/*************************************************************************/ /* animation_blend_space_1d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_space_1d.h" #include "scene/3d/skeleton.h" void AnimationNodeBlendSpace1D::get_parameter_list(List *r_list) const { r_list->push_back(PropertyInfo(Variant::REAL, blend_position)); } Variant AnimationNodeBlendSpace1D::get_parameter_default_value(const StringName &p_parameter) const { return 0; } Ref AnimationNodeBlendSpace1D::get_child_by_name(const StringName &p_name) { return get_blend_point_node(p_name.operator String().to_int()); } void AnimationNodeBlendSpace1D::_validate_property(PropertyInfo &property) const { if (property.name.begins_with("blend_point_")) { String left = property.name.get_slicec('/', 0); int idx = left.get_slicec('_', 2).to_int(); if (idx >= blend_points_used) { property.usage = 0; } } AnimationRootNode::_validate_property(property); } void AnimationNodeBlendSpace1D::_tree_changed() { emit_signal("tree_changed"); } void AnimationNodeBlendSpace1D::_bind_methods() { ClassDB::bind_method(D_METHOD("add_blend_point", "node", "pos", "at_index"), &AnimationNodeBlendSpace1D::add_blend_point, DEFVAL(-1)); ClassDB::bind_method(D_METHOD("set_blend_point_position", "point", "pos"), &AnimationNodeBlendSpace1D::set_blend_point_position); ClassDB::bind_method(D_METHOD("get_blend_point_position", "point"), &AnimationNodeBlendSpace1D::get_blend_point_position); ClassDB::bind_method(D_METHOD("set_blend_point_node", "point", "node"), &AnimationNodeBlendSpace1D::set_blend_point_node); ClassDB::bind_method(D_METHOD("get_blend_point_node", "point"), &AnimationNodeBlendSpace1D::get_blend_point_node); ClassDB::bind_method(D_METHOD("remove_blend_point", "point"), &AnimationNodeBlendSpace1D::remove_blend_point); ClassDB::bind_method(D_METHOD("get_blend_point_count"), &AnimationNodeBlendSpace1D::get_blend_point_count); ClassDB::bind_method(D_METHOD("set_min_space", "min_space"), &AnimationNodeBlendSpace1D::set_min_space); ClassDB::bind_method(D_METHOD("get_min_space"), &AnimationNodeBlendSpace1D::get_min_space); ClassDB::bind_method(D_METHOD("set_max_space", "max_space"), &AnimationNodeBlendSpace1D::set_max_space); ClassDB::bind_method(D_METHOD("get_max_space"), &AnimationNodeBlendSpace1D::get_max_space); ClassDB::bind_method(D_METHOD("set_snap", "snap"), &AnimationNodeBlendSpace1D::set_snap); ClassDB::bind_method(D_METHOD("get_snap"), &AnimationNodeBlendSpace1D::get_snap); ClassDB::bind_method(D_METHOD("set_value_label", "text"), &AnimationNodeBlendSpace1D::set_value_label); ClassDB::bind_method(D_METHOD("get_value_label"), &AnimationNodeBlendSpace1D::get_value_label); ClassDB::bind_method(D_METHOD("_add_blend_point", "index", "node"), &AnimationNodeBlendSpace1D::_add_blend_point); ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeBlendSpace1D::_tree_changed); for (int i = 0; i < MAX_BLEND_POINTS; i++) { ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "blend_point_" + itos(i) + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationRootNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_add_blend_point", "get_blend_point_node", i); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "blend_point_" + itos(i) + "/pos", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_blend_point_position", "get_blend_point_position", i); } ADD_PROPERTY(PropertyInfo(Variant::REAL, "min_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_min_space", "get_min_space"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "max_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_space", "get_max_space"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "snap", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_snap", "get_snap"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "value_label", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_value_label", "get_value_label"); } void AnimationNodeBlendSpace1D::get_child_nodes(List *r_child_nodes) { for (int i = 0; i < blend_points_used; i++) { ChildNode cn; cn.name = itos(i); cn.node = blend_points[i].node; r_child_nodes->push_back(cn); } } void AnimationNodeBlendSpace1D::add_blend_point(const Ref &p_node, float p_position, int p_at_index) { ERR_FAIL_COND(blend_points_used >= MAX_BLEND_POINTS); ERR_FAIL_COND(p_node.is_null()); ERR_FAIL_COND(p_at_index < -1 || p_at_index > blend_points_used); if (p_at_index == -1 || p_at_index == blend_points_used) { p_at_index = blend_points_used; } else { for (int i = blend_points_used - 1; i > p_at_index; i--) { blend_points[i] = blend_points[i - 1]; } } blend_points[p_at_index].node = p_node; blend_points[p_at_index].position = p_position; blend_points[p_at_index].node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED); blend_points_used++; emit_signal("tree_changed"); } void AnimationNodeBlendSpace1D::set_blend_point_position(int p_point, float p_position) { ERR_FAIL_INDEX(p_point, blend_points_used); blend_points[p_point].position = p_position; } void AnimationNodeBlendSpace1D::set_blend_point_node(int p_point, const Ref &p_node) { ERR_FAIL_INDEX(p_point, blend_points_used); ERR_FAIL_COND(p_node.is_null()); if (blend_points[p_point].node.is_valid()) { blend_points[p_point].node->disconnect("tree_changed", this, "_tree_changed"); } blend_points[p_point].node = p_node; blend_points[p_point].node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED); emit_signal("tree_changed"); } float AnimationNodeBlendSpace1D::get_blend_point_position(int p_point) const { ERR_FAIL_INDEX_V(p_point, blend_points_used, 0); return blend_points[p_point].position; } Ref AnimationNodeBlendSpace1D::get_blend_point_node(int p_point) const { ERR_FAIL_INDEX_V(p_point, blend_points_used, Ref()); return blend_points[p_point].node; } void AnimationNodeBlendSpace1D::remove_blend_point(int p_point) { ERR_FAIL_INDEX(p_point, blend_points_used); ERR_FAIL_COND(blend_points[p_point].node.is_null()); blend_points[p_point].node->disconnect("tree_changed", this, "_tree_changed"); for (int i = p_point; i < blend_points_used - 1; i++) { blend_points[i] = blend_points[i + 1]; } blend_points_used--; emit_signal("tree_changed"); } int AnimationNodeBlendSpace1D::get_blend_point_count() const { return blend_points_used; } void AnimationNodeBlendSpace1D::set_min_space(float p_min) { min_space = p_min; if (min_space >= max_space) { min_space = max_space - 1; } } float AnimationNodeBlendSpace1D::get_min_space() const { return min_space; } void AnimationNodeBlendSpace1D::set_max_space(float p_max) { max_space = p_max; if (max_space <= min_space) { max_space = min_space + 1; } } float AnimationNodeBlendSpace1D::get_max_space() const { return max_space; } void AnimationNodeBlendSpace1D::set_snap(float p_snap) { snap = p_snap; } float AnimationNodeBlendSpace1D::get_snap() const { return snap; } void AnimationNodeBlendSpace1D::set_value_label(const String &p_label) { value_label = p_label; } String AnimationNodeBlendSpace1D::get_value_label() const { return value_label; } void AnimationNodeBlendSpace1D::_add_blend_point(int p_index, const Ref &p_node) { if (p_index == blend_points_used) { add_blend_point(p_node, 0); } else { set_blend_point_node(p_index, p_node); } } float AnimationNodeBlendSpace1D::process(float p_time, bool p_seek) { if (blend_points_used == 0) { return 0.0; } if (blend_points_used == 1) { // only one point available, just play that animation return blend_node(blend_points[0].name, blend_points[0].node, p_time, p_seek, 1.0, FILTER_IGNORE, false); } float blend_pos = get_parameter(blend_position); float weights[MAX_BLEND_POINTS] = {}; int point_lower = -1; float pos_lower = 0.0; int point_higher = -1; float pos_higher = 0.0; // find the closest two points to blend between for (int i = 0; i < blend_points_used; i++) { float pos = blend_points[i].position; if (pos <= blend_pos) { if (point_lower == -1) { point_lower = i; pos_lower = pos; } else if ((blend_pos - pos) < (blend_pos - pos_lower)) { point_lower = i; pos_lower = pos; } } else { if (point_higher == -1) { point_higher = i; pos_higher = pos; } else if ((pos - blend_pos) < (pos_higher - blend_pos)) { point_higher = i; pos_higher = pos; } } } // fill in weights if (point_lower == -1 && point_higher != -1) { // we are on the left side, no other point to the left // we just play the next point. weights[point_higher] = 1.0; } else if (point_higher == -1) { // we are on the right side, no other point to the right // we just play the previous point weights[point_lower] = 1.0; } else { // we are between two points. // figure out weights, then blend the animations float distance_between_points = pos_higher - pos_lower; float current_pos_inbetween = blend_pos - pos_lower; float blend_percentage = current_pos_inbetween / distance_between_points; float blend_lower = 1.0 - blend_percentage; float blend_higher = blend_percentage; weights[point_lower] = blend_lower; weights[point_higher] = blend_higher; } // actually blend the animations now float max_time_remaining = 0.0; for (int i = 0; i < blend_points_used; i++) { float remaining = blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, weights[i], FILTER_IGNORE, false); max_time_remaining = MAX(max_time_remaining, remaining); } return max_time_remaining; } String AnimationNodeBlendSpace1D::get_caption() const { return "BlendSpace1D"; } AnimationNodeBlendSpace1D::AnimationNodeBlendSpace1D() { for (int i = 0; i < MAX_BLEND_POINTS; i++) { blend_points[i].name = itos(i); } blend_points_used = 0; max_space = 1; min_space = -1; snap = 0.1; value_label = "value"; blend_position = "blend_position"; } AnimationNodeBlendSpace1D::~AnimationNodeBlendSpace1D() { }