mirror of
https://github.com/Relintai/pandemonium_engine.git
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473 lines
13 KiB
C++
473 lines
13 KiB
C++
/*************************************************************************/
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/* animation_tree_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_TREE_PLAYER_H
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#define ANIMATION_TREE_PLAYER_H
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#include "animation_player.h"
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#include "scene/3d/skeleton.h"
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#include "scene/3d/spatial.h"
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#include "scene/resources/animation.h"
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class AnimationTreePlayer : public Node {
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GDCLASS(AnimationTreePlayer, Node);
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OBJ_CATEGORY("Animation Nodes");
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public:
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enum AnimationProcessMode {
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ANIMATION_PROCESS_PHYSICS,
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ANIMATION_PROCESS_IDLE,
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};
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enum NodeType {
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NODE_OUTPUT,
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NODE_ANIMATION,
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NODE_ONESHOT,
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NODE_MIX,
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NODE_BLEND2,
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NODE_BLEND3,
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NODE_BLEND4,
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NODE_TIMESCALE,
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NODE_TIMESEEK,
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NODE_TRANSITION,
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NODE_MAX,
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};
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enum ConnectError {
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CONNECT_OK,
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CONNECT_INCOMPLETE,
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CONNECT_CYCLE
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};
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private:
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enum {
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DISCONNECTED = -1,
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};
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struct TrackKey {
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uint32_t id;
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StringName subpath_concatenated;
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int bone_idx;
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inline bool operator<(const TrackKey &p_right) const {
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if (id == p_right.id) {
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if (bone_idx == p_right.bone_idx) {
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return subpath_concatenated < p_right.subpath_concatenated;
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} else {
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return bone_idx < p_right.bone_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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struct Track {
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uint32_t id;
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Object *object;
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Spatial *spatial;
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Skeleton *skeleton;
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int bone_idx;
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Vector<StringName> subpath;
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Vector3 loc;
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Quat rot;
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Vector3 scale;
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Variant value;
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bool skip;
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Track() :
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id(0),
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object(nullptr),
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spatial(nullptr),
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skeleton(nullptr),
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bone_idx(-1),
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skip(false) {}
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};
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typedef Map<TrackKey, Track> TrackMap;
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TrackMap track_map;
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struct Input {
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StringName node;
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//Input() { node=-1; }
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};
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struct NodeBase {
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bool cycletest;
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NodeType type;
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Point2 pos;
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Vector<Input> inputs;
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NodeBase() { cycletest = false; };
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virtual ~NodeBase() { cycletest = false; }
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};
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struct NodeOut : public NodeBase {
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NodeOut() {
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type = NODE_OUTPUT;
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inputs.resize(1);
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}
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};
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struct AnimationNode : public NodeBase {
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Ref<Animation> animation;
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struct TrackRef {
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int local_track;
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Track *track;
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float weight;
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};
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uint64_t last_version;
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List<TrackRef> tref;
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AnimationNode *next;
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float time;
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float step;
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String from;
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bool skip;
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HashMap<NodePath, bool> filter;
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AnimationNode() {
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type = NODE_ANIMATION;
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next = nullptr;
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last_version = 0;
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skip = false;
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}
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};
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struct OneShotNode : public NodeBase {
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bool active;
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bool start;
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float fade_in;
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float fade_out;
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bool autorestart;
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float autorestart_delay;
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float autorestart_random_delay;
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bool mix;
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float time;
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float remaining;
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float autorestart_remaining;
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HashMap<NodePath, bool> filter;
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OneShotNode() {
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type = NODE_ONESHOT;
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fade_in = 0;
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fade_out = 0;
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inputs.resize(2);
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autorestart = false;
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autorestart_delay = 1;
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autorestart_remaining = 0;
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mix = false;
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active = false;
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start = false;
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}
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};
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struct MixNode : public NodeBase {
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float amount;
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MixNode() {
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type = NODE_MIX;
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inputs.resize(2);
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}
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};
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struct Blend2Node : public NodeBase {
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float value;
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HashMap<NodePath, bool> filter;
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Blend2Node() {
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type = NODE_BLEND2;
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value = 0;
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inputs.resize(2);
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}
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};
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struct Blend3Node : public NodeBase {
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float value;
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Blend3Node() {
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type = NODE_BLEND3;
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value = 0;
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inputs.resize(3);
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}
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};
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struct Blend4Node : public NodeBase {
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Point2 value;
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Blend4Node() {
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type = NODE_BLEND4;
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inputs.resize(4);
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}
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};
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struct TimeScaleNode : public NodeBase {
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float scale;
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TimeScaleNode() {
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type = NODE_TIMESCALE;
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scale = 1;
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inputs.resize(1);
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}
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};
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struct TimeSeekNode : public NodeBase {
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float seek_pos;
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TimeSeekNode() {
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type = NODE_TIMESEEK;
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inputs.resize(1);
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seek_pos = -1;
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}
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};
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struct TransitionNode : public NodeBase {
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struct InputData {
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bool auto_advance;
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InputData() { auto_advance = false; }
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};
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Vector<InputData> input_data;
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float prev_time;
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float prev_xfading;
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int prev;
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bool switched;
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float time;
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int current;
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float xfade;
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TransitionNode() {
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type = NODE_TRANSITION;
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xfade = 0;
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inputs.resize(1);
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input_data.resize(1);
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current = 0;
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prev = -1;
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prev_time = 0;
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prev_xfading = 0;
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switched = false;
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}
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void set_current(int p_current);
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};
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void _update_sources();
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StringName out_name;
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NodeOut *out;
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NodePath base_path;
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NodePath master;
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ConnectError last_error;
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AnimationNode *active_list;
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AnimationProcessMode animation_process_mode;
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bool processing;
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bool active;
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bool dirty_caches;
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Map<StringName, NodeBase *> node_map;
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// return time left to finish animation
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float _process_node(const StringName &p_node, AnimationNode **r_prev_anim, float p_time, bool p_seek = false, float p_fallback_weight = 1.0, HashMap<NodePath, float> *p_weights = nullptr);
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void _process_animation(float p_delta);
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bool reset_request;
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ConnectError _cycle_test(const StringName &p_at_node);
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void _clear_cycle_test();
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Track *_find_track(const NodePath &p_path);
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void _recompute_caches();
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void _recompute_caches(const StringName &p_node);
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PoolVector<String> _get_node_list();
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void _compute_weights(float *p_fallback_weight, HashMap<NodePath, float> *p_weights, float p_coeff, const HashMap<NodePath, bool> *p_filter = nullptr, float p_filtered_coeff = 0);
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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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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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void add_node(NodeType p_type, const StringName &p_node); // nodes must be >0 node 0 is built-in (exit)
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bool node_exists(const StringName &p_name) const;
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Error node_rename(const StringName &p_node, const StringName &p_new_name);
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int node_get_input_count(const StringName &p_node) const;
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StringName node_get_input_source(const StringName &p_node, int p_input) const;
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String get_configuration_warning() const;
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/* ANIMATION NODE */
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void animation_node_set_animation(const StringName &p_node, const Ref<Animation> &p_animation);
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Ref<Animation> animation_node_get_animation(const StringName &p_node) const;
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void animation_node_set_master_animation(const StringName &p_node, const String &p_master_animation);
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String animation_node_get_master_animation(const StringName &p_node) const;
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float animation_node_get_position(const StringName &p_node) const;
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void animation_node_set_filter_path(const StringName &p_node, const NodePath &p_track_path, bool p_filter);
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void animation_node_set_get_filtered_paths(const StringName &p_node, List<NodePath> *r_paths) const;
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bool animation_node_is_path_filtered(const StringName &p_node, const NodePath &p_path) const;
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/* ONE SHOT NODE */
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void oneshot_node_set_fadein_time(const StringName &p_node, float p_time);
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void oneshot_node_set_fadeout_time(const StringName &p_node, float p_time);
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float oneshot_node_get_fadein_time(const StringName &p_node) const;
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float oneshot_node_get_fadeout_time(const StringName &p_node) const;
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void oneshot_node_set_autorestart(const StringName &p_node, bool p_active);
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void oneshot_node_set_autorestart_delay(const StringName &p_node, float p_time);
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void oneshot_node_set_autorestart_random_delay(const StringName &p_node, float p_time);
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bool oneshot_node_has_autorestart(const StringName &p_node) const;
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float oneshot_node_get_autorestart_delay(const StringName &p_node) const;
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float oneshot_node_get_autorestart_random_delay(const StringName &p_node) const;
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void oneshot_node_set_mix_mode(const StringName &p_node, bool p_mix);
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bool oneshot_node_get_mix_mode(const StringName &p_node) const;
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void oneshot_node_start(const StringName &p_node);
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void oneshot_node_stop(const StringName &p_node);
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bool oneshot_node_is_active(const StringName &p_node) const;
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void oneshot_node_set_filter_path(const StringName &p_node, const NodePath &p_filter, bool p_enable);
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void oneshot_node_set_get_filtered_paths(const StringName &p_node, List<NodePath> *r_paths) const;
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bool oneshot_node_is_path_filtered(const StringName &p_node, const NodePath &p_path) const;
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/* MIX/BLEND NODES */
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void mix_node_set_amount(const StringName &p_node, float p_amount);
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float mix_node_get_amount(const StringName &p_node) const;
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void blend2_node_set_amount(const StringName &p_node, float p_amount);
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float blend2_node_get_amount(const StringName &p_node) const;
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void blend2_node_set_filter_path(const StringName &p_node, const NodePath &p_filter, bool p_enable);
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void blend2_node_set_get_filtered_paths(const StringName &p_node, List<NodePath> *r_paths) const;
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bool blend2_node_is_path_filtered(const StringName &p_node, const NodePath &p_path) const;
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void blend3_node_set_amount(const StringName &p_node, float p_amount);
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float blend3_node_get_amount(const StringName &p_node) const;
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void blend4_node_set_amount(const StringName &p_node, const Point2 &p_amount);
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Point2 blend4_node_get_amount(const StringName &p_node) const;
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/* TIMESCALE/TIMESEEK NODES */
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void timescale_node_set_scale(const StringName &p_node, float p_scale);
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float timescale_node_get_scale(const StringName &p_node) const;
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void timeseek_node_seek(const StringName &p_node, float p_pos);
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/* TRANSITION NODE */
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void transition_node_set_input_count(const StringName &p_node, int p_inputs); // used for transition node
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int transition_node_get_input_count(const StringName &p_node) const;
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void transition_node_delete_input(const StringName &p_node, int p_input); // used for transition node
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void transition_node_set_input_auto_advance(const StringName &p_node, int p_input, bool p_auto_advance); // used for transition node
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bool transition_node_has_input_auto_advance(const StringName &p_node, int p_input) const;
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void transition_node_set_xfade_time(const StringName &p_node, float p_time); // used for transition node
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float transition_node_get_xfade_time(const StringName &p_node) const;
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void transition_node_set_current(const StringName &p_node, int p_current);
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int transition_node_get_current(const StringName &p_node) const;
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void node_set_position(const StringName &p_node, const Vector2 &p_pos); //for display
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/* GETS */
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Point2 node_get_position(const StringName &p_node) const; //for display
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NodeType node_get_type(const StringName &p_node) const;
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void get_node_list(List<StringName> *p_node_list) const;
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void remove_node(const StringName &p_node);
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Error connect_nodes(const StringName &p_src_node, const StringName &p_dst_node, int p_dst_input);
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bool are_nodes_connected(const StringName &p_src_node, const StringName &p_dst_node, int p_dst_input) const;
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void disconnect_nodes(const StringName &p_node, int p_input);
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void set_base_path(const NodePath &p_path);
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NodePath get_base_path() const;
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void set_master_player(const NodePath &p_path);
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NodePath get_master_player() const;
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struct Connection {
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StringName src_node;
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StringName dst_node;
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int dst_input;
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};
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void get_connection_list(List<Connection> *p_connections) const;
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/* playback */
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void set_active(bool p_active);
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bool is_active() const;
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void reset();
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void recompute_caches();
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ConnectError get_last_error() const;
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void set_animation_process_mode(AnimationProcessMode p_mode);
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AnimationProcessMode get_animation_process_mode() const;
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void _set_process(bool p_process, bool p_force = false);
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void advance(float p_time);
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AnimationTreePlayer();
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~AnimationTreePlayer();
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};
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VARIANT_ENUM_CAST(AnimationTreePlayer::NodeType);
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VARIANT_ENUM_CAST(AnimationTreePlayer::AnimationProcessMode);
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#endif // ANIMATION_TREE_PLAYER_H
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