2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* animation_cache.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2019-01-01 11:53:14 +00:00
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2014-02-10 01:10:30 +00:00
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#ifndef ANIMATION_CACHE_H
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#define ANIMATION_CACHE_H
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#include "scene/3d/skeleton.h"
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2017-03-05 15:44:50 +00:00
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#include "scene/resources/animation.h"
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2014-02-10 01:10:30 +00:00
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class AnimationCache : public Object {
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GDCLASS(AnimationCache, Object);
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2014-02-10 01:10:30 +00:00
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struct Path {
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RES resource;
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Object *object;
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Skeleton *skeleton; // haxor
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Node *node;
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Spatial *spatial;
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int bone_idx;
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2017-05-30 20:20:15 +00:00
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Vector<StringName> subpath;
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bool valid;
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Path() {
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object = NULL;
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skeleton = NULL;
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node = NULL;
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bone_idx = -1;
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valid = false;
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spatial = NULL;
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}
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2014-02-10 01:10:30 +00:00
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};
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2017-03-05 15:44:50 +00:00
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Set<Node *> connected_nodes;
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2014-02-10 01:10:30 +00:00
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Vector<Path> path_cache;
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Node *root;
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Ref<Animation> animation;
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bool cache_dirty;
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bool cache_valid;
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2014-11-06 00:20:42 +00:00
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void _node_exit_tree(Node *p_node);
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2014-02-10 01:10:30 +00:00
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void _clear_cache();
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void _update_cache();
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void _animation_changed();
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protected:
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static void _bind_methods();
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public:
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void set_track_transform(int p_idx, const Transform &p_transform);
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void set_track_value(int p_idx, const Variant &p_value);
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void call_track(int p_idx, const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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void set_all(float p_time, float p_delta = 0);
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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void set_animation(const Ref<Animation> &p_animation);
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void set_root(Node *p_root);
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2014-02-10 01:10:30 +00:00
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AnimationCache();
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};
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#endif // ANIMATION_CACHE_H
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