1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332 | /**************************************************************************/
/* animation_tree.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_TREE_H
#define ANIMATION_TREE_H
#include "animation_player.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/spatial.h"
#include "scene/resources/animation.h"
class AnimationNodeBlendTree;
class AnimationPlayer;
class AnimationTree;
class AnimationNode : public Resource {
GDCLASS(AnimationNode, Resource);
public:
enum FilterAction {
FILTER_IGNORE,
FILTER_PASS,
FILTER_STOP,
FILTER_BLEND
};
struct Input {
String name;
};
Vector<Input> inputs;
friend class AnimationTree;
struct AnimationState {
Ref<Animation> animation;
float time;
float delta;
const Vector<float> *track_blends;
float blend;
bool seeked;
};
struct State {
int track_count;
HashMap<NodePath, int> track_map;
List<AnimationState> animation_states;
bool valid;
AnimationPlayer *player;
AnimationTree *tree;
String invalid_reasons;
uint64_t last_pass;
};
Vector<float> blends;
State *state;
float _pre_process(const StringName &p_base_path, AnimationNode *p_parent, State *p_state, float p_time, bool p_seek, const Vector<StringName> &p_connections);
//all this is temporary
StringName base_path;
Vector<StringName> connections;
AnimationNode *parent;
HashMap<NodePath, bool> filter;
bool filter_enabled;
Array _get_filters() const;
void _set_filters(const Array &p_filters);
friend class AnimationNodeBlendTree;
float _blend_node(const StringName &p_subpath, const Vector<StringName> &p_connections, AnimationNode *p_new_parent, Ref<AnimationNode> p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true, float *r_max = nullptr);
protected:
void blend_animation(const StringName &p_animation, float p_time, float p_delta, bool p_seeked, float p_blend);
float blend_node(const StringName &p_sub_path, Ref<AnimationNode> p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true);
float blend_input(int p_input, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true);
void make_invalid(const String &p_reason);
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
public:
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
void set_parameter(const StringName &p_name, const Variant &p_value);
Variant get_parameter(const StringName &p_name) const;
struct ChildNode {
StringName name;
Ref<AnimationNode> node;
};
virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
virtual float process(float p_time, bool p_seek);
virtual String get_caption() const;
int get_input_count() const;
String get_input_name(int p_input);
void add_input(const String &p_name);
void set_input_name(int p_input, const String &p_name);
void remove_input(int p_index);
void set_filter_path(const NodePath &p_path, bool p_enable);
bool is_path_filtered(const NodePath &p_path) const;
void set_filter_enabled(bool p_enable);
bool is_filter_enabled() const;
virtual bool has_filter() const;
virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
AnimationNode();
};
VARIANT_ENUM_CAST(AnimationNode::FilterAction)
//root node does not allow inputs
class AnimationRootNode : public AnimationNode {
GDCLASS(AnimationRootNode, AnimationNode);
public:
AnimationRootNode() {}
};
class AnimationTree : public Node {
GDCLASS(AnimationTree, Node);
public:
enum AnimationProcessMode {
ANIMATION_PROCESS_PHYSICS,
ANIMATION_PROCESS_IDLE,
ANIMATION_PROCESS_MANUAL,
};
private:
struct TrackCache {
bool root_motion;
uint64_t setup_pass;
uint64_t process_pass;
Animation::TrackType type;
Object *object;
ObjectID object_id;
TrackCache() {
root_motion = false;
setup_pass = 0;
process_pass = 0;
object = nullptr;
object_id = 0;<--- Variable 'object_id' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'object_id' a value by passing the value to the constructor in the initialization list.
}
virtual ~TrackCache() {}
};
struct TrackCacheTransform : public TrackCache {
Spatial *spatial;
Skeleton *skeleton;
int bone_idx;
Vector3 loc;
Quat rot;
float rot_blend_accum;
Vector3 scale;
TrackCacheTransform() {<--- Member variable 'TrackCacheTransform::rot_blend_accum' is not initialized in the constructor.
type = Animation::TYPE_TRANSFORM;
spatial = nullptr;
bone_idx = -1;
skeleton = nullptr;
}
};
struct TrackCacheValue : public TrackCache {
Variant value;
Vector<StringName> subpath;
TrackCacheValue() { type = Animation::TYPE_VALUE; }
};
struct TrackCacheMethod : public TrackCache {
TrackCacheMethod() { type = Animation::TYPE_METHOD; }
};
struct TrackCacheBezier : public TrackCache {
float value;
Vector<StringName> subpath;
TrackCacheBezier() {
type = Animation::TYPE_BEZIER;
value = 0;
}
};
struct TrackCacheAudio : public TrackCache {
bool playing;
float start;
float len;
TrackCacheAudio() {
type = Animation::TYPE_AUDIO;
playing = false;
start = 0;
len = 0;
}
};
struct TrackCacheAnimation : public TrackCache {
bool playing;
TrackCacheAnimation() {
type = Animation::TYPE_ANIMATION;
playing = false;
}
};
HashMap<NodePath, TrackCache *> track_cache;
Set<TrackCache *> playing_caches;
Ref<AnimationNode> root;
AnimationProcessMode process_mode;
bool active;
NodePath animation_player;
AnimationNode::State state;
bool cache_valid;
void _node_removed(Node *p_node);
void _clear_caches();
bool _update_caches(AnimationPlayer *player);
void _process_graph(float p_delta);
uint64_t setup_pass;
uint64_t process_pass;
bool started;
NodePath root_motion_track;
Transform root_motion_transform;
friend class AnimationNode;
bool properties_dirty;
void _tree_changed();
void _update_properties();
List<PropertyInfo> properties;
HashMap<StringName, HashMap<StringName, StringName>> property_parent_map;
HashMap<StringName, Variant> property_map;
struct Activity {
uint64_t last_pass;
float activity;
};
HashMap<StringName, Vector<Activity>> input_activity_map;
HashMap<StringName, Vector<Activity> *> input_activity_map_get;
void _update_properties_for_node(const String &p_base_path, Ref<AnimationNode> node);
ObjectID last_animation_player;
protected:
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);
static void _bind_methods();
public:
void set_tree_root(const Ref<AnimationNode> &p_root);
Ref<AnimationNode> get_tree_root() const;
void set_active(bool p_active);
bool is_active() const;
void set_process_mode(AnimationProcessMode p_mode);
AnimationProcessMode get_process_mode() const;
void set_animation_player(const NodePath &p_player);
NodePath get_animation_player() const;
virtual String get_configuration_warning() const;
bool is_state_invalid() const;
String get_invalid_state_reason() const;
void set_root_motion_track(const NodePath &p_track);
NodePath get_root_motion_track() const;
Transform get_root_motion_transform() const;
float get_connection_activity(const StringName &p_path, int p_connection) const;
void advance(float p_time);
void rename_parameter(const String &p_base, const String &p_new_base);
uint64_t get_last_process_pass() const;
AnimationTree();
~AnimationTree();
};
VARIANT_ENUM_CAST(AnimationTree::AnimationProcessMode)
#endif // ANIMATION_TREE_H
|