godot/scene/animation/animation_player.cpp
2024-04-27 13:06:10 +09:00

871 lines
29 KiB
C++

/**************************************************************************/
/* animation_player.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "animation_player.h"
#include "animation_player.compat.inc"
#include "core/config/engine.h"
#include "scene/scene_string_names.h"
bool AnimationPlayer::_set(const StringName &p_name, const Variant &p_value) {
String name = p_name;
if (name.begins_with("playback/play")) { // For backward compatibility.
set_current_animation(p_value);
} else if (name.begins_with("next/")) {
String which = name.get_slicec('/', 1);
animation_set_next(which, p_value);
} else if (p_name == SceneStringNames::get_singleton()->blend_times) {
Array array = p_value;
int len = array.size();
ERR_FAIL_COND_V(len % 3, false);
for (int i = 0; i < len / 3; i++) {
StringName from = array[i * 3 + 0];
StringName to = array[i * 3 + 1];
float time = array[i * 3 + 2];
set_blend_time(from, to, time);
}
#ifndef DISABLE_DEPRECATED
} else if (p_name == "method_call_mode") {
set_callback_mode_method(static_cast<AnimationCallbackModeMethod>((int)p_value));
} else if (p_name == "playback_process_mode") {
set_callback_mode_process(static_cast<AnimationCallbackModeProcess>((int)p_value));
} else if (p_name == "playback_active") {
set_active(p_value);
#endif // DISABLE_DEPRECATED
} else {
return false;
}
return true;
}
bool AnimationPlayer::_get(const StringName &p_name, Variant &r_ret) const {
String name = p_name;
if (name == "playback/play") { // For backward compatibility.
r_ret = get_current_animation();
} else if (name.begins_with("next/")) {
String which = name.get_slicec('/', 1);
r_ret = animation_get_next(which);
} else if (name == "blend_times") {
Vector<BlendKey> keys;
for (const KeyValue<BlendKey, double> &E : blend_times) {
keys.ordered_insert(E.key);
}
Array array;
for (int i = 0; i < keys.size(); i++) {
array.push_back(keys[i].from);
array.push_back(keys[i].to);
array.push_back(blend_times.get(keys[i]));
}
r_ret = array;
#ifndef DISABLE_DEPRECATED
} else if (name == "method_call_mode") {
r_ret = get_callback_mode_method();
} else if (name == "playback_process_mode") {
r_ret = get_callback_mode_process();
} else if (name == "playback_active") {
r_ret = is_active();
#endif // DISABLE_DEPRECATED
} else {
return false;
}
return true;
}
void AnimationPlayer::_validate_property(PropertyInfo &p_property) const {
AnimationMixer::_validate_property(p_property);
if (p_property.name == "current_animation") {
List<String> names;
for (const KeyValue<StringName, AnimationData> &E : animation_set) {
names.push_back(E.key);
}
names.push_front("[stop]");
String hint;
for (List<String>::Element *E = names.front(); E; E = E->next()) {
if (E != names.front()) {
hint += ",";
}
hint += E->get();
}
p_property.hint_string = hint;
}
}
void AnimationPlayer::_get_property_list(List<PropertyInfo> *p_list) const {
List<PropertyInfo> anim_names;
for (const KeyValue<StringName, AnimationData> &E : animation_set) {
HashMap<StringName, StringName>::ConstIterator F = animation_next_set.find(E.key);
if (F && F->value != StringName()) {
anim_names.push_back(PropertyInfo(Variant::STRING, "next/" + String(E.key), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
}
}
for (const PropertyInfo &E : anim_names) {
p_list->push_back(E);
}
p_list->push_back(PropertyInfo(Variant::ARRAY, "blend_times", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
}
void AnimationPlayer::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
if (!Engine::get_singleton()->is_editor_hint() && animation_set.has(autoplay)) {
set_active(active);
play(autoplay);
_check_immediately_after_start();
}
} break;
}
}
void AnimationPlayer::_process_playback_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_started, bool p_is_current) {
double speed = speed_scale * cd.speed_scale;
bool backwards = signbit(speed); // Negative zero means playing backwards too.
double delta = p_started ? 0 : p_delta * speed;
double next_pos = cd.pos + delta;
real_t len = cd.from->animation->get_length();
Animation::LoopedFlag looped_flag = Animation::LOOPED_FLAG_NONE;
switch (cd.from->animation->get_loop_mode()) {
case Animation::LOOP_NONE: {
if (next_pos < 0) {
next_pos = 0;
} else if (next_pos > len) {
next_pos = len;
}
delta = next_pos - cd.pos; // Fix delta (after determination of backwards because negative zero is lost here).
} break;
case Animation::LOOP_LINEAR: {
if (next_pos < 0 && cd.pos >= 0) {
looped_flag = Animation::LOOPED_FLAG_START;
}
if (next_pos > len && cd.pos <= len) {
looped_flag = Animation::LOOPED_FLAG_END;
}
next_pos = Math::fposmod(next_pos, (double)len);
} break;
case Animation::LOOP_PINGPONG: {
if (next_pos < 0 && cd.pos >= 0) {
cd.speed_scale *= -1.0;
looped_flag = Animation::LOOPED_FLAG_START;
}
if (next_pos > len && cd.pos <= len) {
cd.speed_scale *= -1.0;
looped_flag = Animation::LOOPED_FLAG_END;
}
next_pos = Math::pingpong(next_pos, (double)len);
} break;
default:
break;
}
double prev_pos = cd.pos; // The animation may be changed during process, so it is safer that the state is changed before process.
cd.pos = next_pos;
// End detection.
if (p_is_current) {
if (cd.from->animation->get_loop_mode() == Animation::LOOP_NONE) {
if (!backwards && prev_pos <= len && next_pos == len) {
// Playback finished.
end_reached = true;
end_notify = prev_pos < len; // Notify only if not already at the end.
p_blend = 1.0;
}
if (backwards && prev_pos >= 0 && next_pos == 0) {
// Playback finished.
end_reached = true;
end_notify = prev_pos > 0; // Notify only if not already at the beginning.
p_blend = 1.0;
}
}
}
PlaybackInfo pi;
if (p_started) {
pi.time = prev_pos;
pi.delta = 0;
pi.seeked = true;
} else {
pi.time = next_pos;
pi.delta = delta;
pi.seeked = p_seeked;
}
// AnimationPlayer doesn't have internal seeking.
// However, immediately after playback, discrete keys should be retrieved with EXACT mode since behind keys must be ignored at that time.
pi.is_external_seeking = !p_started;
pi.looped_flag = looped_flag;
pi.weight = p_blend;
make_animation_instance(cd.from->name, pi);
}
float AnimationPlayer::get_current_blend_amount() {
Playback &c = playback;
float blend = 1.0;
for (List<Blend>::Element *E = c.blend.front(); E; E = E->next()) {
Blend &b = E->get();
blend = blend - b.blend_left;
}
return MAX(0, blend);
}
void AnimationPlayer::_blend_playback_data(double p_delta, bool p_started) {
Playback &c = playback;
bool seeked = c.seeked; // The animation may be changed during process, so it is safer that the state is changed before process.
if (p_delta != 0) {
c.seeked = false;
}
// Second, process current animation to check if the animation end reached.
_process_playback_data(c.current, p_delta, get_current_blend_amount(), seeked, p_started, true);
// Finally, if not end the animation, do blending.
if (end_reached) {
playback.blend.clear();
return;
}
List<List<Blend>::Element *> to_erase;
for (List<Blend>::Element *E = c.blend.front(); E; E = E->next()) {
Blend &b = E->get();
b.blend_left = MAX(0, b.blend_left - Math::absf(speed_scale * p_delta) / b.blend_time);
if (b.blend_left <= 0) {
to_erase.push_back(E);
b.blend_left = CMP_EPSILON; // May want to play last frame.
}
// Note: There may be issues if an animation event triggers an animation change while this blend is active,
// so it is best to use "deferred" calls instead of "immediate" for animation events that can trigger new animations.
_process_playback_data(b.data, p_delta, b.blend_left, false, false);
}
for (List<Blend>::Element *&E : to_erase) {
c.blend.erase(E);
}
}
bool AnimationPlayer::_blend_pre_process(double p_delta, int p_track_count, const HashMap<NodePath, int> &p_track_map) {
if (!playback.current.from) {
_set_process(false);
return false;
}
tmp_from = playback.current.from->animation->get_instance_id();
end_reached = false;
end_notify = false;
bool started = playback.started; // The animation may be changed during process, so it is safer that the state is changed before process.
if (playback.started) {
playback.started = false;
}
AnimationData *prev_from = playback.current.from;
_blend_playback_data(p_delta, started);
if (prev_from != playback.current.from) {
return false; // Animation has been changed in the process (may be caused by method track), abort process.
}
return true;
}
void AnimationPlayer::_blend_capture(double p_delta) {
blend_capture(p_delta * Math::abs(speed_scale));
}
void AnimationPlayer::_blend_post_process() {
if (end_reached) {
// If the method track changes current animation, the animation is not finished.
if (tmp_from == playback.current.from->animation->get_instance_id()) {
if (playback_queue.size()) {
String old = playback.assigned;
play(playback_queue.front()->get());
String new_name = playback.assigned;
playback_queue.pop_front();
if (end_notify) {
emit_signal(SceneStringNames::get_singleton()->animation_changed, old, new_name);
}
} else {
_clear_caches();
playing = false;
_set_process(false);
if (end_notify) {
emit_signal(SceneStringNames::get_singleton()->animation_finished, playback.assigned);
if (movie_quit_on_finish && OS::get_singleton()->has_feature("movie")) {
print_line(vformat("Movie Maker mode is enabled. Quitting on animation finish as requested by: %s", get_path()));
get_tree()->quit();
}
}
}
}
end_reached = false;
end_notify = false;
}
tmp_from = ObjectID();
}
void AnimationPlayer::queue(const StringName &p_name) {
if (!is_playing()) {
play(p_name);
} else {
playback_queue.push_back(p_name);
}
}
Vector<String> AnimationPlayer::get_queue() {
Vector<String> ret;
for (const StringName &E : playback_queue) {
ret.push_back(E);
}
return ret;
}
void AnimationPlayer::clear_queue() {
playback_queue.clear();
}
void AnimationPlayer::play_backwards(const StringName &p_name, double p_custom_blend) {
play(p_name, p_custom_blend, -1, true);
}
void AnimationPlayer::play_with_capture(const StringName &p_name, double p_duration, double p_custom_blend, float p_custom_scale, bool p_from_end, Tween::TransitionType p_trans_type, Tween::EaseType p_ease_type) {
StringName name = p_name;
if (name == StringName()) {
name = playback.assigned;
}
if (signbit(p_duration)) {
double max_dur = 0;
Ref<Animation> anim = get_animation(name);
if (anim.is_valid()) {
double current_pos = playback.current.pos;
if (playback.assigned != name) {
current_pos = p_from_end ? anim->get_length() : 0;
}
for (int i = 0; i < anim->get_track_count(); i++) {
if (anim->track_get_type(i) != Animation::TYPE_VALUE) {
continue;
}
if (anim->value_track_get_update_mode(i) != Animation::UPDATE_CAPTURE) {
continue;
}
if (anim->track_get_key_count(i) == 0) {
continue;
}
max_dur = MAX(max_dur, p_from_end ? current_pos - anim->track_get_key_time(i, anim->track_get_key_count(i) - 1) : anim->track_get_key_time(i, 0) - current_pos);
}
}
p_duration = max_dur;
}
capture(name, p_duration, p_trans_type, p_ease_type);
play(name, p_custom_blend, p_custom_scale, p_from_end);
}
void AnimationPlayer::play(const StringName &p_name, double p_custom_blend, float p_custom_scale, bool p_from_end) {
StringName name = p_name;
if (name == StringName()) {
name = playback.assigned;
}
#ifdef TOOLS_ENABLED
if (!Engine::get_singleton()->is_editor_hint()) {
bool warn_enabled = false;
if (capture_cache.animation.is_null()) {
Ref<Animation> anim = get_animation(name);
if (anim.is_valid()) {
for (int i = 0; i < anim->get_track_count(); i++) {
if (anim->track_get_type(i) != Animation::TYPE_VALUE) {
continue;
}
if (anim->value_track_get_update_mode(i) != Animation::UPDATE_CAPTURE) {
continue;
}
if (anim->track_get_key_count(i) == 0) {
continue;
}
warn_enabled = true;
}
}
}
if (warn_enabled) {
WARN_PRINT_ONCE_ED("Capture track found. If you want to interpolate animation with captured frame, you can use play_with_capture() instead of play().");
}
}
#endif
ERR_FAIL_COND_MSG(!animation_set.has(name), vformat("Animation not found: %s.", name));
Playback &c = playback;
if (c.current.from) {
double blend_time = 0.0;
// Find if it can blend.
BlendKey bk;
bk.from = c.current.from->name;
bk.to = name;
if (p_custom_blend >= 0) {
blend_time = p_custom_blend;
} else if (blend_times.has(bk)) {
blend_time = blend_times[bk];
} else {
bk.from = "*";
if (blend_times.has(bk)) {
blend_time = blend_times[bk];
} else {
bk.from = c.current.from->name;
bk.to = "*";
if (blend_times.has(bk)) {
blend_time = blend_times[bk];
}
}
}
if (p_custom_blend < 0 && blend_time == 0 && default_blend_time) {
blend_time = default_blend_time;
}
if (blend_time > 0) {
Blend b;
b.data = c.current;
b.blend_left = get_current_blend_amount();
b.blend_time = blend_time;
c.blend.push_back(b);
} else {
c.blend.clear();
}
}
if (get_current_animation() != p_name) {
_clear_playing_caches();
}
c.current.from = &animation_set[name];
c.current.speed_scale = p_custom_scale;
if (!end_reached) {
playback_queue.clear();
}
if (c.assigned != name) { // Reset.
c.current.pos = p_from_end ? c.current.from->animation->get_length() : 0;
c.assigned = name;
emit_signal(SNAME("current_animation_changed"), c.assigned);
} else {
if (p_from_end && c.current.pos == 0) {
// Animation reset but played backwards, set position to the end.
c.current.pos = c.current.from->animation->get_length();
} else if (!p_from_end && c.current.pos == c.current.from->animation->get_length()) {
// Animation resumed but already ended, set position to the beginning.
c.current.pos = 0;
} else if (playing) {
return;
}
}
c.seeked = false;
c.started = true;
_set_process(true); // Always process when starting an animation.
playing = true;
emit_signal(SceneStringNames::get_singleton()->animation_started, c.assigned);
if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) {
return; // No next in this case.
}
StringName next = animation_get_next(p_name);
if (next != StringName() && animation_set.has(next)) {
queue(next);
}
}
bool AnimationPlayer::is_playing() const {
return playing;
}
void AnimationPlayer::set_current_animation(const String &p_animation) {
if (p_animation == "[stop]" || p_animation.is_empty()) {
stop();
} else if (!is_playing()) {
play(p_animation);
} else if (playback.assigned != p_animation) {
float speed = playback.current.speed_scale;
play(p_animation, -1.0, speed, signbit(speed));
} else {
// Same animation, do not replay from start.
}
}
String AnimationPlayer::get_current_animation() const {
return (is_playing() ? playback.assigned : "");
}
void AnimationPlayer::set_assigned_animation(const String &p_animation) {
if (is_playing()) {
float speed = playback.current.speed_scale;
play(p_animation, -1.0, speed, signbit(speed));
} else {
ERR_FAIL_COND_MSG(!animation_set.has(p_animation), vformat("Animation not found: %s.", p_animation));
playback.current.pos = 0;
playback.current.from = &animation_set[p_animation];
playback.assigned = p_animation;
emit_signal(SNAME("current_animation_changed"), playback.assigned);
}
}
String AnimationPlayer::get_assigned_animation() const {
return playback.assigned;
}
void AnimationPlayer::pause() {
_stop_internal(false, false);
}
void AnimationPlayer::stop(bool p_keep_state) {
_stop_internal(true, p_keep_state);
}
void AnimationPlayer::set_speed_scale(float p_speed) {
speed_scale = p_speed;
}
float AnimationPlayer::get_speed_scale() const {
return speed_scale;
}
float AnimationPlayer::get_playing_speed() const {
if (!playing) {
return 0;
}
return speed_scale * playback.current.speed_scale;
}
void AnimationPlayer::seek(double p_time, bool p_update, bool p_update_only) {
if (!active) {
return;
}
_check_immediately_after_start();
playback.current.pos = p_time;
if (!playback.current.from) {
if (playback.assigned) {
ERR_FAIL_COND_MSG(!animation_set.has(playback.assigned), vformat("Animation not found: %s.", playback.assigned));
playback.current.from = &animation_set[playback.assigned];
}
if (!playback.current.from) {
return; // There is no animation.
}
}
playback.seeked = true;
if (p_update) {
_process_animation(0, p_update_only);
playback.seeked = false; // If animation was proceeded here, no more seek in internal process.
}
}
void AnimationPlayer::advance(double p_time) {
_check_immediately_after_start();
AnimationMixer::advance(p_time);
}
void AnimationPlayer::_check_immediately_after_start() {
if (playback.started) {
_process_animation(0); // Force process current key for Discrete/Method/Audio/AnimationPlayback. Then, started flag is cleared.
}
}
bool AnimationPlayer::is_valid() const {
return (playback.current.from);
}
double AnimationPlayer::get_current_animation_position() const {
ERR_FAIL_NULL_V_MSG(playback.current.from, 0, "AnimationPlayer has no current animation.");
return playback.current.pos;
}
double AnimationPlayer::get_current_animation_length() const {
ERR_FAIL_NULL_V_MSG(playback.current.from, 0, "AnimationPlayer has no current animation.");
return playback.current.from->animation->get_length();
}
void AnimationPlayer::set_autoplay(const String &p_name) {
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
WARN_PRINT("Setting autoplay after the node has been added to the scene has no effect.");
}
autoplay = p_name;
}
String AnimationPlayer::get_autoplay() const {
return autoplay;
}
void AnimationPlayer::set_movie_quit_on_finish_enabled(bool p_enabled) {
movie_quit_on_finish = p_enabled;
}
bool AnimationPlayer::is_movie_quit_on_finish_enabled() const {
return movie_quit_on_finish;
}
void AnimationPlayer::_stop_internal(bool p_reset, bool p_keep_state) {
_clear_caches();
Playback &c = playback;
// c.blend.clear();
if (p_reset) {
c.blend.clear();
if (p_keep_state) {
c.current.pos = 0;
} else {
is_stopping = true;
seek(0, true, true);
is_stopping = false;
}
c.current.from = nullptr;
c.current.speed_scale = 1;
emit_signal(SNAME("current_animation_changed"), "");
}
_set_process(false);
playback_queue.clear();
playing = false;
}
void AnimationPlayer::animation_set_next(const StringName &p_animation, const StringName &p_next) {
ERR_FAIL_COND_MSG(!animation_set.has(p_animation), vformat("Animation not found: %s.", p_animation));
animation_next_set[p_animation] = p_next;
}
StringName AnimationPlayer::animation_get_next(const StringName &p_animation) const {
if (!animation_next_set.has(p_animation)) {
return StringName();
}
return animation_next_set[p_animation];
}
void AnimationPlayer::set_default_blend_time(double p_default) {
default_blend_time = p_default;
}
double AnimationPlayer::get_default_blend_time() const {
return default_blend_time;
}
void AnimationPlayer::set_blend_time(const StringName &p_animation1, const StringName &p_animation2, double p_time) {
ERR_FAIL_COND_MSG(!animation_set.has(p_animation1), vformat("Animation not found: %s.", p_animation1));
ERR_FAIL_COND_MSG(!animation_set.has(p_animation2), vformat("Animation not found: %s.", p_animation2));
ERR_FAIL_COND_MSG(p_time < 0, "Blend time cannot be smaller than 0.");
BlendKey bk;
bk.from = p_animation1;
bk.to = p_animation2;
if (p_time == 0) {
blend_times.erase(bk);
} else {
blend_times[bk] = p_time;
}
}
double AnimationPlayer::get_blend_time(const StringName &p_animation1, const StringName &p_animation2) const {
BlendKey bk;
bk.from = p_animation1;
bk.to = p_animation2;
if (blend_times.has(bk)) {
return blend_times[bk];
} else {
return 0;
}
}
#ifdef TOOLS_ENABLED
void AnimationPlayer::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
const String pf = p_function;
if (p_idx == 0 && (pf == "play" || pf == "play_backwards" || pf == "has_animation" || pf == "queue")) {
List<StringName> al;
get_animation_list(&al);
for (const StringName &name : al) {
r_options->push_back(String(name).quote());
}
}
AnimationMixer::get_argument_options(p_function, p_idx, r_options);
}
#endif
void AnimationPlayer::_animation_removed(const StringName &p_name, const StringName &p_library) {
AnimationMixer::_animation_removed(p_name, p_library);
StringName name = p_library == StringName() ? p_name : StringName(String(p_library) + "/" + String(p_name));
if (!animation_set.has(name)) {
return; // No need to update because not the one from the library being used.
}
_animation_set_cache_update();
// Erase blends if needed
List<BlendKey> to_erase;
for (const KeyValue<BlendKey, double> &E : blend_times) {
BlendKey bk = E.key;
if (bk.from == name || bk.to == name) {
to_erase.push_back(bk);
}
}
while (to_erase.size()) {
blend_times.erase(to_erase.front()->get());
to_erase.pop_front();
}
}
void AnimationPlayer::_rename_animation(const StringName &p_from_name, const StringName &p_to_name) {
AnimationMixer::_rename_animation(p_from_name, p_to_name);
// Rename autoplay or blends if needed.
List<BlendKey> to_erase;
HashMap<BlendKey, double, BlendKey> to_insert;
for (const KeyValue<BlendKey, double> &E : blend_times) {
BlendKey bk = E.key;
BlendKey new_bk = bk;
bool erase = false;
if (bk.from == p_from_name) {
new_bk.from = p_to_name;
erase = true;
}
if (bk.to == p_from_name) {
new_bk.to = p_to_name;
erase = true;
}
if (erase) {
to_erase.push_back(bk);
to_insert[new_bk] = E.value;
}
}
while (to_erase.size()) {
blend_times.erase(to_erase.front()->get());
to_erase.pop_front();
}
while (to_insert.size()) {
blend_times[to_insert.begin()->key] = to_insert.begin()->value;
to_insert.remove(to_insert.begin());
}
if (autoplay == p_from_name) {
autoplay = p_to_name;
}
}
void AnimationPlayer::_bind_methods() {
ClassDB::bind_method(D_METHOD("animation_set_next", "animation_from", "animation_to"), &AnimationPlayer::animation_set_next);
ClassDB::bind_method(D_METHOD("animation_get_next", "animation_from"), &AnimationPlayer::animation_get_next);
ClassDB::bind_method(D_METHOD("set_blend_time", "animation_from", "animation_to", "sec"), &AnimationPlayer::set_blend_time);
ClassDB::bind_method(D_METHOD("get_blend_time", "animation_from", "animation_to"), &AnimationPlayer::get_blend_time);
ClassDB::bind_method(D_METHOD("set_default_blend_time", "sec"), &AnimationPlayer::set_default_blend_time);
ClassDB::bind_method(D_METHOD("get_default_blend_time"), &AnimationPlayer::get_default_blend_time);
ClassDB::bind_method(D_METHOD("play", "name", "custom_blend", "custom_speed", "from_end"), &AnimationPlayer::play, DEFVAL(StringName()), DEFVAL(-1), DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("play_backwards", "name", "custom_blend"), &AnimationPlayer::play_backwards, DEFVAL(StringName()), DEFVAL(-1));
ClassDB::bind_method(D_METHOD("play_with_capture", "name", "duration", "custom_blend", "custom_speed", "from_end", "trans_type", "ease_type"), &AnimationPlayer::play_with_capture, DEFVAL(-1.0), DEFVAL(-1), DEFVAL(1.0), DEFVAL(false), DEFVAL(Tween::TRANS_LINEAR), DEFVAL(Tween::EASE_IN));
ClassDB::bind_method(D_METHOD("pause"), &AnimationPlayer::pause);
ClassDB::bind_method(D_METHOD("stop", "keep_state"), &AnimationPlayer::stop, DEFVAL(false));
ClassDB::bind_method(D_METHOD("is_playing"), &AnimationPlayer::is_playing);
ClassDB::bind_method(D_METHOD("set_current_animation", "animation"), &AnimationPlayer::set_current_animation);
ClassDB::bind_method(D_METHOD("get_current_animation"), &AnimationPlayer::get_current_animation);
ClassDB::bind_method(D_METHOD("set_assigned_animation", "animation"), &AnimationPlayer::set_assigned_animation);
ClassDB::bind_method(D_METHOD("get_assigned_animation"), &AnimationPlayer::get_assigned_animation);
ClassDB::bind_method(D_METHOD("queue", "name"), &AnimationPlayer::queue);
ClassDB::bind_method(D_METHOD("get_queue"), &AnimationPlayer::get_queue);
ClassDB::bind_method(D_METHOD("clear_queue"), &AnimationPlayer::clear_queue);
ClassDB::bind_method(D_METHOD("set_speed_scale", "speed"), &AnimationPlayer::set_speed_scale);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimationPlayer::get_speed_scale);
ClassDB::bind_method(D_METHOD("get_playing_speed"), &AnimationPlayer::get_playing_speed);
ClassDB::bind_method(D_METHOD("set_autoplay", "name"), &AnimationPlayer::set_autoplay);
ClassDB::bind_method(D_METHOD("get_autoplay"), &AnimationPlayer::get_autoplay);
ClassDB::bind_method(D_METHOD("find_animation", "animation"), &AnimationPlayer::find_animation);
ClassDB::bind_method(D_METHOD("find_animation_library", "animation"), &AnimationPlayer::find_animation_library);
ClassDB::bind_method(D_METHOD("set_movie_quit_on_finish_enabled", "enabled"), &AnimationPlayer::set_movie_quit_on_finish_enabled);
ClassDB::bind_method(D_METHOD("is_movie_quit_on_finish_enabled"), &AnimationPlayer::is_movie_quit_on_finish_enabled);
ClassDB::bind_method(D_METHOD("get_current_animation_position"), &AnimationPlayer::get_current_animation_position);
ClassDB::bind_method(D_METHOD("get_current_animation_length"), &AnimationPlayer::get_current_animation_length);
ClassDB::bind_method(D_METHOD("seek", "seconds", "update", "update_only"), &AnimationPlayer::seek, DEFVAL(false), DEFVAL(false));
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "current_animation", PROPERTY_HINT_ENUM, "", PROPERTY_USAGE_EDITOR), "set_current_animation", "get_current_animation");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "assigned_animation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_assigned_animation", "get_assigned_animation");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "autoplay", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_autoplay", "get_autoplay");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "current_animation_length", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_current_animation_length");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "current_animation_position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_current_animation_position");
ADD_GROUP("Playback Options", "playback_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "playback_default_blend_time", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:s"), "set_default_blend_time", "get_default_blend_time");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale", PROPERTY_HINT_RANGE, "-4,4,0.001,or_less,or_greater"), "set_speed_scale", "get_speed_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "movie_quit_on_finish"), "set_movie_quit_on_finish_enabled", "is_movie_quit_on_finish_enabled");
ADD_SIGNAL(MethodInfo(SNAME("current_animation_changed"), PropertyInfo(Variant::STRING, "name")));
ADD_SIGNAL(MethodInfo(SNAME("animation_changed"), PropertyInfo(Variant::STRING_NAME, "old_name"), PropertyInfo(Variant::STRING_NAME, "new_name")));
}
AnimationPlayer::AnimationPlayer() {
}
AnimationPlayer::~AnimationPlayer() {
}