pos; bool loop=playback.current.from->animation->has_loop(); if (!loop && pos >= len) { return false; }; return true; */ } void AnimationPlayer::set_current_animation(const String &p_anim) { if (p_anim == "[stop]" || p_anim == "") { stop(); } else if (!is_playing() || playback.assigned != p_anim) { play(p_anim); } else { // Same animation, do not replay from start } } String AnimationPlayer::get_current_animation() const { return (is_playing() ? playback.assigned : ""); } void AnimationPlayer::set_assigned_animation(const String &p_anim) { if (is_playing()) { play(p_anim); } else { ERR_FAIL_COND(!animation_set.has(p_anim)); playback.current.pos = 0; playback.current.from = &animation_set[p_anim]; playback.assigned = p_anim; } } String AnimationPlayer::get_assigned_animation() const { return playback.assigned; } void AnimationPlayer::stop(bool p_reset) { _stop_playing_caches(); Playback &c = playback; c.blend.clear(); if (p_reset) { c.current.from = nullptr; c.current.speed_scale = 1; c.current.pos = 0; } _set_process(false); queued.clear(); playing = false; } void AnimationPlayer::set_speed_scale(float p_speed) { speed_scale = p_speed; } float AnimationPlayer::get_speed_scale() const { return speed_scale; } float AnimationPlayer::get_playing_speed() const { if (!playing) { return 0; } return speed_scale * playback.current.speed_scale; } void AnimationPlayer::seek(float p_time, bool p_update) { if (!playback.current.from) { if (playback.assigned) { ERR_FAIL_COND(!animation_set.has(playback.assigned)); playback.current.from = &animation_set[playback.assigned]; } ERR_FAIL_COND(!playback.current.from); } playback.current.pos = p_time; playback.seeked = true; if (p_update) { _animation_process(0); } } void AnimationPlayer::seek_delta(float p_time, float p_delta) { if (!playback.current.from) { if (playback.assigned) { ERR_FAIL_COND(!animation_set.has(playback.assigned)); playback.current.from = &animation_set[playback.assigned]; } ERR_FAIL_COND(!playback.current.from); } playback.current.pos = p_time - p_delta; if (speed_scale != 0.0) { p_delta /= speed_scale; } _animation_process(p_delta); //playback.current.pos=p_time; } bool AnimationPlayer::is_valid() const { return (playback.current.from); } float AnimationPlayer::get_current_animation_position() const { ERR_FAIL_COND_V_MSG(!playback.current.from, 0, "AnimationPlayer has no current animation"); return playback.current.pos; } float AnimationPlayer::get_current_animation_length() const { ERR_FAIL_COND_V_MSG(!playback.current.from, 0, "AnimationPlayer has no current animation"); return playback.current.from->animation->get_length(); } void AnimationPlayer::_animation_changed() { clear_caches(); emit_signal("caches_cleared"); if (is_playing()) { playback.seeked = true; //need to restart stuff, like audio } } void AnimationPlayer::_stop_playing_caches() { for (Set::Element *E = playing_caches.front(); E; E = E->next()) { if (E->get()->node && E->get()->audio_playing) { E->get()->node->call("stop"); } if (E->get()->node && E->get()->animation_playing) { AnimationPlayer *player = Object::cast_to(E->get()->node); if (!player) { continue; } player->stop(); } } playing_caches.clear(); } void AnimationPlayer::_node_removed(Node *p_node) { clear_caches(); // nodes contained here ar being removed, clear the caches } void AnimationPlayer::clear_caches() { _stop_playing_caches(); node_cache_map.clear(); for (Map::Element *E = animation_set.front(); E; E = E->next()) { E->get().node_cache.clear(); } cache_update_size = 0; cache_update_prop_size = 0; cache_update_bezier_size = 0; } void AnimationPlayer::set_active(bool p_active) { if (active == p_active) { return; } active = p_active; _set_process(processing, true); } bool AnimationPlayer::is_active() const { return active; } StringName AnimationPlayer::find_animation(const Ref &p_animation) const { for (Map::Element *E = animation_set.front(); E; E = E->next()) { if (E->get().animation == p_animation) { return E->key(); } } return ""; } void AnimationPlayer::set_autoplay(const String &p_name) { if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) WARN_PRINT("Setting autoplay after the node has been added to the scene has no effect."); autoplay = p_name; } String AnimationPlayer::get_autoplay() const { return autoplay; } void AnimationPlayer::set_reset_on_save_enabled(bool p_enabled) { reset_on_save = p_enabled; } bool AnimationPlayer::is_reset_on_save_enabled() const { return reset_on_save; } void AnimationPlayer::set_animation_process_mode(AnimationProcessMode p_mode) { if (animation_process_mode == p_mode) { return; } bool pr = processing; if (pr) { _set_process(false); } animation_process_mode = p_mode; if (pr) { _set_process(true); } } AnimationPlayer::AnimationProcessMode AnimationPlayer::get_animation_process_mode() const { return animation_process_mode; } void AnimationPlayer::set_method_call_mode(AnimationMethodCallMode p_mode) { method_call_mode = p_mode; } AnimationPlayer::AnimationMethodCallMode AnimationPlayer::get_method_call_mode() const { return method_call_mode; } void AnimationPlayer::_set_process(bool p_process, bool p_force) { if (processing == p_process && !p_force) { return; } switch (animation_process_mode) { case ANIMATION_PROCESS_PHYSICS: set_physics_process_internal(p_process && active); break; case ANIMATION_PROCESS_IDLE: set_process_internal(p_process && active); break; case ANIMATION_PROCESS_MANUAL: break; } processing = p_process; } void AnimationPlayer::animation_set_next(const StringName &p_animation, const StringName &p_next) { ERR_FAIL_COND(!animation_set.has(p_animation)); animation_set[p_animation].next = p_next; } StringName AnimationPlayer::animation_get_next(const StringName &p_animation) const { if (!animation_set.has(p_animation)) { return StringName(); } return animation_set[p_animation].next; } void AnimationPlayer::set_default_blend_time(float p_default) { default_blend_time = p_default; } float AnimationPlayer::get_default_blend_time() const { return default_blend_time; } void AnimationPlayer::set_root(const NodePath &p_root) { root = p_root; clear_caches(); } NodePath AnimationPlayer::get_root() const { return root; } void AnimationPlayer::get_argument_options(const StringName &p_function, int p_idx, List *r_options) const { #ifdef TOOLS_ENABLED const String quote_style = EDITOR_DEF("text_editor/completion/use_single_quotes", 0) ? "'" : "\""; #else const String quote_style = "\""; #endif String pf = p_function; if (p_idx == 0 && (p_function == "play" || p_function == "play_backwards" || p_function == "remove_animation" || p_function == "has_animation" || p_function == "queue")) { List al; get_animation_list(&al); for (List::Element *E = al.front(); E; E = E->next()) { r_options->push_back(quote_style + String(E->get()) + quote_style); } } Node::get_argument_options(p_function, p_idx, r_options); } #ifdef TOOLS_ENABLED Ref AnimationPlayer::backup_animated_values(Node *p_root_override) { Ref backup; if (!playback.current.from) { return backup; } _ensure_node_caches(playback.current.from, p_root_override); backup.instance(); for (int i = 0; i < playback.current.from->node_cache.size(); i++) { TrackNodeCache *nc = playback.current.from->node_cache[i]; if (!nc) { continue; } if (nc->skeleton) { if (nc->bone_idx == -1) { continue; } AnimatedValuesBackup::Entry entry; Array arr; arr.resize(3); arr[0] = nc->skeleton->get_bone_pose_position(nc->bone_idx); arr[1] = nc->skeleton->get_bone_pose_rotation(nc->bone_idx); arr[2] = nc->skeleton->get_bone_pose_scale(nc->bone_idx); entry.value = nc; backup->entries.push_back(entry); } else { if (nc->spatial) { AnimatedValuesBackup::Entry entry; entry.object = nc->spatial; entry.subpath.push_back("transform"); entry.value = nc->spatial->get_transform(); entry.bone_idx = -1; backup->entries.push_back(entry); } else { for (Map::Element *E = nc->property_anim.front(); E; E = E->next()) { AnimatedValuesBackup::Entry entry; entry.object = E->value().object; entry.subpath = E->value().subpath; bool valid; entry.value = E->value().object->get_indexed(E->value().subpath, &valid); entry.bone_idx = -1; if (valid) { backup->entries.push_back(entry); } } } } } return backup; } Ref AnimationPlayer::apply_reset(bool p_user_initiated) { ERR_FAIL_COND_V(!can_apply_reset(), Ref()); Ref reset_anim = animation_set["RESET"].animation; Node *root_node = get_node_or_null(root); ERR_FAIL_COND_V(!root_node, Ref()); AnimationPlayer *aux_player = memnew(AnimationPlayer); EditorNode::get_singleton()->add_child(aux_player); aux_player->add_animation("RESET", reset_anim); aux_player->set_assigned_animation("RESET"); // Forcing the use of the original root because the scene where original player belongs may be not the active one Node *root = get_node(get_root()); Ref old_values = aux_player->backup_animated_values(root); aux_player->seek(0.0f, true); aux_player->queue_delete(); if (p_user_initiated) { Ref new_values = aux_player->backup_animated_values(); old_values->restore(); UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); ur->create_action(TTR("Anim Apply Reset")); ur->add_do_method(new_values.ptr(), "restore"); ur->add_undo_method(old_values.ptr(), "restore"); ur->commit_action(); } return old_values; } bool AnimationPlayer::can_apply_reset() const { return has_animation("RESET") && playback.assigned != StringName("RESET"); } #endif void AnimationPlayer::_bind_methods() { ClassDB::bind_method(D_METHOD("_node_removed"), &AnimationPlayer::_node_removed); ClassDB::bind_method(D_METHOD("_animation_changed"), &AnimationPlayer::_animation_changed); ClassDB::bind_method(D_METHOD("add_animation", "name", "animation"), &AnimationPlayer::add_animation); ClassDB::bind_method(D_METHOD("remove_animation", "name"), &AnimationPlayer::remove_animation); ClassDB::bind_method(D_METHOD("rename_animation", "name", "newname"), &AnimationPlayer::rename_animation); ClassDB::bind_method(D_METHOD("has_animation", "name"), &AnimationPlayer::has_animation); ClassDB::bind_method(D_METHOD("get_animation", "name"), &AnimationPlayer::get_animation); ClassDB::bind_method(D_METHOD("get_animation_list"), &AnimationPlayer::_get_animation_list); ClassDB::bind_method(D_METHOD("animation_set_next", "anim_from", "anim_to"), &AnimationPlayer::animation_set_next); ClassDB::bind_method(D_METHOD("animation_get_next", "anim_from"), &AnimationPlayer::animation_get_next); ClassDB::bind_method(D_METHOD("set_blend_time", "anim_from", "anim_to", "sec"), &AnimationPlayer::set_blend_time); ClassDB::bind_method(D_METHOD("get_blend_time", "anim_from", "anim_to"), &AnimationPlayer::get_blend_time); ClassDB::bind_method(D_METHOD("set_default_blend_time", "sec"), &AnimationPlayer::set_default_blend_time); ClassDB::bind_method(D_METHOD("get_default_blend_time"), &AnimationPlayer::get_default_blend_time); ClassDB::bind_method(D_METHOD("play", "name", "custom_blend", "custom_speed", "from_end"), &AnimationPlayer::play, DEFVAL(""), DEFVAL(-1), DEFVAL(1.0), DEFVAL(false)); ClassDB::bind_method(D_METHOD("play_backwards", "name", "custom_blend"), &AnimationPlayer::play_backwards, DEFVAL(""), DEFVAL(-1)); ClassDB::bind_method(D_METHOD("stop", "reset"), &AnimationPlayer::stop, DEFVAL(true)); ClassDB::bind_method(D_METHOD("is_playing"), &AnimationPlayer::is_playing); ClassDB::bind_method(D_METHOD("set_current_animation", "anim"), &AnimationPlayer::set_current_animation); ClassDB::bind_method(D_METHOD("get_current_animation"), &AnimationPlayer::get_current_animation); ClassDB::bind_method(D_METHOD("set_assigned_animation", "anim"), &AnimationPlayer::set_assigned_animation); ClassDB::bind_method(D_METHOD("get_assigned_animation"), &AnimationPlayer::get_assigned_animation); ClassDB::bind_method(D_METHOD("queue", "name"), &AnimationPlayer::queue); ClassDB::bind_method(D_METHOD("get_queue"), &AnimationPlayer::get_queue); ClassDB::bind_method(D_METHOD("clear_queue"), &AnimationPlayer::clear_queue); ClassDB::bind_method(D_METHOD("set_active", "active"), &AnimationPlayer::set_active); ClassDB::bind_method(D_METHOD("is_active"), &AnimationPlayer::is_active); ClassDB::bind_method(D_METHOD("set_speed_scale", "speed"), &AnimationPlayer::set_speed_scale); ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimationPlayer::get_speed_scale); ClassDB::bind_method(D_METHOD("get_playing_speed"), &AnimationPlayer::get_playing_speed); ClassDB::bind_method(D_METHOD("set_autoplay", "name"), &AnimationPlayer::set_autoplay); ClassDB::bind_method(D_METHOD("get_autoplay"), &AnimationPlayer::get_autoplay); ClassDB::bind_method(D_METHOD("set_reset_on_save_enabled", "enabled"), &AnimationPlayer::set_reset_on_save_enabled); ClassDB::bind_method(D_METHOD("is_reset_on_save_enabled"), &AnimationPlayer::is_reset_on_save_enabled); ClassDB::bind_method(D_METHOD("set_root", "path"), &AnimationPlayer::set_root); ClassDB::bind_method(D_METHOD("get_root"), &AnimationPlayer::get_root); ClassDB::bind_method(D_METHOD("find_animation", "animation"), &AnimationPlayer::find_animation); ClassDB::bind_method(D_METHOD("clear_caches"), &AnimationPlayer::clear_caches); ClassDB::bind_method(D_METHOD("set_animation_process_mode", "mode"), &AnimationPlayer::set_animation_process_mode); ClassDB::bind_method(D_METHOD("get_animation_process_mode"), &AnimationPlayer::get_animation_process_mode); ClassDB::bind_method(D_METHOD("set_method_call_mode", "mode"), &AnimationPlayer::set_method_call_mode); ClassDB::bind_method(D_METHOD("get_method_call_mode"), &AnimationPlayer::get_method_call_mode); ClassDB::bind_method(D_METHOD("get_current_animation_position"), &AnimationPlayer::get_current_animation_position); ClassDB::bind_method(D_METHOD("get_current_animation_length"), &AnimationPlayer::get_current_animation_length); ClassDB::bind_method(D_METHOD("seek", "seconds", "update"), &AnimationPlayer::seek, DEFVAL(false)); ClassDB::bind_method(D_METHOD("advance", "delta"), &AnimationPlayer::advance); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_node"), "set_root", "get_root"); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "current_animation", PROPERTY_HINT_ENUM, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ANIMATE_AS_TRIGGER), "set_current_animation", "get_current_animation"); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "assigned_animation", PROPERTY_HINT_NONE, "", 0), "set_assigned_animation", "get_assigned_animation"); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "autoplay", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_autoplay", "get_autoplay"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reset_on_save", PROPERTY_HINT_NONE, ""), "set_reset_on_save_enabled", "is_reset_on_save_enabled"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "current_animation_length", PROPERTY_HINT_NONE, "", 0), "", "get_current_animation_length"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "current_animation_position", PROPERTY_HINT_NONE, "", 0), "", "get_current_animation_position"); ADD_GROUP("Playback Options", "playback_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "playback_process_mode", PROPERTY_HINT_ENUM, "Physics,Idle,Manual"), "set_animation_process_mode", "get_animation_process_mode"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "playback_default_blend_time", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_default_blend_time", "get_default_blend_time"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playback_active", PROPERTY_HINT_NONE, "", 0), "set_active", "is_active"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "playback_speed", PROPERTY_HINT_RANGE, "-64,64,0.01"), "set_speed_scale", "get_speed_scale"); ADD_PROPERTY(PropertyInfo(Variant::INT, "method_call_mode", PROPERTY_HINT_ENUM, "Deferred,Immediate"), "set_method_call_mode", "get_method_call_mode"); ADD_SIGNAL(MethodInfo("animation_finished", PropertyInfo(Variant::STRING_NAME, "anim_name"))); ADD_SIGNAL(MethodInfo("animation_changed", PropertyInfo(Variant::STRING_NAME, "old_name"), PropertyInfo(Variant::STRING, "new_name"))); ADD_SIGNAL(MethodInfo("animation_started", PropertyInfo(Variant::STRING_NAME, "anim_name"))); ADD_SIGNAL(MethodInfo("caches_cleared")); BIND_ENUM_CONSTANT(ANIMATION_PROCESS_PHYSICS); BIND_ENUM_CONSTANT(ANIMATION_PROCESS_IDLE); BIND_ENUM_CONSTANT(ANIMATION_PROCESS_MANUAL); BIND_ENUM_CONSTANT(ANIMATION_METHOD_CALL_DEFERRED); BIND_ENUM_CONSTANT(ANIMATION_METHOD_CALL_IMMEDIATE); } AnimationPlayer::AnimationPlayer() { accum_pass = 1; cache_update_size = 0; cache_update_prop_size = 0; cache_update_bezier_size = 0; speed_scale = 1; end_reached = false; end_notify = false; reset_on_save = true; animation_process_mode = ANIMATION_PROCESS_IDLE; method_call_mode = ANIMATION_METHOD_CALL_DEFERRED; processing = false; default_blend_time = 0; root = SceneStringNames::get_singleton()->path_pp; playing = false; active = true; playback.seeked = false; playback.started = false; } AnimationPlayer::~AnimationPlayer() { }