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Implement AnimationManager the base class of AnimationPlayer/Tree
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TokageItLab committed Sep 28, 2023
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2 changes: 1 addition & 1 deletion doc/classes/AnimatableBody2D.xml
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A 2D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
</brief_description>
<description>
An animatable 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set to [constant AnimationPlayer.ANIMATION_PROCESS_PHYSICS]), and [RemoteTransform2D].
An animatable 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and [RemoteTransform2D].
When [AnimatableBody2D] is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
</description>
<tutorials>
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2 changes: 1 addition & 1 deletion doc/classes/AnimatableBody3D.xml
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A 3D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
</brief_description>
<description>
An animatable 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set to [constant AnimationPlayer.ANIMATION_PROCESS_PHYSICS]), and [RemoteTransform3D].
An animatable 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and [RemoteTransform3D].
When [AnimatableBody3D] is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
</description>
<tutorials>
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342 changes: 342 additions & 0 deletions doc/classes/AnimationMixer.xml

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231 changes: 64 additions & 167 deletions doc/classes/AnimationPlayer.xml

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206 changes: 17 additions & 189 deletions doc/classes/AnimationTree.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationTree" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="AnimationTree" inherits="AnimationMixer" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A node used for advanced animation transitions in an [AnimationPlayer].
</brief_description>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
<method name="_post_process_key_value" qualifiers="virtual const">
<return type="Variant" />
<param index="0" name="animation" type="Animation" />
<param index="1" name="track" type="int" />
<param index="2" name="value" type="Variant" />
<param index="3" name="object" type="Object" />
<param index="4" name="object_idx" type="int" />
<method name="get_process_callback" qualifiers="const" is_deprecated="true">
<return type="int" enum="AnimationTree.AnimationProcessCallback" />
<description>
A virtual function for processing after key getting during playback.
For backward compatibility. See [enum AnimationMixer.AnimationCallbackModeProcess].
</description>
</method>
<method name="advance">
<method name="set_process_callback" is_deprecated="true">
<return type="void" />
<param index="0" name="delta" type="float" />
<param index="0" name="mode" type="int" enum="AnimationTree.AnimationProcessCallback" />
<description>
Manually advance the animations by the specified time (in seconds).
</description>
</method>
<method name="get_root_motion_position" qualifiers="const">
<return type="Vector3" />
<description>
Retrieve the motion delta of position with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].
See also [member root_motion_track] and [RootMotionView].
The most basic example is applying position to [CharacterBody3D]:
[codeblocks]
[gdscript]
var current_rotation: Quaternion

func _process(delta):
if Input.is_action_just_pressed("animate"):
current_rotation = get_quaternion()
state_machine.travel("Animate")
var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta
set_velocity(velocity)
move_and_slide()
[/gdscript]
[/codeblocks]
By using this in combination with [method get_root_motion_position_accumulator], you can apply the root motion position more correctly to account for the rotation of the node.
[codeblocks]
[gdscript]
func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
var velocity: Vector3 = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta
set_velocity(velocity)
move_and_slide()
[/gdscript]
[/codeblocks]
</description>
</method>
<method name="get_root_motion_position_accumulator" qualifiers="const">
<return type="Vector3" />
<description>
Retrieve the blended value of the position tracks with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
This is useful in cases where you want to respect the initial key values of the animation.
For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] is played in the previous frame and then an animation with only one key [code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can be calculated as follows:
[codeblocks]
[gdscript]
var prev_root_motion_position_accumulator: Vector3

func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
var current_root_motion_position_accumulator: Vector3 = animation_tree.get_root_motion_position_accumulator()
var difference: Vector3 = current_root_motion_position_accumulator - prev_root_motion_position_accumulator
prev_root_motion_position_accumulator = current_root_motion_position_accumulator
transform.origin += difference
[/gdscript]
[/codeblocks]
However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
</description>
</method>
<method name="get_root_motion_rotation" qualifiers="const">
<return type="Quaternion" />
<description>
Retrieve the motion delta of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere.
If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].
See also [member root_motion_track] and [RootMotionView].
The most basic example is applying rotation to [CharacterBody3D]:
[codeblocks]
[gdscript]
func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
[/gdscript]
[/codeblocks]
</description>
</method>
<method name="get_root_motion_rotation_accumulator" qualifiers="const">
<return type="Quaternion" />
<description>
Retrieve the blended value of the rotation tracks with the [member root_motion_track] as a [Quaternion] that can be used elsewhere.
This is necessary to apply the root motion position correctly, taking rotation into account. See also [method get_root_motion_position].
Also, this is useful in cases where you want to respect the initial key values of the animation.
For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/code] is played in the previous frame and then an animation with only one key [code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the difference can be calculated as follows:
[codeblocks]
[gdscript]
var prev_root_motion_rotation_accumulator: Quaternion

func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
var current_root_motion_rotation_accumulator: Quaternion = animation_tree.get_root_motion_Quaternion_accumulator()
var difference: Quaternion = prev_root_motion_rotation_accumulator.inverse() * current_root_motion_rotation_accumulator
prev_root_motion_rotation_accumulator = current_root_motion_rotation_accumulator
transform.basis *= difference
[/gdscript]
[/codeblocks]
However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
</description>
</method>
<method name="get_root_motion_scale" qualifiers="const">
<return type="Vector3" />
<description>
Retrieve the motion delta of scale with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].
See also [member root_motion_track] and [RootMotionView].
The most basic example is applying scale to [CharacterBody3D]:
[codeblocks]
[gdscript]
var current_scale: Vector3 = Vector3(1, 1, 1)
var scale_accum: Vector3 = Vector3(1, 1, 1)

func _process(delta):
if Input.is_action_just_pressed("animate"):
current_scale = get_scale()
scale_accum = Vector3(1, 1, 1)
state_machine.travel("Animate")
scale_accum += animation_tree.get_root_motion_scale()
set_scale(current_scale * scale_accum)
[/gdscript]
[/codeblocks]
</description>
</method>
<method name="get_root_motion_scale_accumulator" qualifiers="const">
<return type="Vector3" />
<description>
Retrieve the blended value of the scale tracks with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] is played in the previous frame and then an animation with only one key [code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can be calculated as follows:
[codeblocks]
[gdscript]
var prev_root_motion_scale_accumulator: Vector3

func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
var current_root_motion_scale_accumulator: Vector3 = animation_tree.get_root_motion_scale_accumulator()
var difference: Vector3 = current_root_motion_scale_accumulator - prev_root_motion_scale_accumulator
prev_root_motion_scale_accumulator = current_root_motion_scale_accumulator
transform.basis = transform.basis.scaled(difference)
[/gdscript]
[/codeblocks]
However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
For backward compatibility. See [enum AnimationMixer.AnimationCallbackModeProcess].
</description>
</method>
</methods>
<members>
<member name="active" type="bool" setter="set_active" getter="is_active" default="false">
If [code]true[/code], the [AnimationTree] will be processing.
</member>
<member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(&quot;.&quot;)">
The path to the [Node] used to evaluate the AnimationNode [Expression] if one is not explicitly specified internally.
The path to the [Node] used to evaluate the [AnimationNode] [Expression] if one is not explicitly specified internally.
</member>
<member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath(&quot;&quot;)">
The path to the [AnimationPlayer] used for animating.
</member>
<member name="audio_max_polyphony" type="int" setter="set_audio_max_polyphony" getter="get_audio_max_polyphony" default="32">
The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.
For example, if this value is [code]32[/code] and the animation has two audio tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to [code]32[/code] voices each.
</member>
<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="AnimationTree.AnimationProcessCallback" default="1">
The process mode of this [AnimationTree]. See [enum AnimationProcessCallback] for available modes.
</member>
<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath(&quot;&quot;)">
The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be canceled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView].
</member>
<member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root">
The root animation node of this [AnimationTree]. See [AnimationNode].
<member name="deterministic" type="bool" setter="set_deterministic" getter="is_deterministic" overrides="AnimationMixer" default="true" />
<member name="tree_root" type="AnimationRootNode" setter="set_tree_root" getter="get_tree_root">
The root animation node of this [AnimationTree]. See [AnimationRootNode].
</member>
</members>
<signals>
<signal name="animation_finished">
<param index="0" name="anim_name" type="StringName" />
<description>
Notifies when an animation finished playing.
[b]Note:[/b] This signal is not emitted if an animation is looping or aborted. Also be aware of the possibility of unseen playback by sync and xfade.
</description>
</signal>
<signal name="animation_player_changed">
<description>
Emitted when the [member anim_player] is changed.
</description>
</signal>
<signal name="animation_started">
<param index="0" name="anim_name" type="StringName" />
<description>
Notifies when an animation starts playing.
[b]Note:[/b] This signal is not emitted if an animation is looping or playbacked from the middle. Also be aware of the possibility of unseen playback by sync and xfade.
</description>
</signal>
</signals>
<constants>
<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback">
The animations will progress during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback" is_deprecated="true">
For backward compatibility. See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS].
</constant>
<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessCallback">
The animations will progress during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessCallback" is_deprecated="true">
For backward compatibility. See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE].
</constant>
<constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessCallback">
The animations will only progress manually (see [method advance]).
<constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessCallback" is_deprecated="true">
For backward compatibility. See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL].
</constant>
</constants>
</class>
6 changes: 3 additions & 3 deletions doc/classes/RootMotionView.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="RootMotionView" inherits="VisualInstance3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Editor-only helper for setting up root motion in [AnimationTree].
Editor-only helper for setting up root motion in [AnimationMixer].
</brief_description>
<description>
[i]Root motion[/i] refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also [AnimationTree].
[i]Root motion[/i] refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also [AnimationMixer].
[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project.
</description>
<tutorials>
<link title="Using AnimationTree - Root motion">$DOCS_URL/tutorials/animation/animation_tree.html#root-motion</link>
</tutorials>
<members>
<member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path" default="NodePath(&quot;&quot;)">
Path to an [AnimationTree] node to use as a basis for root motion.
Path to an [AnimationMixer] node to use as a basis for root motion.
</member>
<member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="1.0">
The grid's cell size in 3D units.
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2 changes: 1 addition & 1 deletion doc/classes/StaticBody2D.xml
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A 2D physics body that can't be moved by external forces. When moved manually, it doesn't affect other bodies in its path.
</brief_description>
<description>
A static 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set to [constant AnimationPlayer.ANIMATION_PROCESS_PHYSICS]), and [RemoteTransform2D].
A static 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and [RemoteTransform2D].
When [StaticBody2D] is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use [AnimatableBody2D] instead.
[StaticBody2D] is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using [member constant_linear_velocity] and [member constant_angular_velocity]).
</description>
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