2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								/*************************************************************************/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*  animation_player.cpp                                                 */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*************************************************************************/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                       This file is part of:                           */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                           GODOT ENGINE                                */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                    http://www.godotengine.org                         */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*************************************************************************/  
						 
					
						
							
								
									
										
										
										
											2016-01-01 11:50:53 -02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */  
						 
					
						
							
								
									
										
										
										
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								/*                                                                       */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* 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  "message_queue.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "scene/scene_string_names.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								bool  AnimationPlayer : : _set ( const  StringName &  p_name ,  const  Variant &  p_value )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									String  name = p_name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									if  ( p_name = = SceneStringNames : : get_singleton ( ) - > playback_speed  | |  p_name = = SceneStringNames : : get_singleton ( ) - > speed )  {  //bw compatibility
 
							 
						 
					
						
							
								
									
										
										
										
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										set_speed ( p_value ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									}  else  if  ( p_name = = SceneStringNames : : get_singleton ( ) - > playback_active )  { 
							 
						 
					
						
							
								
									
										
										
										
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										set_active ( p_value ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( name . begins_with ( " playback/play " ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										String  which = p_value ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( which = = " [stop] " ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											stop ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											play ( which ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( name . begins_with ( " anims/ " ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										String  which = name . get_slicec ( ' / ' , 1 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										add_animation ( which , p_value ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( name . begins_with ( " next/ " ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										String  which = name . get_slicec ( ' / ' , 1 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										animation_set_next ( which , p_value ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									}  else  if  ( p_name = = SceneStringNames : : get_singleton ( ) - > blend_times )  { 
							 
						 
					
						
							
								
									
										
										
										
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										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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									}  else  if  ( p_name = = SceneStringNames : : get_singleton ( ) - > autoplay )  { 
							 
						 
					
						
							
								
									
										
										
										
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										autoplay = p_value ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								bool  AnimationPlayer : : _get ( const  StringName &  p_name , Variant  & r_ret )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									String  name = p_name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( name = = " playback/speed " )  {  //bw compatibility
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_ret = speed_scale ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( name = = " playback/active " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_ret = is_active ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( name = = " playback/play " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( is_active ( )  & &  is_playing ( ) ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											r_ret = playback . assigned ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											r_ret = " [stop] " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( name . begins_with ( " anims/ " ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
										
										
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										String  which = name . get_slicec ( ' / ' , 1 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										r_ret =  get_animation ( which ) . get_ref_ptr ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( name . begins_with ( " next/ " ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										String  which = name . get_slicec ( ' / ' , 1 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										r_ret =  animation_get_next ( which ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( name = = " blend_times " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										Array  array ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										array . resize ( blend_times . size ( ) * 3 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										int  idx = 0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										for ( Map < BlendKey ,  float  > : : Element  * E = blend_times . front ( ) ; E ; E = E - > next ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											array . set ( idx * 3 + 0 , E - > key ( ) . from ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											array . set ( idx * 3 + 1 , E - > key ( ) . to ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											array . set ( idx * 3 + 2 , E - > get ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											idx + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_ret = array ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( name = = " autoplay " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_ret = autoplay ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : _get_property_list (  List < PropertyInfo >  * p_list )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									List < String >  names ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									List < PropertyInfo >  anim_names ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									for (  Map < StringName ,  AnimationData > : : Element  * E = animation_set . front ( ) ; E ; E = E - > next ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										anim_names . push_back (  PropertyInfo (  Variant : : OBJECT ,  " anims/ " + String ( E - > key ( ) ) ,  PROPERTY_HINT_RESOURCE_TYPE ,  " Animation " , PROPERTY_USAGE_NOEDITOR )  ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										if  ( E - > get ( ) . next ! = StringName ( ) ) 
							 
						 
					
						
							
								
									
										
										
										
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											anim_names . push_back (  PropertyInfo (  Variant : : STRING ,  " next/ " + String ( E - > key ( ) ) ,  PROPERTY_HINT_NONE ,  " " , PROPERTY_USAGE_NOEDITOR )  ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										names . push_back ( E - > key ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									anim_names . sort ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for (  List < PropertyInfo > : : Element  * E = anim_names . front ( ) ; E ; E = E - > next ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										p_list - > push_back ( E - > get ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
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									{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										names . sort ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										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_list - > push_back (  PropertyInfo (  Variant : : STRING ,  " playback/play " ,  PROPERTY_HINT_ENUM ,  hint , PROPERTY_USAGE_EDITOR )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										p_list - > push_back (  PropertyInfo (  Variant : : BOOL ,  " playback/active " ,  PROPERTY_HINT_NONE , " "  )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										p_list - > push_back (  PropertyInfo (  Variant : : REAL ,  " playback/speed " ,  PROPERTY_HINT_RANGE ,  " -64,64,0.01 " )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									p_list - > push_back (  PropertyInfo (  Variant : : ARRAY ,  " blend_times " ,  PROPERTY_HINT_NONE ,  " " , PROPERTY_USAGE_NOEDITOR )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									p_list - > push_back (  PropertyInfo (  Variant : : STRING ,  " autoplay " ,  PROPERTY_HINT_NONE ,  " " , PROPERTY_USAGE_NOEDITOR )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  AnimationPlayer : : advance ( float  p_time )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									_animation_process (  p_time  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
									
										
										
										
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								void  AnimationPlayer : : _notification ( int  p_what )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch ( p_what )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
										
										
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										case  NOTIFICATION_ENTER_TREE :  { 
							 
						 
					
						
							
								
									
										
										
										
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											if  ( ! processing )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												//make sure that a previous process state was not saved
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												//only process if "processing" is set
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												set_fixed_process ( false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												set_process ( false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											//_set_process(false);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											clear_caches ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  NOTIFICATION_READY :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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											if  ( ! get_tree ( ) - > is_editor_hint ( )  & &  animation_set . has ( autoplay ) )  { 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												play ( autoplay ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  NOTIFICATION_PROCESS :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( animation_process_mode = = ANIMATION_PROCESS_FIXED ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( processing ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												_animation_process (  get_process_delta_time ( )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  NOTIFICATION_FIXED_PROCESS :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( animation_process_mode = = ANIMATION_PROCESS_IDLE ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( processing ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												_animation_process (  get_fixed_process_delta_time ( )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  break ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-11-05 21:20:42 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										case  NOTIFICATION_EXIT_TREE :  { 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
										
										
											2015-06-01 23:35:23 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											//stop_all();
 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											clear_caches ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : _generate_node_caches ( AnimationData *  p_anim )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Node  * parent  =  get_node ( root ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND ( ! parent ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Animation  * a = p_anim - > animation . operator - > ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									p_anim - > node_cache . resize (  a - > get_track_count ( )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for  ( int  i = 0 ; i < a - > get_track_count ( ) ; i + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										p_anim - > node_cache [ i ] = NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										RES  resource ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										Node  * child  =  parent - > get_node_and_resource ( a - > track_get_path ( i ) , resource ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-13 18:03:28 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( ! child )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ERR_EXPLAIN ( " On Animation: ' " + p_anim - > name + " ', couldn't resolve track:  ' " + String ( a - > track_get_path ( i ) ) + " ' " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										ERR_CONTINUE ( ! child ) ;  // couldn't find the child node
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uint32_t  id = resource . is_valid ( ) ? resource - > get_instance_ID ( ) : child - > get_instance_ID ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										int  bone_idx = - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( a - > track_get_path ( i ) . get_property ( )  & &  child - > cast_to < Skeleton > ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											bone_idx  =  child - > cast_to < Skeleton > ( ) - > find_bone (  a - > track_get_path ( i ) . get_property ( )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( bone_idx = = - 1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
									
										
										
										
											2014-11-05 21:20:42 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if  ( ! child - > is_connected ( " exit_tree " , this , " _node_removed " ) ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												child - > connect ( " exit_tree " , this , " _node_removed " , make_binds ( child ) , CONNECT_ONESHOT ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										TrackNodeCacheKey  key ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										key . id = id ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										key . bone_idx = bone_idx ; 
							 
						 
					
						
							
								
									
										
										
										
											2015-12-05 14:18:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( node_cache_map . has ( key ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											p_anim - > node_cache [ i ] = & node_cache_map [ key ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											node_cache_map [ key ] = TrackNodeCache ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											p_anim - > node_cache [ i ] = & node_cache_map [ key ] ; 
							 
						 
					
						
							
								
									
										
										
										
											2015-12-05 14:18:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											p_anim - > node_cache [ i ] - > path = a - > track_get_path ( i ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											p_anim - > node_cache [ i ] - > node = child ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											p_anim - > node_cache [ i ] - > resource = resource ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											p_anim - > node_cache [ i ] - > node_2d = child - > cast_to < Node2D > ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( a - > track_get_type ( i ) = = Animation : : TYPE_TRANSFORM )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												// special cases and caches for transform tracks
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												// cache spatial
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												p_anim - > node_cache [ i ] - > spatial = child - > cast_to < Spatial > ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												// cache skeleton
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												p_anim - > node_cache [ i ] - > skeleton = child - > cast_to < Skeleton > ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( p_anim - > node_cache [ i ] - > skeleton )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													StringName  bone_name = a - > track_get_path ( i ) . get_property ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( bone_name . operator  String ( ) ! = " " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														p_anim - > node_cache [ i ] - > bone_idx = p_anim - > node_cache [ i ] - > skeleton - > find_bone ( bone_name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if  ( p_anim - > node_cache [ i ] - > bone_idx < 0 )  { 
							 
						 
					
						
							
								
									
										
										
										
											2015-05-18 10:20:54 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															// broken track (nonexistent bone)
 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
															p_anim - > node_cache [ i ] - > skeleton = NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															p_anim - > node_cache [ i ] - > spatial = NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															printf ( " bone is %ls \n " ,  String ( bone_name ) . c_str ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															ERR_CONTINUE (  p_anim - > node_cache [ i ] - > bone_idx < 0  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														// no property, just use spatialnode
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														p_anim - > node_cache [ i ] - > skeleton = NULL ; 						
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( a - > track_get_type ( i ) = = Animation : : TYPE_VALUE )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											StringName  property  =  a - > track_get_path ( i ) . get_property ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( ! p_anim - > node_cache [ i ] - > property_anim . has ( property ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												TrackNodeCache : : PropertyAnim  pa ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												pa . prop = property ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												pa . object = resource . is_valid ( ) ? ( Object * ) resource . ptr ( ) : ( Object * ) child ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												pa . special = SP_NONE ; 
							 
						 
					
						
							
								
									
										
										
										
											2015-12-05 14:18:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												pa . owner = p_anim - > node_cache [ i ] ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												if  ( false  & &  p_anim - > node_cache [ i ] - > node_2d )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( pa . prop = = SceneStringNames : : get_singleton ( ) - > transform_pos ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														pa . special = SP_NODE2D_POS ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													else  if  ( pa . prop = = SceneStringNames : : get_singleton ( ) - > transform_rot ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														pa . special = SP_NODE2D_ROT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													else  if  ( pa . prop = = SceneStringNames : : get_singleton ( ) - > transform_scale ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														pa . special = SP_NODE2D_SCALE ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												p_anim - > node_cache [ i ] - > property_anim [ property ] = pa ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : _animation_process_animation ( AnimationData *  p_anim , float  p_time ,  float  p_delta , float  p_interp ,  bool  p_allow_discrete )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( p_anim - > node_cache . size ( )  ! =  p_anim - > animation - > get_track_count ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// animation hasn't been "node-cached"
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										_generate_node_caches ( p_anim ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND (  p_anim - > node_cache . size ( )  ! =  p_anim - > animation - > get_track_count ( )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Animation  * a = p_anim - > animation . operator - > ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-11-05 21:20:42 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									bool  can_call  =  is_inside_tree ( )  & &  ! get_tree ( ) - > is_editor_hint ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for  ( int  i = 0 ; i < a - > get_track_count ( ) ; i + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										TrackNodeCache  * nc = p_anim - > node_cache [ i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( ! nc )  // no node cache for this track, skip it
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( a - > track_get_key_count ( i ) = = 0 ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											continue ;  // do nothing if track is empty
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										switch ( a - > track_get_type ( i ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  Animation : : TYPE_TRANSFORM :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( ! nc - > spatial ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												Vector3  loc ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												Quat  rot ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												Vector3  scale ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												Error  err  =  a - > transform_track_interpolate ( i , p_time , & loc , & rot , & scale ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-12-02 14:02:41 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												//ERR_CONTINUE(err!=OK); //used for testing, should be removed
 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( err ! = OK ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( nc - > accum_pass ! = accum_pass )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													ERR_CONTINUE (  cache_update_size  > =  NODE_CACHE_UPDATE_MAX  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													cache_update [ cache_update_size + + ] = nc ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													nc - > accum_pass = accum_pass ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													nc - > loc_accum = loc ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													nc - > rot_accum = rot ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													nc - > scale_accum = scale ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													nc - > loc_accum = nc - > loc_accum . linear_interpolate ( loc , p_interp ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													nc - > rot_accum = nc - > rot_accum . slerp ( rot , p_interp ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													nc - > scale_accum = nc - > scale_accum . linear_interpolate ( scale , p_interp ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  Animation : : TYPE_VALUE :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( ! nc - > node ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												//StringName property=a->track_get_path(i).get_property();
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												Map < StringName , TrackNodeCache : : PropertyAnim > : : Element  * E = nc - > property_anim . find ( a - > track_get_path ( i ) . get_property ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ERR_CONTINUE ( ! E ) ;  //should it continue, or create a new one?
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												TrackNodeCache : : PropertyAnim  * pa  =  & E - > get ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2015-12-05 14:18:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( a - > value_track_is_continuous ( i )  | |  p_delta = = 0 )  {  //delta == 0 means seek
 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													Variant  value = a - > value_track_interpolate ( i , p_time ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( p_delta = = 0  & &  value . get_type ( ) = = Variant : : STRING ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														continue ;  // doing this with strings is messy, should find another way
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( pa - > accum_pass ! = accum_pass )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														ERR_CONTINUE (  cache_update_prop_size  > =  NODE_CACHE_UPDATE_MAX  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														cache_update_prop [ cache_update_prop_size + + ] = pa ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														pa - > value_accum = value ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														pa - > accum_pass = accum_pass ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														Variant : : interpolate ( pa - > value_accum , value , p_interp , pa - > value_accum ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  if  ( p_allow_discrete )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													List < int >  indices ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													a - > value_track_get_key_indices ( i , p_time , p_delta , & indices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													for ( List < int > : : Element  * F = indices . front ( ) ; F ; F = F - > next ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														Variant  value = a - > track_get_key_value ( i , F - > get ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														switch ( pa - > special )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2015-12-05 14:18:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															case  SP_NONE :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																bool  valid ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																pa - > object - > set ( pa - > prop , value , & valid ) ;   //you are not speshul
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef DEBUG_ENABLED 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if  ( ! valid )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	ERR_PRINTS ( " Failed setting track value ' " + String ( pa - > owner - > path ) + " '. Check if property exists or the type of key is valid " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															case  SP_NODE2D_POS :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef DEBUG_ENABLED 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if  ( value . get_type ( ) ! = Variant : : VECTOR2 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	ERR_PRINTS ( " Position key at time  " + rtos ( p_time ) + "  in Animation Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2() " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																static_cast < Node2D * > ( pa - > object ) - > set_pos ( value ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															case  SP_NODE2D_ROT :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef DEBUG_ENABLED 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if  ( value . is_num ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	ERR_PRINTS ( " Rotation key at time  " + rtos ( p_time ) + "  in Animation Track ' " + String ( pa - > owner - > path ) + " ' not numerical " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																static_cast < Node2D * > ( pa - > object ) - > set_rot ( Math : : deg2rad ( value ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															case  SP_NODE2D_SCALE :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef DEBUG_ENABLED 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if  ( value . get_type ( ) ! = Variant : : VECTOR2 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	ERR_PRINTS ( " Scale key at time  " + rtos ( p_time ) + "  in Animation Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2() " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																static_cast < Node2D * > ( pa - > object ) - > set_scale ( value ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															}  break ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  Animation : : TYPE_METHOD :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( ! nc - > node ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( p_delta = = 0 ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( ! p_allow_discrete ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												List < int >  indices ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												a - > method_track_get_key_indices ( i , p_time , p_delta , & indices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												for ( List < int > : : Element  * E = indices . front ( ) ; E ; E = E - > next ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													StringName  method = a - > method_track_get_name ( i , E - > get ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													Vector < Variant >  params = a - > method_track_get_params ( i , E - > get ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													int  s = params . size ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													ERR_CONTINUE (  s  >  VARIANT_ARG_MAX  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( can_call )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														MessageQueue : : get_singleton ( ) - > push_call ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	nc - > node , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	method , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	s > = 1  ?  params [ 0 ]  :  Variant ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	s > = 2  ?  params [ 1 ]  :  Variant ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	s > = 3  ?  params [ 2 ]  :  Variant ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	s > = 4  ?  params [ 3 ]  :  Variant ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	s > = 5  ?  params [ 4 ]  :  Variant ( ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	       ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : _animation_process_data ( PlaybackData  & cd , float  p_delta , float  p_blend )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float  delta = p_delta * speed_scale * cd . speed_scale ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool  backwards = delta < 0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float  next_pos = cd . pos + delta ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float  len = cd . from - > animation - > get_length ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool  loop = cd . from - > animation - > has_loop ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( ! loop )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( next_pos < 0 ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											next_pos = 0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  if  ( next_pos > len ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											next_pos = len ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// fix delta
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										delta = next_pos - cd . pos ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( & cd  = =  & playback . current )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( ! backwards  & &  cd . pos  <  len  & &  next_pos = = len  /*&& playback.blend.empty()*/ )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												//playback finished
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												end_notify = true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( backwards  & &  cd . pos  >  0  & &  next_pos = = 0  /*&& playback.blend.empty()*/ )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												//playback finished
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												end_notify = true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										next_pos = Math : : fposmod ( next_pos , len ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									cd . pos = next_pos ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									_animation_process_animation ( cd . from , cd . pos , delta , p_blend , & cd  = =  & playback . current ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : _animation_process2 ( float  p_delta )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Playback  & c = playback ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float  prev_blend = 1.0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									accum_pass + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  pop_count = 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  pop = 0 ;  // if >0, then amount of elements to pop from the back
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for  ( List < Blend > : : Element  * E = c . blend . back ( ) ; E ; E = E - > prev ( ) , pop_count + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										Blend &  b = E - > get ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										_animation_process_data ( b . data , p_delta , prev_blend ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										    
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										prev_blend = 1.0 - b . blend_left / b . blend_time ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										b . blend_left - = Math : : absf ( speed_scale * p_delta ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( b . blend_left < 0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											pop = pop_count ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									while ( pop - - )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										c . blend . pop_back ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									_animation_process_data ( c . current , p_delta , prev_blend ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : _animation_update_transforms ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for  ( int  i = 0 ; i < cache_update_size ; i + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										TrackNodeCache  * nc = cache_update [ i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ERR_CONTINUE (  nc - > accum_pass ! = accum_pass  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( nc - > spatial )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											Transform  t ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											t . origin = nc - > loc_accum ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											t . basis = nc - > rot_accum ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											t . basis . scale (  nc - > scale_accum  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( nc - > skeleton  & &  nc - > bone_idx > = 0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												nc - > skeleton - > set_bone_pose (  nc - > bone_idx ,  t  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  else  if  ( nc - > spatial )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												nc - > spatial - > set_transform ( t ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									cache_update_size = 0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for  ( int  i = 0 ; i < cache_update_prop_size ; i + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										TrackNodeCache : : PropertyAnim  * pa = cache_update_prop [ i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ERR_CONTINUE (  pa - > accum_pass ! = accum_pass  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# if 1 
  
						 
					
						
							
								
									
										
										
										
											2015-12-05 14:18:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								/*		switch(pa->special) {
  
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  SP_NONE :  pa - > object - > set ( pa - > prop , pa - > value_accum ) ;  break ;  //you are not speshul
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  SP_NODE2D_POS :  static_cast < Node2D * > ( pa - > object ) - > set_pos ( pa - > value_accum ) ;  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  SP_NODE2D_ROT :  static_cast < Node2D * > ( pa - > object ) - > set_rot ( Math : : deg2rad ( pa - > value_accum ) ) ;  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  SP_NODE2D_SCALE :  static_cast < Node2D * > ( pa - > object ) - > set_scale ( pa - > value_accum ) ;  break ; 
							 
						 
					
						
							
								
									
										
										
										
											2015-12-05 14:18:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										} */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										switch ( pa - > special )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  SP_NONE :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												bool  valid ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												pa - > object - > set ( pa - > prop , pa - > value_accum , & valid ) ;   //you are not speshul
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef DEBUG_ENABLED 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( ! valid )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													ERR_PRINTS ( " Failed setting key at time  " + rtos ( playback . current . pos ) + "  in Animation ' " + get_current_animation ( ) + " ', Track ' " + String ( pa - > owner - > path ) + " '. Check if property exists or the type of key is right for the property " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  SP_NODE2D_POS :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef DEBUG_ENABLED 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( pa - > value_accum . get_type ( ) ! = Variant : : VECTOR2 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													ERR_PRINTS ( " Position key at time  " + rtos ( playback . current . pos ) + "  in Animation ' " + get_current_animation ( ) + " ', Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2() " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												static_cast < Node2D * > ( pa - > object ) - > set_pos ( pa - > value_accum ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  SP_NODE2D_ROT :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef DEBUG_ENABLED 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( pa - > value_accum . is_num ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													ERR_PRINTS ( " Rotation key at time  " + rtos ( playback . current . pos ) + "  in Animation ' " + get_current_animation ( ) + " ', Track ' " + String ( pa - > owner - > path ) + " ' not numerical " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												static_cast < Node2D * > ( pa - > object ) - > set_rot ( Math : : deg2rad ( pa - > value_accum ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  SP_NODE2D_SCALE :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef DEBUG_ENABLED 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( pa - > value_accum . get_type ( ) ! = Variant : : VECTOR2 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													ERR_PRINTS ( " Scale key at time  " + rtos ( playback . current . pos ) + "  in Animation ' " + get_current_animation ( ) + " ', Track ' " + String ( pa - > owner - > path ) + " ' not of type Vector2() " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												static_cast < Node2D * > ( pa - > object ) - > set_scale ( pa - > value_accum ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										pa - > object - > set ( pa - > prop , pa - > value_accum ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									cache_update_prop_size = 0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : _animation_process ( float  p_delta )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//	bool any_active=false;
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( playback . current . from )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										end_notify = false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										_animation_process2 ( p_delta ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										_animation_update_transforms ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( end_notify )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( queued . size ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												String  old  =  playback . assigned ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												play ( queued . front ( ) - > get ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												String  new_name  =  playback . assigned ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												queued . pop_front ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-08-14 10:31:38 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												end_notify = false ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												emit_signal ( SceneStringNames : : get_singleton ( ) - > animation_changed ,  old ,  new_name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                //stop();
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												playing  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												_set_process ( false ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-08-14 10:31:38 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												end_notify = false ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												emit_signal ( SceneStringNames : : get_singleton ( ) - > finished ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										_set_process ( false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								Error  AnimationPlayer : : add_animation ( const  StringName &  p_name ,  const  Ref < Animation > &  p_animation )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2015-06-29 00:29:49 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef DEBUG_ENABLED 
  
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									ERR_EXPLAIN ( " Invalid animation name:  " + String ( p_name ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND_V (  String ( p_name ) . find ( " / " ) ! = - 1  | |  String ( p_name ) . find ( " : " ) ! = - 1  | |  String ( p_name ) . find ( " , " ) ! = - 1  | |  String ( p_name ) . find ( " [ " ) ! = - 1 ,  ERR_INVALID_PARAMETER  ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2015-06-29 00:29:49 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND_V (  p_animation . is_null ( )  ,  ERR_INVALID_PARAMETER  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//print_line("Add anim: "+String(p_name)+" name: "+p_animation->get_name());
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( animation_set . has ( p_name ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										_unref_anim ( animation_set [ p_name ] . animation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										animation_set [ p_name ] . animation = p_animation ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										clear_caches ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										AnimationData  ad ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ad . animation = p_animation ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ad . name = p_name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										animation_set [ p_name ] = ad ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 	
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									_ref_anim ( p_animation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									_change_notify ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  OK ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : remove_animation ( const  StringName &  p_name )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND ( ! animation_set . has ( p_name )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									stop_all ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									_unref_anim ( animation_set [ p_name ] . animation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									animation_set . erase ( p_name ) ; 	
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									clear_caches ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									_change_notify ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : _ref_anim ( const  Ref < Animation > &  p_anim )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( used_anims . has ( p_anim ) ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										used_anims [ p_anim ] + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										used_anims [ p_anim ] = 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										Ref < Animation > ( p_anim ) - > connect ( " changed " , this , " _animation_changed " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : _unref_anim ( const  Ref < Animation > &  p_anim )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND ( ! used_anims . has ( p_anim ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  &  n  =  used_anims [ p_anim ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									n - - ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( n = = 0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										Ref < Animation > ( p_anim ) - > disconnect ( " changed " , this , " _animation_changed " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										used_anims . erase ( p_anim ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : rename_animation ( const  StringName &  p_name , const  StringName &  p_new_name )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND ( ! animation_set . has ( p_name )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND (  String ( p_new_name ) . find ( " / " ) ! = - 1  | |  String ( p_new_name ) . find ( " : " ) ! = - 1  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND (  animation_set . has ( p_new_name )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//print_line("Rename anim: "+String(p_name)+" name: "+String(p_new_name));
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									stop_all ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									AnimationData  ad  =  animation_set [ p_name ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ad . name = p_new_name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									animation_set . erase ( p_name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									animation_set [ p_new_name ] = ad ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									List < BlendKey >  to_erase ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Map < BlendKey , float >  to_insert ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for ( Map < BlendKey ,  float  > : : Element  * E = blend_times . front ( ) ; E ; E = E - > next ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										BlendKey  bk = E - > key ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										BlendKey  new_bk = bk ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										bool  erase = false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( bk . from = = p_name )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											new_bk . from = p_new_name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											erase = true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( bk . to = = p_name )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											new_bk . to = p_new_name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											erase = true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( erase )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											to_erase . push_back ( bk ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											to_insert [ new_bk ] = E - > get ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									while ( to_erase . size ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										blend_times . erase ( to_erase . front ( ) - > get ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										to_erase . pop_front ( ) ; ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									while ( to_insert . size ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										blend_times [ to_insert . front ( ) - > key ( ) ] = to_insert . front ( ) - > get ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										to_insert . erase ( to_insert . front ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( autoplay = = p_name ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										autoplay = p_new_name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									clear_caches ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									_change_notify ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								bool  AnimationPlayer : : has_animation ( const  StringName &  p_name )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  animation_set . has ( p_name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								Ref < Animation >  AnimationPlayer : : get_animation ( const  StringName &  p_name )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND_V (  ! animation_set . has ( p_name ) ,  Ref < Animation > ( )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  AnimationData &  data  =  animation_set [ p_name ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  data . animation ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : get_animation_list (  List < StringName >  *  p_animations )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									List < String >  anims ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for (  Map < StringName ,  AnimationData > : : Element  * E = animation_set . front ( ) ; E ; E = E - > next ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										anims . push_back ( E - > key ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									anims . sort ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for ( List < String > : : Element  * E = anims . front ( ) ; E ; E = E - > next ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										p_animations - > push_back ( E - > get ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : set_blend_time ( const  StringName &  p_animation1 ,  const  StringName &  p_animation2 ,  float  p_time )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND ( p_time < 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 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								float  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 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : queue ( const  StringName &  p_name )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( ! is_playing ( ) ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										play ( p_name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									else 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										queued . push_back ( p_name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : clear_queue ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									queued . clear ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2015-09-10 00:10:54 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  AnimationPlayer : : play_backwards ( const  StringName &  p_name , float  p_custom_blend )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									play ( p_name , p_custom_blend , - 1 , true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : play ( const  StringName &  p_name ,  float  p_custom_blend ,  float  p_custom_scale , bool  p_from_end )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//printf("animation is %ls\n", String(p_name).c_str());
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//ERR_FAIL_COND(!is_inside_scene());
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									StringName  name = p_name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( String ( name ) = = " " ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										name = playback . assigned ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( ! animation_set . has ( name ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ERR_EXPLAIN ( " Animation not found:  " + name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ERR_FAIL ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Playback  & c = playback ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( c . current . from )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float  blend_time = 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_time = b . blend_left = blend_time ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											c . blend . push_back ( b ) ; 			
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c . current . from = & animation_set [ name ] ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-05-14 01:22:15 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									c . current . pos = p_from_end  ?  c . current . from - > animation - > get_length ( )  :  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									c . current . speed_scale = p_custom_scale ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c . assigned = p_name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2014-08-14 10:31:38 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( ! end_notify ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										queued . clear ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									_set_process ( true ) ;  // always process when starting an animation
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									playing  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2014-11-05 21:20:42 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( is_inside_tree ( )  & &   get_tree ( ) - > is_editor_hint ( ) ) 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										return ;  // no next in this case
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									StringName  next = animation_get_next ( p_name ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-10-27 22:54:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( next ! = StringName ( )  & &  animation_set . has ( next ) )  { 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										queue ( next ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								bool  AnimationPlayer : : is_playing ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    return  playing ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    /*
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( playback . current . from = = NULL ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float  len = playback . current . from - > animation - > get_length ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float  pos  =  playback . current . pos ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool  loop = playback . current . from - > animation - > has_loop ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( ! loop  & &  pos  > =  len )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : set_current_animation ( const  String &  p_anim )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( is_playing ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										play ( p_anim ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ERR_FAIL_COND ( ! animation_set . has ( p_anim ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										playback . current . pos = 0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										playback . current . from = & animation_set [ p_anim ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										playback . assigned = p_anim ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								String  AnimationPlayer : : get_current_animation ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  ( playback . assigned ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2015-05-25 01:46:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  AnimationPlayer : : stop ( bool  p_reset )  {  
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Playback  & c = playback ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c . blend . clear ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2015-05-25 01:46:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( p_reset )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										c . current . from = NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									_set_process ( false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									queued . clear ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2015-05-25 01:46:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									playing  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : stop_all ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									stop ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									_set_process ( false ) ;  // always process when starting an animation
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : set_speed ( float  p_speed )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									speed_scale = p_speed ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								float  AnimationPlayer : : get_speed ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  speed_scale ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : seek ( float  p_time , bool  p_update )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( ! playback . current . from )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( playback . assigned ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											set_current_animation ( playback . assigned ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ERR_FAIL_COND ( ! playback . current . from ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									playback . current . pos = p_time ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( p_update )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										_animation_process ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : seek_delta ( float  p_time , float  p_delta )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( ! playback . current . from )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( playback . assigned ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											set_current_animation ( playback . assigned ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ERR_FAIL_COND ( ! playback . current . from ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									playback . current . pos = p_time - p_delta ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( speed_scale ! = 0.0 ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										p_delta / = speed_scale ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									_animation_process ( p_delta ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//playback.current.pos=p_time;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								bool  AnimationPlayer : : is_valid ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  ( playback . current . from ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								float  AnimationPlayer : : get_current_animation_pos ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND_V ( ! playback . current . from , 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  playback . current . pos ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								float  AnimationPlayer : : get_current_animation_length ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND_V ( ! playback . current . from , 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  playback . current . from - > animation - > get_length ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : _animation_changed ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									clear_caches ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : _node_removed ( Node  * p_node )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									clear_caches ( ) ;  // nodes contained here ar being removed, clear the caches
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : clear_caches ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									node_cache_map . clear ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for (  Map < StringName ,  AnimationData > : : Element  * E = animation_set . front ( ) ; E ; E = E - > next ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										E - > get ( ) . node_cache . clear ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									cache_update_size = 0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									cache_update_prop_size = 0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : set_active ( bool  p_active )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( active = = p_active ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									active = p_active ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									_set_process ( processing , true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								bool  AnimationPlayer : : is_active ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  active ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								StringName  AnimationPlayer : : find_animation ( const  Ref < Animation > &  p_animation )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for (  Map < StringName ,  AnimationData > : : Element  * E = animation_set . front ( ) ; E ; E = E - > next ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( E - > get ( ) . animation = = p_animation ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											return  E - > key ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  " " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : set_autoplay ( const  String &  p_name )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									autoplay = p_name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								String  AnimationPlayer : : get_autoplay ( )  const {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  autoplay ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : set_animation_process_mode ( AnimationProcessMode  p_mode )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( animation_process_mode = = p_mode ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool  pr  =  processing ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( pr ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										_set_process ( false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									animation_process_mode = p_mode ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( pr ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										_set_process ( true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								AnimationPlayer : : AnimationProcessMode  AnimationPlayer : : get_animation_process_mode ( )  const {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  animation_process_mode ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : _set_process ( bool  p_process , bool  p_force )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( processing = = p_process  & &  ! p_force ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch ( animation_process_mode )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  ANIMATION_PROCESS_FIXED :  set_fixed_process ( p_process  & &  active ) ;  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  ANIMATION_PROCESS_IDLE :  set_process ( p_process  & &  active ) ;  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									processing = p_process ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : animation_set_next ( const  StringName &  p_animation ,  const  StringName &  p_next )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND ( ! animation_set . has ( p_animation ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									animation_set [ p_animation ] . next = p_next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								StringName  AnimationPlayer : : animation_get_next ( const  StringName &  p_animation )  const {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( ! animation_set . has ( p_animation ) ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  StringName ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  animation_set [ p_animation ] . next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : set_default_blend_time ( float  p_default )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    default_blend_time = p_default ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								float  AnimationPlayer : : get_default_blend_time ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								       return  default_blend_time ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : set_root ( const  NodePath &  p_root )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									root = p_root ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									clear_caches ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								NodePath  AnimationPlayer : : get_root ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  root ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2014-12-16 22:31:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  AnimationPlayer : : get_argument_options ( const  StringName &  p_function , int  p_idx , List < String > * r_options )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									String  pf  =  p_function ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( p_function = = " play "  | |  p_function = = " remove_animation "  | |  p_function = = " has_animation "  | |  p_function = = " queue " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										List < StringName >  al ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										get_animation_list ( & al ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										for  ( List < StringName > : : Element  * E = al . front ( ) ; E ; E = E - > next ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											r_options - > push_back ( " \" " + String ( E - > get ( ) ) + " \" " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Node : : get_argument_options ( p_function , p_idx , r_options ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  AnimationPlayer : : _bind_methods ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " _node_removed " ) , & AnimationPlayer : : _node_removed ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " _animation_changed " ) , & AnimationPlayer : : _animation_changed ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " add_animation " , " name " , " animation:Animation " ) , & AnimationPlayer : : add_animation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " remove_animation " , " name " ) , & AnimationPlayer : : remove_animation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " rename_animation " , " name " , " newname " ) , & AnimationPlayer : : rename_animation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " has_animation " , " name " ) , & AnimationPlayer : : has_animation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " get_animation:Animation " , " name " ) , & AnimationPlayer : : get_animation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " get_animation_list " ) , & AnimationPlayer : : _get_animation_list ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " set_blend_time " , " anim_from " , " anim_to " , " sec " ) , & AnimationPlayer : : set_blend_time ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " get_blend_time " , " anim_from " , " anim_to " ) , & AnimationPlayer : : get_blend_time ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " set_default_blend_time " , " sec " ) , & AnimationPlayer : : set_default_blend_time ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " get_default_blend_time " ) , & AnimationPlayer : : get_default_blend_time ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " play " , " name " , " custom_blend " , " custom_speed " , " from_end " ) , & AnimationPlayer : : play , DEFVAL ( " " ) , DEFVAL ( - 1 ) , DEFVAL ( 1.0 ) , DEFVAL ( false ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2015-09-10 00:10:54 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " play_backwards " , " name " , " custom_blend " ) , & AnimationPlayer : : play_backwards , DEFVAL ( " " ) , DEFVAL ( - 1 ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2015-05-25 01:46:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " stop " , " reset " ) , & AnimationPlayer : : stop , DEFVAL ( true ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " stop_all " ) , & AnimationPlayer : : stop_all ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " is_playing " ) , & AnimationPlayer : : is_playing ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " set_current_animation " , " anim " ) , & AnimationPlayer : : set_current_animation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " get_current_animation " ) , & AnimationPlayer : : get_current_animation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " queue " , " name " ) , & AnimationPlayer : : queue ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " clear_queue " ) , & AnimationPlayer : : clear_queue ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " set_active " , " active " ) , & AnimationPlayer : : set_active ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " is_active " ) , & AnimationPlayer : : is_active ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " set_speed " , " speed " ) , & AnimationPlayer : : set_speed ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " get_speed " ) , & AnimationPlayer : : get_speed ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " set_autoplay " , " name " ) , & AnimationPlayer : : set_autoplay ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " get_autoplay " ) , & AnimationPlayer : : get_autoplay ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " set_root " , " path " ) , & AnimationPlayer : : set_root ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " get_root " ) , & AnimationPlayer : : get_root ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " seek " , " pos_sec " , " update " ) , & AnimationPlayer : : seek , DEFVAL ( false ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " get_pos " ) , & AnimationPlayer : : get_current_animation_pos ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " find_animation " , " animation:Animation " ) , & AnimationPlayer : : find_animation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " clear_caches " ) , & AnimationPlayer : : clear_caches ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " set_animation_process_mode " , " mode " ) , & AnimationPlayer : : set_animation_process_mode ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " get_animation_process_mode " ) , & AnimationPlayer : : get_animation_process_mode ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " get_current_animation_pos " ) , & AnimationPlayer : : get_current_animation_pos ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " get_current_animation_length " ) , & AnimationPlayer : : get_current_animation_length ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2014-10-03 00:10:51 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									ObjectTypeDB : : bind_method ( _MD ( " advance " , " delta " ) , & AnimationPlayer : : advance ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ADD_PROPERTY (  PropertyInfo (  Variant : : INT ,  " playback/process_mode " ,  PROPERTY_HINT_ENUM ,  " Fixed,Idle " ) ,  _SCS ( " set_animation_process_mode " ) ,  _SCS ( " get_animation_process_mode " ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ADD_PROPERTY (  PropertyInfo (  Variant : : REAL ,  " playback/default_blend_time " ,  PROPERTY_HINT_RANGE ,  " 0,4096,0.01 " ) ,  _SCS ( " set_default_blend_time " ) ,  _SCS ( " get_default_blend_time " ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ADD_PROPERTY (  PropertyInfo (  Variant : : NODE_PATH ,  " root/root " ) ,  _SCS ( " set_root " ) ,  _SCS ( " get_root " ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ADD_SIGNAL (  MethodInfo ( " finished " )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ADD_SIGNAL (  MethodInfo ( " animation_changed " ,  PropertyInfo ( Variant : : STRING , " old_name " ) ,  PropertyInfo ( Variant : : STRING , " new_name " ) )  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									BIND_CONSTANT (  ANIMATION_PROCESS_FIXED  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									BIND_CONSTANT (  ANIMATION_PROCESS_IDLE  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								AnimationPlayer : : AnimationPlayer ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									accum_pass = 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									cache_update_size = 0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									cache_update_prop_size = 0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									speed_scale = 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									end_notify = false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									animation_process_mode = ANIMATION_PROCESS_IDLE ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									processing = false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        default_blend_time = 0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2015-06-29 00:29:49 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									root = SceneStringNames : : get_singleton ( ) - > path_pp ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									playing  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									active = true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								AnimationPlayer : : ~ AnimationPlayer ( )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}