animation_cache.h 3.4 KB

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  1. /*************************************************************************/
  2. /* animation_cache.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef ANIMATION_CACHE_H
  31. #define ANIMATION_CACHE_H
  32. #include "scene/3d/skeleton.h"
  33. #include "scene/resources/animation.h"
  34. class AnimationCache : public Object {
  35. GDCLASS(AnimationCache, Object);
  36. struct Path {
  37. RES resource;
  38. Object *object;
  39. Skeleton *skeleton; // haxor
  40. Node *node;
  41. Spatial *spatial;
  42. int bone_idx;
  43. Vector<StringName> subpath;
  44. bool valid;
  45. Path() {
  46. object = nullptr;
  47. skeleton = nullptr;
  48. node = nullptr;
  49. bone_idx = -1;
  50. valid = false;
  51. spatial = nullptr;
  52. }
  53. };
  54. Set<Node *> connected_nodes;
  55. Vector<Path> path_cache;
  56. Node *root;
  57. Ref<Animation> animation;
  58. bool cache_dirty;
  59. bool cache_valid;
  60. void _node_exit_tree(Node *p_node);
  61. void _clear_cache();
  62. void _update_cache();
  63. void _animation_changed();
  64. protected:
  65. static void _bind_methods();
  66. public:
  67. void set_track_transform(int p_idx, const Transform &p_transform);
  68. void set_track_value(int p_idx, const Variant &p_value);
  69. void call_track(int p_idx, const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
  70. void set_all(float p_time, float p_delta = 0);
  71. void set_animation(const Ref<Animation> &p_animation);
  72. void set_root(Node *p_root);
  73. AnimationCache();
  74. };
  75. #endif // ANIMATION_CACHE_H