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