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Add animation reset track feature

As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
This commit is contained in:
Pedro J. Estébanez
2020-12-20 11:46:44 +01:00
parent 1f52782bbb
commit b7367ac426
12 changed files with 300 additions and 81 deletions

View File

@@ -36,6 +36,7 @@
#include "servers/audio/audio_stream.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "scene/2d/skeleton_2d.h"
@@ -53,6 +54,21 @@ void AnimatedValuesBackup::update_skeletons() {
}
}
}
void AnimatedValuesBackup::restore() const {
for (int i = 0; i < entries.size(); i++) {
const AnimatedValuesBackup::Entry *entry = &entries[i];
if (entry->bone_idx == -1) {
entry->object->set_indexed(entry->subpath, entry->value);
} else {
Object::cast_to<Skeleton3D>(entry->object)->set_bone_pose(entry->bone_idx, entry->value);
}
}
}
void AnimatedValuesBackup::_bind_methods() {
ClassDB::bind_method(D_METHOD("restore"), &AnimatedValuesBackup::restore);
}
#endif
bool AnimationPlayer::_set(const StringName &p_name, const Variant &p_value) {
@@ -1379,6 +1395,14 @@ String AnimationPlayer::get_autoplay() const {
return autoplay;
}
void AnimationPlayer::set_reset_on_save_enabled(bool p_enabled) {
reset_on_save = p_enabled;
}
bool AnimationPlayer::is_reset_on_save_enabled() const {
return reset_on_save;
}
void AnimationPlayer::set_animation_process_mode(AnimationProcessMode p_mode) {
if (animation_process_mode == p_mode) {
return;
@@ -1473,15 +1497,15 @@ void AnimationPlayer::get_argument_options(const StringName &p_function, int p_i
}
#ifdef TOOLS_ENABLED
AnimatedValuesBackup AnimationPlayer::backup_animated_values() {
Ref<AnimatedValuesBackup> AnimationPlayer::backup_animated_values() {
Ref<AnimatedValuesBackup> backup;
if (!playback.current.from) {
return AnimatedValuesBackup();
return backup;
}
_ensure_node_caches(playback.current.from);
AnimatedValuesBackup backup;
backup.instance();
for (int i = 0; i < playback.current.from->node_cache.size(); i++) {
TrackNodeCache *nc = playback.current.from->node_cache[i];
if (!nc) {
@@ -1497,7 +1521,7 @@ AnimatedValuesBackup AnimationPlayer::backup_animated_values() {
entry.object = nc->skeleton;
entry.bone_idx = nc->bone_idx;
entry.value = nc->skeleton->get_bone_pose(nc->bone_idx);
backup.entries.push_back(entry);
backup->entries.push_back(entry);
} else {
if (nc->spatial) {
AnimatedValuesBackup::Entry entry;
@@ -1505,7 +1529,7 @@ AnimatedValuesBackup AnimationPlayer::backup_animated_values() {
entry.subpath.push_back("transform");
entry.value = nc->spatial->get_transform();
entry.bone_idx = -1;
backup.entries.push_back(entry);
backup->entries.push_back(entry);
} else {
for (Map<StringName, TrackNodeCache::PropertyAnim>::Element *E = nc->property_anim.front(); E; E = E->next()) {
AnimatedValuesBackup::Entry entry;
@@ -1515,7 +1539,7 @@ AnimatedValuesBackup AnimationPlayer::backup_animated_values() {
entry.value = E->value().object->get_indexed(E->value().subpath, &valid);
entry.bone_idx = -1;
if (valid) {
backup.entries.push_back(entry);
backup->entries.push_back(entry);
}
}
}
@@ -1525,15 +1549,40 @@ AnimatedValuesBackup AnimationPlayer::backup_animated_values() {
return backup;
}
void AnimationPlayer::restore_animated_values(const AnimatedValuesBackup &p_backup) {
for (int i = 0; i < p_backup.entries.size(); i++) {
const AnimatedValuesBackup::Entry *entry = &p_backup.entries[i];
if (entry->bone_idx == -1) {
entry->object->set_indexed(entry->subpath, entry->value);
} else {
Object::cast_to<Skeleton3D>(entry->object)->set_bone_pose(entry->bone_idx, entry->value);
}
Ref<AnimatedValuesBackup> AnimationPlayer::apply_reset(bool p_user_initiated) {
ERR_FAIL_COND_V(!can_apply_reset(), Ref<AnimatedValuesBackup>());
Ref<Animation> reset_anim = animation_set["RESET"].animation;
ERR_FAIL_COND_V(reset_anim.is_null(), Ref<AnimatedValuesBackup>());
Node *root_node = get_node_or_null(root);
ERR_FAIL_COND_V(!root_node, Ref<AnimatedValuesBackup>());
AnimationPlayer *aux_player = memnew(AnimationPlayer);
EditorNode::get_singleton()->add_child(aux_player);
aux_player->set_root(aux_player->get_path_to(root_node));
aux_player->add_animation("RESET", reset_anim);
aux_player->set_assigned_animation("RESET");
Ref<AnimatedValuesBackup> old_values = aux_player->backup_animated_values();
aux_player->seek(0.0f, true);
aux_player->queue_delete();
if (p_user_initiated) {
Ref<AnimatedValuesBackup> new_values = aux_player->backup_animated_values();
old_values->restore();
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Anim Apply Reset"));
ur->add_do_method(new_values.ptr(), "restore");
ur->add_undo_method(old_values.ptr(), "restore");
ur->commit_action();
}
return old_values;
}
bool AnimationPlayer::can_apply_reset() const {
return has_animation("RESET") && playback.assigned != StringName("RESET");
}
#endif
@@ -1577,6 +1626,9 @@ void AnimationPlayer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_autoplay", "name"), &AnimationPlayer::set_autoplay);
ClassDB::bind_method(D_METHOD("get_autoplay"), &AnimationPlayer::get_autoplay);
ClassDB::bind_method(D_METHOD("set_reset_on_save_enabled", "enabled"), &AnimationPlayer::set_reset_on_save_enabled);
ClassDB::bind_method(D_METHOD("is_reset_on_save_enabled"), &AnimationPlayer::is_reset_on_save_enabled);
ClassDB::bind_method(D_METHOD("set_root", "path"), &AnimationPlayer::set_root);
ClassDB::bind_method(D_METHOD("get_root"), &AnimationPlayer::get_root);
@@ -1600,6 +1652,7 @@ void AnimationPlayer::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "current_animation", PROPERTY_HINT_ENUM, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ANIMATE_AS_TRIGGER), "set_current_animation", "get_current_animation");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "assigned_animation", PROPERTY_HINT_NONE, "", 0), "set_assigned_animation", "get_assigned_animation");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "autoplay", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_autoplay", "get_autoplay");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reset_on_save", PROPERTY_HINT_NONE, ""), "set_reset_on_save_enabled", "is_reset_on_save_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "current_animation_length", PROPERTY_HINT_NONE, "", 0), "", "get_current_animation_length");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "current_animation_position", PROPERTY_HINT_NONE, "", 0), "", "get_current_animation_position");
@@ -1631,6 +1684,7 @@ AnimationPlayer::AnimationPlayer() {
speed_scale = 1;
end_reached = false;
end_notify = false;
reset_on_save = true;
animation_process_mode = ANIMATION_PROCESS_IDLE;
method_call_mode = ANIMATION_METHOD_CALL_DEFERRED;
processing = false;