godot_synced_blend_tree/synced_animation_node.h

181 lines
4.5 KiB
C++

#pragma once
#include "scene/animation/animation_player.h"
#include "core/io/resource.h"
#include "scene/3d/skeleton_3d.h"
#include <cassert>
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<Animation::TypeHash, TrackValue *, HashHasher> track_values; // Animation::Track to TrackValue
protected:
void _clear_values() {
for (KeyValue<Animation::TypeHash, TrackValue *> &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<InputPort> 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<StringName> &inputs);
private:
AnimationData *output = nullptr;
bool active = false;
};
class AnimationSamplerNode : public SyncedAnimationNode {
GDCLASS(AnimationSamplerNode, SyncedAnimationNode);
public:
StringName animation_name;
private:
Ref<Animation> 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<SyncedAnimationNode> nodes;
Vector<int> node_parent;
Vector<Connection> 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.
}
};