/*************************************************************************/ /* animation_blend_tree.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_blend_tree.h" #include "scene/animation/animation_player.h" #include "scene/main/scene_string_names.h" void AnimationNodeAnimation::set_animation(const StringName &p_name) { animation = p_name; _change_notify("animation"); } StringName AnimationNodeAnimation::get_animation() const { return animation; } Vector (*AnimationNodeAnimation::get_editable_animation_list)() = nullptr; void AnimationNodeAnimation::get_parameter_list(List *r_list) const { r_list->push_back(PropertyInfo(Variant::REAL, time, PROPERTY_HINT_NONE, "", 0)); } void AnimationNodeAnimation::_validate_property(PropertyInfo &property) const { if (property.name == "animation" && get_editable_animation_list) { Vector names = get_editable_animation_list(); String anims; for (int i = 0; i < names.size(); i++) { if (i > 0) { anims += ","; } anims += String(names[i]); } if (anims != String()) { property.hint = PROPERTY_HINT_ENUM; property.hint_string = anims; } } } float AnimationNodeAnimation::process(float p_time, bool p_seek) { AnimationPlayer *ap = state->player; ERR_FAIL_COND_V(!ap, 0); const float current_time = get_parameter(this->time); if (!ap->has_animation(animation)) { AnimationNodeBlendTree *tree = Object::cast_to(parent); if (tree) { String name = tree->get_node_name(Ref(this)); make_invalid(vformat(RTR("On BlendTree node '%s', animation not found: '%s'"), name, animation)); } else { make_invalid(vformat(RTR("Animation not found: '%s'"), animation)); } return 0; } Ref anim = ap->get_animation(animation); float time = current_time; float step; if (p_seek) { time = p_time; step = 0; } else { time = MAX(0, time + p_time); step = p_time; } float anim_size = anim->get_length(); if (anim->has_loop()) { if (anim_size) { time = Math::fposmod(time, anim_size); } } else if (time > anim_size) { time = anim_size; step = anim_size - current_time; } blend_animation(animation, time, step, p_seek, 1.0); set_parameter(this->time, time); return anim_size - time; } String AnimationNodeAnimation::get_caption() const { return "Animation"; } void AnimationNodeAnimation::_bind_methods() { ClassDB::bind_method(D_METHOD("set_animation", "name"), &AnimationNodeAnimation::set_animation); ClassDB::bind_method(D_METHOD("get_animation"), &AnimationNodeAnimation::get_animation); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation"), "set_animation", "get_animation"); } AnimationNodeAnimation::AnimationNodeAnimation() { last_version = 0; skip = false; time = "time"; } //////////////////////////////////////////////////////// void AnimationNodeOneShot::get_parameter_list(List *r_list) const { r_list->push_back(PropertyInfo(Variant::BOOL, active)); r_list->push_back(PropertyInfo(Variant::BOOL, prev_active, PROPERTY_HINT_NONE, "", 0)); r_list->push_back(PropertyInfo(Variant::REAL, time, PROPERTY_HINT_NONE, "", 0)); r_list->push_back(PropertyInfo(Variant::REAL, remaining, PROPERTY_HINT_NONE, "", 0)); r_list->push_back(PropertyInfo(Variant::REAL, time_to_restart, PROPERTY_HINT_NONE, "", 0)); } Variant AnimationNodeOneShot::get_parameter_default_value(const StringName &p_parameter) const { if (p_parameter == active || p_parameter == prev_active) { return false; } else if (p_parameter == time_to_restart) { return -1; } else { return 0.0; } } void AnimationNodeOneShot::set_fadein_time(float p_time) { fade_in = p_time; } void AnimationNodeOneShot::set_fadeout_time(float p_time) { fade_out = p_time; } float AnimationNodeOneShot::get_fadein_time() const { return fade_in; } float AnimationNodeOneShot::get_fadeout_time() const { return fade_out; } void AnimationNodeOneShot::set_autorestart(bool p_active) { autorestart = p_active; } void AnimationNodeOneShot::set_autorestart_delay(float p_time) { autorestart_delay = p_time; } void AnimationNodeOneShot::set_autorestart_random_delay(float p_time) { autorestart_random_delay = p_time; } bool AnimationNodeOneShot::has_autorestart() const { return autorestart; } float AnimationNodeOneShot::get_autorestart_delay() const { return autorestart_delay; } float AnimationNodeOneShot::get_autorestart_random_delay() const { return autorestart_random_delay; } void AnimationNodeOneShot::set_mix_mode(MixMode p_mix) { mix = p_mix; } AnimationNodeOneShot::MixMode AnimationNodeOneShot::get_mix_mode() const { return mix; } String AnimationNodeOneShot::get_caption() const { return "OneShot"; } bool AnimationNodeOneShot::has_filter() const { return true; } float AnimationNodeOneShot::process(float p_time, bool p_seek) { bool active = get_parameter(this->active); bool prev_active = get_parameter(this->prev_active); float time = get_parameter(this->time); float remaining = get_parameter(this->remaining); float time_to_restart = get_parameter(this->time_to_restart); if (!active) { //make it as if this node doesn't exist, pass input 0 by. if (prev_active) { set_parameter(this->prev_active, false); } if (time_to_restart >= 0.0 && !p_seek) { time_to_restart -= p_time; if (time_to_restart < 0) { //restart set_parameter(this->active, true); active = true; } set_parameter(this->time_to_restart, time_to_restart); } if (!active) { return blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync); } } bool os_seek = p_seek; if (p_seek) { time = p_time; } bool do_start = !prev_active; if (do_start) { time = 0; os_seek = true; set_parameter(this->prev_active, true); } float blend; if (time < fade_in) { if (fade_in > 0) { blend = time / fade_in; } else { blend = 0; //wtf } } else if (!do_start && remaining < fade_out) { if (fade_out) { blend = (remaining / fade_out); } else { blend = 1.0; } } else { blend = 1.0; } float main_rem; if (mix == MIX_MODE_ADD) { main_rem = blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync); } else { main_rem = blend_input(0, p_time, p_seek, 1.0 - blend, FILTER_BLEND, !sync); } float os_rem = blend_input(1, os_seek ? time : p_time, os_seek, blend, FILTER_PASS, false); if (do_start) { remaining = os_rem; } if (!p_seek) { time += p_time; remaining = os_rem; if (remaining <= 0) { set_parameter(this->active, false); set_parameter(this->prev_active, false); if (autorestart) { float restart_sec = autorestart_delay + Math::randf() * autorestart_random_delay; set_parameter(this->time_to_restart, restart_sec); } } } set_parameter(this->time, time); set_parameter(this->remaining, remaining); return MAX(main_rem, remaining); } void AnimationNodeOneShot::set_use_sync(bool p_sync) { sync = p_sync; } bool AnimationNodeOneShot::is_using_sync() const { return sync; } void AnimationNodeOneShot::_bind_methods() { ClassDB::bind_method(D_METHOD("set_fadein_time", "time"), &AnimationNodeOneShot::set_fadein_time); ClassDB::bind_method(D_METHOD("get_fadein_time"), &AnimationNodeOneShot::get_fadein_time); ClassDB::bind_method(D_METHOD("set_fadeout_time", "time"), &AnimationNodeOneShot::set_fadeout_time); ClassDB::bind_method(D_METHOD("get_fadeout_time"), &AnimationNodeOneShot::get_fadeout_time); ClassDB::bind_method(D_METHOD("set_autorestart", "enable"), &AnimationNodeOneShot::set_autorestart); ClassDB::bind_method(D_METHOD("has_autorestart"), &AnimationNodeOneShot::has_autorestart); ClassDB::bind_method(D_METHOD("set_autorestart_delay", "enable"), &AnimationNodeOneShot::set_autorestart_delay); ClassDB::bind_method(D_METHOD("get_autorestart_delay"), &AnimationNodeOneShot::get_autorestart_delay); ClassDB::bind_method(D_METHOD("set_autorestart_random_delay", "enable"), &AnimationNodeOneShot::set_autorestart_random_delay); ClassDB::bind_method(D_METHOD("get_autorestart_random_delay"), &AnimationNodeOneShot::get_autorestart_random_delay); ClassDB::bind_method(D_METHOD("set_mix_mode", "mode"), &AnimationNodeOneShot::set_mix_mode); ClassDB::bind_method(D_METHOD("get_mix_mode"), &AnimationNodeOneShot::get_mix_mode); ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeOneShot::set_use_sync); ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeOneShot::is_using_sync); ADD_PROPERTY(PropertyInfo(Variant::INT, "mix_mode", PROPERTY_HINT_ENUM, "Blend,Add"), "set_mix_mode", "get_mix_mode"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "fadein_time", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_fadein_time", "get_fadein_time"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "fadeout_time", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_fadeout_time", "get_fadeout_time"); ADD_GROUP("Auto Restart", "autorestart_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autorestart"), "set_autorestart", "has_autorestart"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "autorestart_delay", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_autorestart_delay", "get_autorestart_delay"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "autorestart_random_delay", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_autorestart_random_delay", "get_autorestart_random_delay"); ADD_GROUP("", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync"); BIND_ENUM_CONSTANT(MIX_MODE_BLEND); BIND_ENUM_CONSTANT(MIX_MODE_ADD); } AnimationNodeOneShot::AnimationNodeOneShot() { add_input("in"); add_input("shot"); fade_in = 0.1; fade_out = 0.1; autorestart = false; autorestart_delay = 1; autorestart_random_delay = 0; mix = MIX_MODE_BLEND; sync = false; active = "active"; prev_active = "prev_active"; time = "time"; remaining = "remaining"; time_to_restart = "time_to_restart"; } //////////////////////////////////////////////// void AnimationNodeAdd2::get_parameter_list(List *r_list) const { r_list->push_back(PropertyInfo(Variant::REAL, add_amount, PROPERTY_HINT_RANGE, "0,1,0.01")); } Variant AnimationNodeAdd2::get_parameter_default_value(const StringName &p_parameter) const { return 0; } String AnimationNodeAdd2::get_caption() const { return "Add2"; } void AnimationNodeAdd2::set_use_sync(bool p_sync) { sync = p_sync; } bool AnimationNodeAdd2::is_using_sync() const { return sync; } bool AnimationNodeAdd2::has_filter() const { return true; } float AnimationNodeAdd2::process(float p_time, bool p_seek) { float amount = get_parameter(add_amount); float rem0 = blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync); blend_input(1, p_time, p_seek, amount, FILTER_PASS, !sync); return rem0; } void AnimationNodeAdd2::_bind_methods() { ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeAdd2::set_use_sync); ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeAdd2::is_using_sync); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync"); } AnimationNodeAdd2::AnimationNodeAdd2() { add_amount = "add_amount"; add_input("in"); add_input("add"); sync = false; } //////////////////////////////////////////////// void AnimationNodeAdd3::get_parameter_list(List *r_list) const { r_list->push_back(PropertyInfo(Variant::REAL, add_amount, PROPERTY_HINT_RANGE, "-1,1,0.01")); } Variant AnimationNodeAdd3::get_parameter_default_value(const StringName &p_parameter) const { return 0; } String AnimationNodeAdd3::get_caption() const { return "Add3"; } void AnimationNodeAdd3::set_use_sync(bool p_sync) { sync = p_sync; } bool AnimationNodeAdd3::is_using_sync() const { return sync; } bool AnimationNodeAdd3::has_filter() const { return true; } float AnimationNodeAdd3::process(float p_time, bool p_seek) { float amount = get_parameter(add_amount); blend_input(0, p_time, p_seek, MAX(0, -amount), FILTER_PASS, !sync); float rem0 = blend_input(1, p_time, p_seek, 1.0, FILTER_IGNORE, !sync); blend_input(2, p_time, p_seek, MAX(0, amount), FILTER_PASS, !sync); return rem0; } void AnimationNodeAdd3::_bind_methods() { ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeAdd3::set_use_sync); ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeAdd3::is_using_sync); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync"); } AnimationNodeAdd3::AnimationNodeAdd3() { add_amount = "add_amount"; add_input("-add"); add_input("in"); add_input("+add"); sync = false; } ///////////////////////////////////////////// void AnimationNodeBlend2::get_parameter_list(List *r_list) const { r_list->push_back(PropertyInfo(Variant::REAL, blend_amount, PROPERTY_HINT_RANGE, "0,1,0.01")); } Variant AnimationNodeBlend2::get_parameter_default_value(const StringName &p_parameter) const { return 0; //for blend amount } String AnimationNodeBlend2::get_caption() const { return "Blend2"; } float AnimationNodeBlend2::process(float p_time, bool p_seek) { float amount = get_parameter(blend_amount); float rem0 = blend_input(0, p_time, p_seek, 1.0 - amount, FILTER_BLEND, !sync); float rem1 = blend_input(1, p_time, p_seek, amount, FILTER_PASS, !sync); return amount > 0.5 ? rem1 : rem0; //hacky but good enough } void AnimationNodeBlend2::set_use_sync(bool p_sync) { sync = p_sync; } bool AnimationNodeBlend2::is_using_sync() const { return sync; } bool AnimationNodeBlend2::has_filter() const { return true; } void AnimationNodeBlend2::_bind_methods() { ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeBlend2::set_use_sync); ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeBlend2::is_using_sync); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync"); } AnimationNodeBlend2::AnimationNodeBlend2() { blend_amount = "blend_amount"; add_input("in"); add_input("blend"); sync = false; } ////////////////////////////////////// void AnimationNodeBlend3::get_parameter_list(List *r_list) const { r_list->push_back(PropertyInfo(Variant::REAL, blend_amount, PROPERTY_HINT_RANGE, "-1,1,0.01")); } Variant AnimationNodeBlend3::get_parameter_default_value(const StringName &p_parameter) const { return 0; //for blend amount } String AnimationNodeBlend3::get_caption() const { return "Blend3"; } void AnimationNodeBlend3::set_use_sync(bool p_sync) { sync = p_sync; } bool AnimationNodeBlend3::is_using_sync() const { return sync; } float AnimationNodeBlend3::process(float p_time, bool p_seek) { float amount = get_parameter(blend_amount); float rem0 = blend_input(0, p_time, p_seek, MAX(0, -amount), FILTER_IGNORE, !sync); float rem1 = blend_input(1, p_time, p_seek, 1.0 - ABS(amount), FILTER_IGNORE, !sync); float rem2 = blend_input(2, p_time, p_seek, MAX(0, amount), FILTER_IGNORE, !sync); return amount > 0.5 ? rem2 : (amount < -0.5 ? rem0 : rem1); //hacky but good enough } void AnimationNodeBlend3::_bind_methods() { ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeBlend3::set_use_sync); ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeBlend3::is_using_sync); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync"); } AnimationNodeBlend3::AnimationNodeBlend3() { blend_amount = "blend_amount"; add_input("-blend"); add_input("in"); add_input("+blend"); sync = false; } ///////////////////////////////// void AnimationNodeTimeScale::get_parameter_list(List *r_list) const { r_list->push_back(PropertyInfo(Variant::REAL, scale, PROPERTY_HINT_RANGE, "0,32,0.01,or_greater")); } Variant AnimationNodeTimeScale::get_parameter_default_value(const StringName &p_parameter) const { return 1.0; //initial timescale } String AnimationNodeTimeScale::get_caption() const { return "TimeScale"; } float AnimationNodeTimeScale::process(float p_time, bool p_seek) { float scale = get_parameter(this->scale); if (p_seek) { return blend_input(0, p_time, true, 1.0, FILTER_IGNORE, false); } else { return blend_input(0, p_time * scale, false, 1.0, FILTER_IGNORE, false); } } void AnimationNodeTimeScale::_bind_methods() { } AnimationNodeTimeScale::AnimationNodeTimeScale() { scale = "scale"; add_input("in"); } //////////////////////////////////// void AnimationNodeTimeSeek::get_parameter_list(List *r_list) const { r_list->push_back(PropertyInfo(Variant::REAL, seek_pos, PROPERTY_HINT_RANGE, "-1,3600,0.01,or_greater")); } Variant AnimationNodeTimeSeek::get_parameter_default_value(const StringName &p_parameter) const { return 1.0; //initial timescale } String AnimationNodeTimeSeek::get_caption() const { return "Seek"; } float AnimationNodeTimeSeek::process(float p_time, bool p_seek) { float seek_pos = get_parameter(this->seek_pos); if (p_seek) { return blend_input(0, p_time, true, 1.0, FILTER_IGNORE, false); } else if (seek_pos >= 0) { float ret = blend_input(0, seek_pos, true, 1.0, FILTER_IGNORE, false); set_parameter(this->seek_pos, -1.0); //reset _change_notify("seek_pos"); return ret; } else { return blend_input(0, p_time, false, 1.0, FILTER_IGNORE, false); } } void AnimationNodeTimeSeek::_bind_methods() { } AnimationNodeTimeSeek::AnimationNodeTimeSeek() { add_input("in"); seek_pos = "seek_position"; } ///////////////////////////////////////////////// void AnimationNodeTransition::get_parameter_list(List *r_list) const { String anims; for (int i = 0; i < enabled_inputs; i++) { if (i > 0) { anims += ","; } anims += inputs[i].name; } r_list->push_back(PropertyInfo(Variant::INT, current, PROPERTY_HINT_ENUM, anims)); r_list->push_back(PropertyInfo(Variant::INT, prev_current, PROPERTY_HINT_NONE, "", 0)); r_list->push_back(PropertyInfo(Variant::INT, prev, PROPERTY_HINT_NONE, "", 0)); r_list->push_back(PropertyInfo(Variant::REAL, time, PROPERTY_HINT_NONE, "", 0)); r_list->push_back(PropertyInfo(Variant::REAL, prev_xfading, PROPERTY_HINT_NONE, "", 0)); } Variant AnimationNodeTransition::get_parameter_default_value(const StringName &p_parameter) const { if (p_parameter == time || p_parameter == prev_xfading) { return 0.0; } else if (p_parameter == prev || p_parameter == prev_current) { return -1; } else { return 0; } } String AnimationNodeTransition::get_caption() const { return "Transition"; } void AnimationNodeTransition::_update_inputs() { while (get_input_count() < enabled_inputs) { add_input(inputs[get_input_count()].name); } while (get_input_count() > enabled_inputs) { remove_input(get_input_count() - 1); } } void AnimationNodeTransition::set_enabled_inputs(int p_inputs) { ERR_FAIL_INDEX(p_inputs, MAX_INPUTS); enabled_inputs = p_inputs; _update_inputs(); } int AnimationNodeTransition::get_enabled_inputs() { return enabled_inputs; } void AnimationNodeTransition::set_input_as_auto_advance(int p_input, bool p_enable) { ERR_FAIL_INDEX(p_input, MAX_INPUTS); inputs[p_input].auto_advance = p_enable; } bool AnimationNodeTransition::is_input_set_as_auto_advance(int p_input) const { ERR_FAIL_INDEX_V(p_input, MAX_INPUTS, false); return inputs[p_input].auto_advance; } void AnimationNodeTransition::set_input_caption(int p_input, const String &p_name) { ERR_FAIL_INDEX(p_input, MAX_INPUTS); inputs[p_input].name = p_name; set_input_name(p_input, p_name); } String AnimationNodeTransition::get_input_caption(int p_input) const { ERR_FAIL_INDEX_V(p_input, MAX_INPUTS, String()); return inputs[p_input].name; } void AnimationNodeTransition::set_cross_fade_time(float p_fade) { xfade = p_fade; } float AnimationNodeTransition::get_cross_fade_time() const { return xfade; } float AnimationNodeTransition::process(float p_time, bool p_seek) { int current = get_parameter(this->current); int prev = get_parameter(this->prev); int prev_current = get_parameter(this->prev_current); float time = get_parameter(this->time); float prev_xfading = get_parameter(this->prev_xfading); bool switched = current != prev_current; if (switched) { set_parameter(this->prev_current, current); set_parameter(this->prev, prev_current); prev = prev_current; prev_xfading = xfade; time = 0; switched = true; } if (current < 0 || current >= enabled_inputs || prev >= enabled_inputs) { return 0; } float rem = 0; if (prev < 0) { // process current animation, check for transition rem = blend_input(current, p_time, p_seek, 1.0, FILTER_IGNORE, false); if (p_seek) { time = p_time; } else { time += p_time; } if (inputs[current].auto_advance && rem <= xfade) { set_parameter(this->current, (current + 1) % enabled_inputs); } } else { // cross-fading from prev to current float blend = xfade == 0 ? 0 : (prev_xfading / xfade); if (!p_seek && switched) { //just switched, seek to start of current rem = blend_input(current, 0, true, 1.0 - blend, FILTER_IGNORE, false); } else { rem = blend_input(current, p_time, p_seek, 1.0 - blend, FILTER_IGNORE, false); } if (p_seek) { // don't seek prev animation blend_input(prev, 0, false, blend, FILTER_IGNORE, false); time = p_time; } else { blend_input(prev, p_time, false, blend, FILTER_IGNORE, false); time += p_time; prev_xfading -= p_time; if (prev_xfading < 0) { set_parameter(this->prev, -1); } } } set_parameter(this->time, time); set_parameter(this->prev_xfading, prev_xfading); return rem; } void AnimationNodeTransition::_validate_property(PropertyInfo &property) const { if (property.name.begins_with("input_")) { String n = property.name.get_slicec('/', 0).get_slicec('_', 1); if (n != "count") { int idx = n.to_int(); if (idx >= enabled_inputs) { property.usage = 0; } } } AnimationNode::_validate_property(property); } void AnimationNodeTransition::_bind_methods() { ClassDB::bind_method(D_METHOD("set_enabled_inputs", "amount"), &AnimationNodeTransition::set_enabled_inputs); ClassDB::bind_method(D_METHOD("get_enabled_inputs"), &AnimationNodeTransition::get_enabled_inputs); ClassDB::bind_method(D_METHOD("set_input_as_auto_advance", "input", "enable"), &AnimationNodeTransition::set_input_as_auto_advance); ClassDB::bind_method(D_METHOD("is_input_set_as_auto_advance", "input"), &AnimationNodeTransition::is_input_set_as_auto_advance); ClassDB::bind_method(D_METHOD("set_input_caption", "input", "caption"), &AnimationNodeTransition::set_input_caption); ClassDB::bind_method(D_METHOD("get_input_caption", "input"), &AnimationNodeTransition::get_input_caption); ClassDB::bind_method(D_METHOD("set_cross_fade_time", "time"), &AnimationNodeTransition::set_cross_fade_time); ClassDB::bind_method(D_METHOD("get_cross_fade_time"), &AnimationNodeTransition::get_cross_fade_time); ADD_PROPERTY(PropertyInfo(Variant::INT, "input_count", PROPERTY_HINT_RANGE, "0,64,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_enabled_inputs", "get_enabled_inputs"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "xfade_time", PROPERTY_HINT_RANGE, "0,120,0.01"), "set_cross_fade_time", "get_cross_fade_time"); for (int i = 0; i < MAX_INPUTS; i++) { ADD_PROPERTYI(PropertyInfo(Variant::STRING, "input_" + itos(i) + "/name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_INTERNAL), "set_input_caption", "get_input_caption", i); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "input_" + itos(i) + "/auto_advance", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_INTERNAL), "set_input_as_auto_advance", "is_input_set_as_auto_advance", i); } } AnimationNodeTransition::AnimationNodeTransition() { prev_xfading = "prev_xfading"; prev = "prev"; time = "time"; current = "current"; prev_current = "prev_current"; xfade = 0.0; enabled_inputs = 0; for (int i = 0; i < MAX_INPUTS; i++) { inputs[i].auto_advance = false; inputs[i].name = "state " + itos(i); } } ///////////////////// String AnimationNodeOutput::get_caption() const { return "Output"; } float AnimationNodeOutput::process(float p_time, bool p_seek) { return blend_input(0, p_time, p_seek, 1.0); } AnimationNodeOutput::AnimationNodeOutput() { add_input("output"); } /////////////////////////////////////////////////////// void AnimationNodeBlendTree::add_node(const StringName &p_name, Ref p_node, const Vector2 &p_position) { ERR_FAIL_COND(nodes.has(p_name)); ERR_FAIL_COND(p_node.is_null()); ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output); ERR_FAIL_COND(String(p_name).find("/") != -1); Node n; n.node = p_node; n.position = p_position; n.connections.resize(n.node->get_input_count()); nodes[p_name] = n; emit_changed(); emit_signal("tree_changed"); p_node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED); p_node->connect("changed", this, "_node_changed", varray(p_name), CONNECT_REFERENCE_COUNTED); } Ref AnimationNodeBlendTree::get_node(const StringName &p_name) const { ERR_FAIL_COND_V(!nodes.has(p_name), Ref()); return nodes[p_name].node; } StringName AnimationNodeBlendTree::get_node_name(const Ref &p_node) const { for (NodeMap::Element *E = nodes.front(); E; E = E->next()) { if (E->get().node == p_node) { return E->key(); } } ERR_FAIL_V(StringName()); } void AnimationNodeBlendTree::set_node_position(const StringName &p_node, const Vector2 &p_position) { ERR_FAIL_COND(!nodes.has(p_node)); nodes[p_node].position = p_position; } Vector2 AnimationNodeBlendTree::get_node_position(const StringName &p_node) const { ERR_FAIL_COND_V(!nodes.has(p_node), Vector2()); return nodes[p_node].position; } void AnimationNodeBlendTree::get_child_nodes(List *r_child_nodes) { Vector ns; for (NodeMap::Element *E = nodes.front(); E; E = E->next()) { ns.push_back(E->key()); } for (int i = 0; i < ns.size(); i++) { ChildNode cn; cn.name = ns[i]; cn.node = nodes[cn.name].node; r_child_nodes->push_back(cn); } } bool AnimationNodeBlendTree::has_node(const StringName &p_name) const { return nodes.has(p_name); } Vector AnimationNodeBlendTree::get_node_connection_array(const StringName &p_name) const { ERR_FAIL_COND_V(!nodes.has(p_name), Vector()); return nodes[p_name].connections; } void AnimationNodeBlendTree::remove_node(const StringName &p_name) { ERR_FAIL_COND(!nodes.has(p_name)); ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output); //can't delete output { Ref node = nodes[p_name].node; node->disconnect("tree_changed", this, "_tree_changed"); node->disconnect("changed", this, "_node_changed"); } nodes.erase(p_name); //erase connections to name for (NodeMap::Element *E = nodes.front(); E; E = E->next()) { for (int i = 0; i < E->get().connections.size(); i++) { if (E->get().connections[i] == p_name) { E->get().connections.write[i] = StringName(); } } } emit_changed(); emit_signal("tree_changed"); } void AnimationNodeBlendTree::rename_node(const StringName &p_name, const StringName &p_new_name) { ERR_FAIL_COND(!nodes.has(p_name)); ERR_FAIL_COND(nodes.has(p_new_name)); ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output); ERR_FAIL_COND(p_new_name == SceneStringNames::get_singleton()->output); nodes[p_name].node->disconnect("changed", this, "_node_changed"); nodes[p_new_name] = nodes[p_name]; nodes.erase(p_name); //rename connections for (NodeMap::Element *E = nodes.front(); E; E = E->next()) { for (int i = 0; i < E->get().connections.size(); i++) { if (E->get().connections[i] == p_name) { E->get().connections.write[i] = p_new_name; } } } //connection must be done with new name nodes[p_new_name].node->connect("changed", this, "_node_changed", varray(p_new_name), CONNECT_REFERENCE_COUNTED); emit_signal("tree_changed"); } void AnimationNodeBlendTree::connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) { ERR_FAIL_COND(!nodes.has(p_output_node)); ERR_FAIL_COND(!nodes.has(p_input_node)); ERR_FAIL_COND(p_output_node == SceneStringNames::get_singleton()->output); ERR_FAIL_COND(p_input_node == p_output_node); Ref input = nodes[p_input_node].node; ERR_FAIL_INDEX(p_input_index, nodes[p_input_node].connections.size()); for (NodeMap::Element *E = nodes.front(); E; E = E->next()) { for (int i = 0; i < E->get().connections.size(); i++) { StringName output = E->get().connections[i]; ERR_FAIL_COND(output == p_output_node); } } nodes[p_input_node].connections.write[p_input_index] = p_output_node; emit_changed(); } void AnimationNodeBlendTree::disconnect_node(const StringName &p_node, int p_input_index) { ERR_FAIL_COND(!nodes.has(p_node)); Ref input = nodes[p_node].node; ERR_FAIL_INDEX(p_input_index, nodes[p_node].connections.size()); nodes[p_node].connections.write[p_input_index] = StringName(); } AnimationNodeBlendTree::ConnectionError AnimationNodeBlendTree::can_connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) const { if (!nodes.has(p_output_node) || p_output_node == SceneStringNames::get_singleton()->output) { return CONNECTION_ERROR_NO_OUTPUT; } if (!nodes.has(p_input_node)) { return CONNECTION_ERROR_NO_INPUT; } if (p_input_node == p_output_node) { return CONNECTION_ERROR_SAME_NODE; } Ref input = nodes[p_input_node].node; if (p_input_index < 0 || p_input_index >= nodes[p_input_node].connections.size()) { return CONNECTION_ERROR_NO_INPUT_INDEX; } if (nodes[p_input_node].connections[p_input_index] != StringName()) { return CONNECTION_ERROR_CONNECTION_EXISTS; } for (NodeMap::Element *E = nodes.front(); E; E = E->next()) { for (int i = 0; i < E->get().connections.size(); i++) { StringName output = E->get().connections[i]; if (output == p_output_node) { return CONNECTION_ERROR_CONNECTION_EXISTS; } } } return CONNECTION_OK; } void AnimationNodeBlendTree::get_node_connections(List *r_connections) const { for (NodeMap::Element *E = nodes.front(); E; E = E->next()) { for (int i = 0; i < E->get().connections.size(); i++) { StringName output = E->get().connections[i]; if (output != StringName()) { NodeConnection nc; nc.input_node = E->key(); nc.input_index = i; nc.output_node = output; r_connections->push_back(nc); } } } } String AnimationNodeBlendTree::get_caption() const { return "BlendTree"; } float AnimationNodeBlendTree::process(float p_time, bool p_seek) { Ref output = nodes[SceneStringNames::get_singleton()->output].node; return _blend_node("output", nodes[SceneStringNames::get_singleton()->output].connections, this, output, p_time, p_seek, 1.0); } void AnimationNodeBlendTree::get_node_list(List *r_list) { for (NodeMap::Element *E = nodes.front(); E; E = E->next()) { r_list->push_back(E->key()); } } void AnimationNodeBlendTree::set_graph_offset(const Vector2 &p_graph_offset) { graph_offset = p_graph_offset; } Vector2 AnimationNodeBlendTree::get_graph_offset() const { return graph_offset; } Ref AnimationNodeBlendTree::get_child_by_name(const StringName &p_name) { return get_node(p_name); } bool AnimationNodeBlendTree::_set(const StringName &p_name, const Variant &p_value) { String name = p_name; if (name.begins_with("nodes/")) { String node_name = name.get_slicec('/', 1); String what = name.get_slicec('/', 2); if (what == "node") { Ref anode = p_value; if (anode.is_valid()) { add_node(node_name, p_value); } return true; } if (what == "position") { if (nodes.has(node_name)) { nodes[node_name].position = p_value; } return true; } } else if (name == "node_connections") { Array conns = p_value; ERR_FAIL_COND_V(conns.size() % 3 != 0, false); for (int i = 0; i < conns.size(); i += 3) { connect_node(conns[i], conns[i + 1], conns[i + 2]); } return true; } return false; } bool AnimationNodeBlendTree::_get(const StringName &p_name, Variant &r_ret) const { String name = p_name; if (name.begins_with("nodes/")) { String node_name = name.get_slicec('/', 1); String what = name.get_slicec('/', 2); if (what == "node") { if (nodes.has(node_name)) { r_ret = nodes[node_name].node; return true; } } if (what == "position") { if (nodes.has(node_name)) { r_ret = nodes[node_name].position; return true; } } } else if (name == "node_connections") { List nc; get_node_connections(&nc); Array conns; conns.resize(nc.size() * 3); int idx = 0; for (List::Element *E = nc.front(); E; E = E->next()) { conns[idx * 3 + 0] = E->get().input_node; conns[idx * 3 + 1] = E->get().input_index; conns[idx * 3 + 2] = E->get().output_node; idx++; } r_ret = conns; return true; } return false; } void AnimationNodeBlendTree::_get_property_list(List *p_list) const { List names; for (NodeMap::Element *E = nodes.front(); E; E = E->next()) { names.push_back(E->key()); } for (List::Element *E = names.front(); E; E = E->next()) { String name = E->get(); if (name != "output") { p_list->push_back(PropertyInfo(Variant::OBJECT, "nodes/" + name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NOEDITOR)); } p_list->push_back(PropertyInfo(Variant::VECTOR2, "nodes/" + name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); } p_list->push_back(PropertyInfo(Variant::ARRAY, "node_connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); } void AnimationNodeBlendTree::_tree_changed() { emit_signal("tree_changed"); } void AnimationNodeBlendTree::_node_changed(const StringName &p_node) { ERR_FAIL_COND(!nodes.has(p_node)); nodes[p_node].connections.resize(nodes[p_node].node->get_input_count()); } void AnimationNodeBlendTree::_bind_methods() { ClassDB::bind_method(D_METHOD("add_node", "name", "node", "position"), &AnimationNodeBlendTree::add_node, DEFVAL(Vector2())); ClassDB::bind_method(D_METHOD("get_node", "name"), &AnimationNodeBlendTree::get_node); ClassDB::bind_method(D_METHOD("remove_node", "name"), &AnimationNodeBlendTree::remove_node); ClassDB::bind_method(D_METHOD("rename_node", "name", "new_name"), &AnimationNodeBlendTree::rename_node); ClassDB::bind_method(D_METHOD("has_node", "name"), &AnimationNodeBlendTree::has_node); ClassDB::bind_method(D_METHOD("connect_node", "input_node", "input_index", "output_node"), &AnimationNodeBlendTree::connect_node); ClassDB::bind_method(D_METHOD("disconnect_node", "input_node", "input_index"), &AnimationNodeBlendTree::disconnect_node); ClassDB::bind_method(D_METHOD("set_node_position", "name", "position"), &AnimationNodeBlendTree::set_node_position); ClassDB::bind_method(D_METHOD("get_node_position", "name"), &AnimationNodeBlendTree::get_node_position); ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeBlendTree::set_graph_offset); ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeBlendTree::get_graph_offset); ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeBlendTree::_tree_changed); ClassDB::bind_method(D_METHOD("_node_changed", "node"), &AnimationNodeBlendTree::_node_changed); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset"); BIND_CONSTANT(CONNECTION_OK); BIND_CONSTANT(CONNECTION_ERROR_NO_INPUT); BIND_CONSTANT(CONNECTION_ERROR_NO_INPUT_INDEX); BIND_CONSTANT(CONNECTION_ERROR_NO_OUTPUT); BIND_CONSTANT(CONNECTION_ERROR_SAME_NODE); BIND_CONSTANT(CONNECTION_ERROR_CONNECTION_EXISTS); } AnimationNodeBlendTree::AnimationNodeBlendTree() { Ref output; output.instance(); Node n; n.node = output; n.position = Vector2(300, 150); n.connections.resize(1); nodes["output"] = n; } AnimationNodeBlendTree::~AnimationNodeBlendTree() { }