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			92 lines
		
	
	
	
		
			3.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
	
		
			3.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  animation_cache.h                                                    */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#ifndef ANIMATION_CACHE_H
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#define ANIMATION_CACHE_H
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#include "scene/3d/skeleton_3d.h"
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#include "scene/resources/animation.h"
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class AnimationCache : public Object {
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	GDCLASS(AnimationCache, Object);
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	struct Path {
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		RES resource;
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		Object *object;
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		Skeleton3D *skeleton; // haxor
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		Node *node;
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		Node3D *spatial;
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		int bone_idx;
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		Vector<StringName> subpath;
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		bool valid;
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		Path() {
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			object = nullptr;
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			skeleton = nullptr;
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			node = nullptr;
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			bone_idx = -1;
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			valid = false;
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			spatial = nullptr;
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		}
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	};
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	Set<Node *> connected_nodes;
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	Vector<Path> path_cache;
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	Node *root;
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	Ref<Animation> animation;
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	bool cache_dirty;
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	bool cache_valid;
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	void _node_exit_tree(Node *p_node);
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	void _clear_cache();
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	void _update_cache();
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	void _animation_changed();
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protected:
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	static void _bind_methods();
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public:
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	void set_track_transform(int p_idx, const Transform &p_transform);
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	void set_track_value(int p_idx, const Variant &p_value);
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	void call_track(int p_idx, const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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	void set_all(float p_time, float p_delta = 0);
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	void set_animation(const Ref<Animation> &p_animation);
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	void set_root(Node *p_root);
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	AnimationCache();
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};
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#endif // ANIMATION_CACHE_H
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