godot_synced_blend_tree/synced_animation_graph.h

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#pragma once
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#include "scene/animation/animation_player.h"
#include "synced_animation_node.h"
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#include <cassert>
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class Skeleton3D;
class SyncedAnimationGraph : public Node {
GDCLASS(SyncedAnimationGraph, Node);
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private:
NodePath animation_player_path;
Ref<SyncedAnimationNode> root_animation_node;
NodePath skeleton_path;
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GraphEvaluationContext graph_context = {};
AnimationData graph_output;
mutable List<PropertyInfo> properties;
mutable AHashMap<StringName, Pair<Variant, bool>> property_map; // Property value and read-only flag.
mutable AHashMap<StringName, Pair<Ref<SyncedAnimationNode>, StringName>> property_node_map;
mutable bool properties_dirty = true;
void _update_properties() const;
void _update_properties_for_node(const String &p_base_path, Ref<SyncedAnimationNode> p_node) const;
void _tree_changed();
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protected:
void _notification(int p_what);
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static void _bind_methods();
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;
/* ---- General settings for animation ---- */
AnimationMixer::AnimationCallbackModeProcess callback_mode_process = AnimationMixer::ANIMATION_CALLBACK_MODE_PROCESS_IDLE;
AnimationMixer::AnimationCallbackModeMethod callback_mode_method = AnimationMixer::ANIMATION_CALLBACK_MODE_METHOD_DEFERRED;
AnimationMixer::AnimationCallbackModeDiscrete callback_mode_discrete = AnimationMixer::ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE;
bool processing = false;
bool active = true;
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public:
void _process_graph(double p_delta, bool p_update_only = false);
void _apply_animation_data(const AnimationData &output_data) const;
void set_active(bool p_active);
bool is_active() const;
void set_animation_player(const NodePath &p_path);
NodePath get_animation_player() const;
void set_root_animation_node(const Ref<SyncedAnimationNode> &p_animation_node);
Ref<SyncedAnimationNode> get_root_animation_node() const;
void set_skeleton(const NodePath &p_path);
NodePath get_skeleton() const;
void set_callback_mode_process(AnimationMixer::AnimationCallbackModeProcess p_mode);
AnimationMixer::AnimationCallbackModeProcess get_callback_mode_process() const;
void set_callback_mode_method(AnimationMixer::AnimationCallbackModeMethod p_mode);
AnimationMixer::AnimationCallbackModeMethod get_callback_mode_method() const;
void set_callback_mode_discrete(AnimationMixer::AnimationCallbackModeDiscrete p_mode);
AnimationMixer::AnimationCallbackModeDiscrete get_callback_mode_discrete() const;
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GraphEvaluationContext &get_context() {
return graph_context;
}
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SyncedAnimationGraph();
private:
void _set_process(bool p_process, bool p_force = false);
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void _setup_evaluation_context();
void _cleanup_evaluation_context();
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void _setup_graph();
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};