#pragma once #include "scene/animation/animation_player.h" #include "core/io/resource.h" #include "scene/3d/skeleton_3d.h" #include struct GraphEvaluationContext { AnimationPlayer *animation_player = nullptr; Skeleton3D *skeleton_3d = nullptr; }; struct AnimationData { enum TrackType : uint8_t { TYPE_VALUE, // Set a value in a property, can be interpolated. TYPE_POSITION_3D, // Position 3D track, can be compressed. TYPE_ROTATION_3D, // Rotation 3D track, can be compressed. TYPE_SCALE_3D, // Scale 3D track, can be compressed. TYPE_BLEND_SHAPE, // Blend Shape track, can be compressed. TYPE_METHOD, // Call any method on a specific node. TYPE_BEZIER, // Bezier curve. TYPE_AUDIO, TYPE_ANIMATION, }; struct TrackValue { Animation::Track *track = nullptr; TrackType type = TYPE_ANIMATION; }; struct PositionTrackValue : public TrackValue { int bone_idx = -1; Vector3 position = Vector3(0, 0, 0); PositionTrackValue() { type = TYPE_POSITION_3D; } }; struct RotationTrackValue : public TrackValue { int bone_idx = -1; Quaternion rotation = Quaternion(0, 0, 0, 1); RotationTrackValue() { type = TYPE_ROTATION_3D; } }; struct ScaleTrackValue : public TrackValue { int bone_idx = -1; Vector3 scale; ScaleTrackValue() { type = TYPE_SCALE_3D; } }; AnimationData() = default; ~AnimationData() { _clear_values(); } void set_value(Animation::TypeHash thash, TrackValue *value) { if (!track_values.has(thash)) { track_values.insert(thash, value); } else { track_values[thash] = value; } } void clear() { _clear_values(); } AHashMap track_values; // Animation::Track to TrackValue protected: void _clear_values() { for (KeyValue &K : track_values) { memdelete(K.value); } } }; struct SyncTrack { }; class SyncedAnimationNode: public Resource { GDCLASS(SyncedAnimationNode, Resource); friend class SyncedAnimationGraph; public: struct NodeTimeInfo { double length = 0.0; double position = 0.0; double sync_position = 0.0; double delta = 0.0; double sync_delta = 0.0; Animation::LoopMode loop_mode = Animation::LOOP_NONE; SyncTrack sync_track; }; NodeTimeInfo node_time_info; struct InputPort { StringName name; SyncedAnimationNode *node; }; Vector input_port; virtual ~SyncedAnimationNode() = default; virtual void initialize(GraphEvaluationContext &context) {} virtual void activate_inputs() {} virtual void calculate_sync_track() {} virtual void update_time(double p_delta) { node_time_info.delta = p_delta; node_time_info.position += p_delta; if (node_time_info.position > node_time_info.length) { switch (node_time_info.loop_mode) { case Animation::LOOP_NONE: { node_time_info.position = node_time_info.length; break; } case Animation::LOOP_LINEAR: { assert(node_time_info.length > 0.0); while (node_time_info.position > node_time_info.length) { node_time_info.position -= node_time_info.length; } break; } case Animation::LOOP_PINGPONG: { assert(false && !"Not yet implemented."); break; } } } } virtual void evaluate(GraphEvaluationContext &context, AnimationData &output) {} bool is_active() const { return active; } bool set_input_node(const StringName &socket_name, SyncedAnimationNode *node); void get_input_names(Vector &inputs); private: AnimationData *output = nullptr; bool active = false; }; class AnimationSamplerNode : public SyncedAnimationNode { GDCLASS(AnimationSamplerNode, SyncedAnimationNode); public: StringName animation_name; private: Ref animation; void initialize(GraphEvaluationContext &context) override; void evaluate(GraphEvaluationContext &context, AnimationData &output) override; }; class BlendTree : public SyncedAnimationNode { struct Connection { const SyncedAnimationNode* source_node = nullptr; const SyncedAnimationNode* target_node = nullptr; const StringName target_socket_name = ""; }; Vector nodes; Vector node_parent; Vector connections; public: void connect_nodes(const SyncedAnimationNode* source_node, const SyncedAnimationNode* target_node, StringName target_socket_name) { // TODO // connections.append(Connection{source_node, target_node, target_socket_name}); // sort_nodes_by_evaluation_order(); } void sort_nodes_by_evaluation_order() { // TODO: sort nodes and node_parent s.t. for node i all children have index > i. } };