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C++ AnimationPlayer::get_animation方法代码示例

本文整理汇总了C++中AnimationPlayer::get_animation方法的典型用法代码示例。如果您正苦于以下问题:C++ AnimationPlayer::get_animation方法的具体用法?C++ AnimationPlayer::get_animation怎么用?C++ AnimationPlayer::get_animation使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在AnimationPlayer的用法示例。


在下文中一共展示了AnimationPlayer::get_animation方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: _update_sources

void AnimationTreePlayer::_update_sources() {

	if (master==NodePath())
		return;
	if (!is_inside_tree())
		return;

	Node *m = get_node(master);
	if (!m) {
		master=NodePath();
		ERR_FAIL_COND(!m);
	}

	AnimationPlayer *ap = m->cast_to<AnimationPlayer>();

	if (!ap) {

		master=NodePath();
		ERR_FAIL_COND(!ap);
	}

	for (Map<StringName,NodeBase*>::Element *E=node_map.front();E;E=E->next()) {

		if (E->get()->type==NODE_ANIMATION) {

			AnimationNode *an = static_cast<AnimationNode*>(E->get());

			if (an->from!="") {

				an->animation = ap->get_animation(an->from);
			}
		}
	}


}
开发者ID:RYG81,项目名称:godot,代码行数:36,代码来源:animation_tree_player.cpp

示例2: _fix_node

Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>,Ref<Shape> > &collision_map,uint32_t p_flags,Set<Ref<ImageTexture> >& image_map) {

	// children first..
	for(int i=0;i<p_node->get_child_count();i++) {


		Node *r = _fix_node(p_node->get_child(i),p_root,collision_map,p_flags,image_map);
		if (!r) {
			print_line("was erased..");
			i--; //was erased
		}
	}

	String name = p_node->get_name();

	bool isroot = p_node==p_root;


	if (!isroot && p_flags&SCENE_FLAG_REMOVE_NOIMP && _teststr(name,"noimp")) {

		memdelete(p_node);
		return NULL;
	}

	{

		List<PropertyInfo> pl;
		p_node->get_property_list(&pl);
		for(List<PropertyInfo>::Element *E=pl.front();E;E=E->next()) {

			if (E->get().type==Variant::OBJECT || E->get().type==Variant::ARRAY || E->get().type==Variant::DICTIONARY) {
				_find_resources(p_node->get(E->get().name),image_map);
			}
		}

	}




	if (p_flags&SCENE_FLAG_CREATE_BILLBOARDS && p_node->cast_to<MeshInstance>()) {

		MeshInstance *mi = p_node->cast_to<MeshInstance>();

		bool bb=false;

		if ((_teststr(name,"bb"))) {
			bb=true;
		} else if (mi->get_mesh().is_valid() && (_teststr(mi->get_mesh()->get_name(),"bb"))) {
			bb=true;

		}

		if (bb) {
			mi->set_flag(GeometryInstance::FLAG_BILLBOARD,true);
			if (mi->get_mesh().is_valid()) {

				Ref<Mesh> m = mi->get_mesh();
				for(int i=0;i<m->get_surface_count();i++) {

					Ref<FixedMaterial> fm = m->surface_get_material(i);
					if (fm.is_valid()) {
						fm->set_flag(Material::FLAG_UNSHADED,true);
						fm->set_flag(Material::FLAG_DOUBLE_SIDED,true);
						fm->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
						fm->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA,true);
					}
				}
			}
		}
	}

	if (p_flags&SCENE_FLAG_REMOVE_NOIMP && p_node->cast_to<AnimationPlayer>()) {
		//remove animations referencing non-importable nodes
		AnimationPlayer *ap = p_node->cast_to<AnimationPlayer>();

		List<StringName> anims;
		ap->get_animation_list(&anims);
		for(List<StringName>::Element *E=anims.front();E;E=E->next()) {

			Ref<Animation> anim=ap->get_animation(E->get());
			ERR_CONTINUE(anim.is_null());
			for(int i=0;i<anim->get_track_count();i++) {
				NodePath path = anim->track_get_path(i);

				for(int j=0;j<path.get_name_count();j++) {
					String node = path.get_name(j);
					if (_teststr(node,"noimp")) {
						anim->remove_track(i);
						i--;
						break;
					}
				}
			}

		}
	}


	if (p_flags&SCENE_FLAG_CREATE_IMPOSTORS && p_node->cast_to<MeshInstance>()) {
//.........这里部分代码省略.........
开发者ID:9cat,项目名称:godot,代码行数:101,代码来源:editor_scene_import_plugin.cpp

示例3: _update_graph

void AnimationNodeBlendTreeEditor::_update_graph() {

	if (updating)
		return;

	graph->set_scroll_ofs(blend_tree->get_graph_offset() * EDSCALE);

	if (blend_tree->get_parent().is_valid()) {
		goto_parent->show();
	} else {
		goto_parent->hide();
	}
	graph->clear_connections();
	//erase all nodes
	for (int i = 0; i < graph->get_child_count(); i++) {

		if (Object::cast_to<GraphNode>(graph->get_child(i))) {
			memdelete(graph->get_child(i));
			i--;
		}
	}

	animations.clear();

	List<StringName> nodes;
	blend_tree->get_node_list(&nodes);

	for (List<StringName>::Element *E = nodes.front(); E; E = E->next()) {

		GraphNode *node = memnew(GraphNode);
		graph->add_child(node);

		Ref<AnimationNode> agnode = blend_tree->get_node(E->get());

		if (!agnode->is_connected("changed", this, "_node_changed")) {
			agnode->connect("changed", this, "_node_changed", varray(agnode->get_instance_id()), CONNECT_DEFERRED);
		}

		node->set_offset(agnode->get_position() * EDSCALE);

		node->set_title(agnode->get_caption());
		node->set_name(E->get());

		int base = 0;
		if (String(E->get()) != "output") {
			LineEdit *name = memnew(LineEdit);
			name->set_text(E->get());
			name->set_expand_to_text_length(true);
			node->add_child(name);
			node->set_slot(0, false, 0, Color(), true, 0, get_color("font_color", "Label"));
			name->connect("text_entered", this, "_node_renamed", varray(agnode));
			name->connect("focus_exited", this, "_node_renamed_focus_out", varray(name, agnode));
			base = 1;
			node->set_show_close_button(true);
			node->connect("close_request", this, "_delete_request", varray(E->get()), CONNECT_DEFERRED);
		}

		for (int i = 0; i < agnode->get_input_count(); i++) {
			Label *in_name = memnew(Label);
			node->add_child(in_name);
			in_name->set_text(agnode->get_input_name(i));
			node->set_slot(base + i, true, 0, get_color("font_color", "Label"), false, 0, Color());
		}

		node->connect("dragged", this, "_node_dragged", varray(agnode));

		if (EditorNode::get_singleton()->item_has_editor(agnode.ptr())) {
			node->add_child(memnew(HSeparator));
			Button *open_in_editor = memnew(Button);
			open_in_editor->set_text(TTR("Open Editor"));
			open_in_editor->set_icon(get_icon("Edit", "EditorIcons"));
			node->add_child(open_in_editor);
			open_in_editor->connect("pressed", this, "_open_in_editor", varray(E->get()), CONNECT_DEFERRED);
			open_in_editor->set_h_size_flags(SIZE_SHRINK_CENTER);
		}

		if (agnode->has_filter()) {

			node->add_child(memnew(HSeparator));
			Button *edit_filters = memnew(Button);
			edit_filters->set_text(TTR("Edit Filters"));
			edit_filters->set_icon(get_icon("AnimationFilter", "EditorIcons"));
			node->add_child(edit_filters);
			edit_filters->connect("pressed", this, "_edit_filters", varray(E->get()), CONNECT_DEFERRED);
			edit_filters->set_h_size_flags(SIZE_SHRINK_CENTER);
		}

		Ref<AnimationNodeAnimation> anim = agnode;
		if (anim.is_valid()) {

			MenuButton *mb = memnew(MenuButton);
			mb->set_text(anim->get_animation());
			mb->set_icon(get_icon("Animation", "EditorIcons"));
			Array options;

			node->add_child(memnew(HSeparator));
			node->add_child(mb);

			ProgressBar *pb = memnew(ProgressBar);

//.........这里部分代码省略.........
开发者ID:RandomShaper,项目名称:godot,代码行数:101,代码来源:animation_blend_tree_editor_plugin.cpp

示例4: _notification

void AnimationNodeBlendTreeEditor::_notification(int p_what) {

	if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {

		goto_parent->set_icon(get_icon("MoveUp", "EditorIcons"));

		error_panel->add_style_override("panel", get_stylebox("bg", "Tree"));
		error_label->add_color_override("font_color", get_color("error_color", "Editor"));
	}

	if (p_what == NOTIFICATION_PROCESS) {

		String error;

		if (!blend_tree->get_tree()) {
			error = TTR("BlendTree does not belong to an AnimationTree node.");
		} else if (!blend_tree->get_tree()->is_active()) {
			error = TTR("AnimationTree is inactive.\nActivate to enable playback, check node warnings if activation fails.");
		} else if (blend_tree->get_tree()->is_state_invalid()) {
			error = blend_tree->get_tree()->get_invalid_state_reason();
		}

		if (error != error_label->get_text()) {
			error_label->set_text(error);
			if (error != String()) {
				error_panel->show();
			} else {
				error_panel->hide();
			}
		}

		List<AnimationNodeBlendTree::NodeConnection> conns;
		blend_tree->get_node_connections(&conns);
		for (List<AnimationNodeBlendTree::NodeConnection>::Element *E = conns.front(); E; E = E->next()) {
			float activity = 0;
			if (blend_tree->get_tree() && !blend_tree->get_tree()->is_state_invalid()) {
				activity = blend_tree->get_connection_activity(E->get().input_node, E->get().input_index);
			}
			graph->set_connection_activity(E->get().output_node, 0, E->get().input_node, E->get().input_index, activity);
		}

		AnimationTree *graph_player = blend_tree->get_tree();
		AnimationPlayer *player = NULL;
		if (graph_player->has_node(graph_player->get_animation_player())) {
			player = Object::cast_to<AnimationPlayer>(graph_player->get_node(graph_player->get_animation_player()));
		}

		if (player) {
			for (Map<StringName, ProgressBar *>::Element *E = animations.front(); E; E = E->next()) {
				Ref<AnimationNodeAnimation> an = blend_tree->get_node(E->key());
				if (an.is_valid()) {
					if (player->has_animation(an->get_animation())) {
						Ref<Animation> anim = player->get_animation(an->get_animation());
						if (anim.is_valid()) {
							E->get()->set_max(anim->get_length());
							E->get()->set_value(an->get_playback_time());
						}
					}
				}
			}
		}
	}
}
开发者ID:RandomShaper,项目名称:godot,代码行数:63,代码来源:animation_blend_tree_editor_plugin.cpp

示例5: _update_filters

bool AnimationNodeBlendTreeEditor::_update_filters(const Ref<AnimationNode> &anode) {

	if (updating || _filter_edit != anode)
		return false;

	NodePath player_path = anode->get_tree()->get_animation_player();

	if (!anode->get_tree()->has_node(player_path)) {
		EditorNode::get_singleton()->show_warning(TTR("No animation player set, so unable to retrieve track names."));
		return false;
	}

	AnimationPlayer *player = Object::cast_to<AnimationPlayer>(anode->get_tree()->get_node(player_path));
	if (!player) {
		EditorNode::get_singleton()->show_warning(TTR("Player path set is invalid, so unable to retrieve track names."));
		return false;
	}

	Node *base = player->get_node(player->get_root());

	if (!base) {
		EditorNode::get_singleton()->show_warning(TTR("Animation player has no valid root node path, so unable to retrieve track names."));
		return false;
	}

	updating = true;

	Set<String> paths;
	{
		List<StringName> animations;
		player->get_animation_list(&animations);

		for (List<StringName>::Element *E = animations.front(); E; E = E->next()) {

			Ref<Animation> anim = player->get_animation(E->get());
			for (int i = 0; i < anim->get_track_count(); i++) {
				paths.insert(anim->track_get_path(i));
			}
		}
	}

	filter_enabled->set_pressed(anode->is_filter_enabled());
	filters->clear();
	TreeItem *root = filters->create_item();

	Map<String, TreeItem *> parenthood;

	for (Set<String>::Element *E = paths.front(); E; E = E->next()) {

		NodePath path = E->get();
		TreeItem *ti = NULL;
		String accum;
		for (int i = 0; i < path.get_name_count(); i++) {
			String name = path.get_name(i);
			if (accum != String()) {
				accum += "/";
			}
			accum += name;
			if (!parenthood.has(accum)) {
				if (ti) {
					ti = filters->create_item(ti);
				} else {
					ti = filters->create_item(root);
				}
				parenthood[accum] = ti;
				ti->set_text(0, name);
				ti->set_selectable(0, false);
				ti->set_editable(0, false);

				if (base->has_node(accum)) {
					Node *node = base->get_node(accum);
					if (has_icon(node->get_class(), "EditorIcons")) {
						ti->set_icon(0, get_icon(node->get_class(), "EditorIcons"));
					} else {
						ti->set_icon(0, get_icon("Node", "EditorIcons"));
					}
				}

			} else {
				ti = parenthood[accum];
			}
		}

		Node *node = NULL;
		if (base->has_node(accum)) {
			node = base->get_node(accum);
		}
		if (!node)
			continue; //no node, cant edit

		if (path.get_subname_count()) {

			String concat = path.get_concatenated_subnames();

			Skeleton *skeleton = Object::cast_to<Skeleton>(node);
			if (skeleton && skeleton->find_bone(concat) != -1) {
				//path in skeleton
				String bone = concat;
				int idx = skeleton->find_bone(bone);
				List<String> bone_path;
//.........这里部分代码省略.........
开发者ID:RandomShaper,项目名称:godot,代码行数:101,代码来源:animation_blend_tree_editor_plugin.cpp

示例6: _process_graph


//.........这里部分代码省略.........
									playing_caches.erase(t);
								}
							}
						}

						float db = Math::linear2db(MAX(blend, 0.00001));
						if (t->object->has_method("set_unit_db")) {
							t->object->call("set_unit_db", db);
						} else {
							t->object->call("set_volume_db", db);
						}
					} break;
					case Animation::TYPE_ANIMATION: {

						TrackCacheAnimation *t = static_cast<TrackCacheAnimation *>(track);

						AnimationPlayer *player = Object::cast_to<AnimationPlayer>(t->object);

						if (!player)
							continue;

						if (delta == 0 || seeked) {
							//seek
							int idx = a->track_find_key(i, time);
							if (idx < 0)
								continue;

							float pos = a->track_get_key_time(i, idx);

							StringName anim_name = a->animation_track_get_key_animation(i, idx);
							if (String(anim_name) == "[stop]" || !player->has_animation(anim_name))
								continue;

							Ref<Animation> anim = player->get_animation(anim_name);

							float at_anim_pos;

							if (anim->has_loop()) {
								at_anim_pos = Math::fposmod(time - pos, anim->get_length()); //seek to loop
							} else {
								at_anim_pos = MAX(anim->get_length(), time - pos); //seek to end
							}

							if (player->is_playing() || seeked) {
								player->play(anim_name);
								player->seek(at_anim_pos);
								t->playing = true;
								playing_caches.insert(t);
							} else {
								player->set_assigned_animation(anim_name);
								player->seek(at_anim_pos, true);
							}
						} else {
							//find stuff to play
							List<int> to_play;
							a->track_get_key_indices_in_range(i, time, delta, &to_play);
							if (to_play.size()) {
								int idx = to_play.back()->get();

								StringName anim_name = a->animation_track_get_key_animation(i, idx);
								if (String(anim_name) == "[stop]" || !player->has_animation(anim_name)) {

									if (playing_caches.has(t)) {
										playing_caches.erase(t);
										player->stop();
										t->playing = false;
开发者ID:bigscorpions,项目名称:godot,代码行数:67,代码来源:animation_tree.cpp

示例7: _node_assign

void EditorPropertyRootMotion::_node_assign() {

	NodePath current = get_edited_object()->get(get_edited_property());

	AnimationTree *atree = Object::cast_to<AnimationTree>(get_edited_object());
	if (!atree->has_node(atree->get_animation_player())) {
		EditorNode::get_singleton()->show_warning(TTR("AnimationTree has no path set to an AnimationPlayer"));
		return;
	}
	AnimationPlayer *player = Object::cast_to<AnimationPlayer>(atree->get_node(atree->get_animation_player()));
	if (!player) {
		EditorNode::get_singleton()->show_warning(TTR("Path to AnimationPlayer is invalid"));
		return;
	}

	Node *base = player->get_node(player->get_root());

	if (!base) {
		EditorNode::get_singleton()->show_warning(TTR("Animation player has no valid root node path, so unable to retrieve track names."));
		return;
	}

	Set<String> paths;
	{
		List<StringName> animations;
		player->get_animation_list(&animations);

		for (List<StringName>::Element *E = animations.front(); E; E = E->next()) {

			Ref<Animation> anim = player->get_animation(E->get());
			for (int i = 0; i < anim->get_track_count(); i++) {
				paths.insert(anim->track_get_path(i));
			}
		}
	}

	filters->clear();
	TreeItem *root = filters->create_item();

	Map<String, TreeItem *> parenthood;

	for (Set<String>::Element *E = paths.front(); E; E = E->next()) {

		NodePath path = E->get();
		TreeItem *ti = NULL;
		String accum;
		for (int i = 0; i < path.get_name_count(); i++) {
			String name = path.get_name(i);
			if (accum != String()) {
				accum += "/";
			}
			accum += name;
			if (!parenthood.has(accum)) {
				if (ti) {
					ti = filters->create_item(ti);
				} else {
					ti = filters->create_item(root);
				}
				parenthood[accum] = ti;
				ti->set_text(0, name);
				ti->set_selectable(0, false);
				ti->set_editable(0, false);

				if (base->has_node(accum)) {
					Node *node = base->get_node(accum);
					if (has_icon(node->get_class(), "EditorIcons")) {
						ti->set_icon(0, get_icon(node->get_class(), "EditorIcons"));
					} else {
						ti->set_icon(0, get_icon("Node", "EditorIcons"));
					}
				}

			} else {
				ti = parenthood[accum];
			}
		}

		Node *node = NULL;
		if (base->has_node(accum)) {
			node = base->get_node(accum);
		}
		if (!node)
			continue; //no node, cant edit

		if (path.get_subname_count()) {

			String concat = path.get_concatenated_subnames();

			Skeleton *skeleton = Object::cast_to<Skeleton>(node);
			if (skeleton && skeleton->find_bone(concat) != -1) {
				//path in skeleton
				String bone = concat;
				int idx = skeleton->find_bone(bone);
				List<String> bone_path;
				while (idx != -1) {
					bone_path.push_front(skeleton->get_bone_name(idx));
					idx = skeleton->get_bone_parent(idx);
				}

				accum += ":";
//.........这里部分代码省略.........
开发者ID:KellyThomas,项目名称:godot,代码行数:101,代码来源:root_motion_editor_plugin.cpp


注:本文中的AnimationPlayer::get_animation方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。