mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-27 22:27:15 +01:00
407 lines
11 KiB
C++
407 lines
11 KiB
C++
#ifndef ANIMATION_BLEND_TREE_H
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#define ANIMATION_BLEND_TREE_H
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/*************************************************************************/
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/* animation_blend_tree.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "scene/animation/animation_tree.h"
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class AnimationNodeAnimation : public AnimationRootNode {
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GDCLASS(AnimationNodeAnimation, AnimationRootNode);
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StringName animation;
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StringName time;
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uint64_t last_version;
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bool skip;
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protected:
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void _validate_property(PropertyInfo &property) const;
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static void _bind_methods();
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public:
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void get_parameter_list(List<PropertyInfo> *r_list) const;
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static Vector<String> (*get_editable_animation_list)();
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virtual String get_caption() const;
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virtual float process(float p_time, bool p_seek);
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void set_animation(const StringName &p_name);
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StringName get_animation() const;
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AnimationNodeAnimation();
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};
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class AnimationNodeOneShot : public AnimationNode {
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GDCLASS(AnimationNodeOneShot, AnimationNode);
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public:
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enum MixMode {
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MIX_MODE_BLEND,
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MIX_MODE_ADD
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};
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private:
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float fade_in;
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float fade_out;
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bool autorestart;
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float autorestart_delay;
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float autorestart_random_delay;
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MixMode mix;
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bool sync;
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/* bool active;
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bool do_start;
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float time;
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float remaining;*/
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StringName active;
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StringName prev_active;
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StringName time;
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StringName remaining;
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StringName time_to_restart;
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protected:
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static void _bind_methods();
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public:
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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void set_fadein_time(float p_time);
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void set_fadeout_time(float p_time);
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float get_fadein_time() const;
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float get_fadeout_time() const;
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void set_autorestart(bool p_active);
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void set_autorestart_delay(float p_time);
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void set_autorestart_random_delay(float p_time);
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bool has_autorestart() const;
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float get_autorestart_delay() const;
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float get_autorestart_random_delay() const;
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void set_mix_mode(MixMode p_mix);
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MixMode get_mix_mode() const;
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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virtual bool has_filter() const;
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virtual float process(float p_time, bool p_seek);
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AnimationNodeOneShot();
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};
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VARIANT_ENUM_CAST(AnimationNodeOneShot::MixMode)
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class AnimationNodeAdd2 : public AnimationNode {
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GDCLASS(AnimationNodeAdd2, AnimationNode);
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StringName add_amount;
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bool sync;
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protected:
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static void _bind_methods();
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public:
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void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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virtual bool has_filter() const;
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virtual float process(float p_time, bool p_seek);
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AnimationNodeAdd2();
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};
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class AnimationNodeAdd3 : public AnimationNode {
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GDCLASS(AnimationNodeAdd3, AnimationNode);
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StringName add_amount;
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bool sync;
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protected:
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static void _bind_methods();
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public:
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void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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virtual bool has_filter() const;
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virtual float process(float p_time, bool p_seek);
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AnimationNodeAdd3();
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};
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class AnimationNodeBlend2 : public AnimationNode {
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GDCLASS(AnimationNodeBlend2, AnimationNode);
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StringName blend_amount;
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bool sync;
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protected:
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static void _bind_methods();
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public:
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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virtual float process(float p_time, bool p_seek);
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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virtual bool has_filter() const;
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AnimationNodeBlend2();
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};
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class AnimationNodeBlend3 : public AnimationNode {
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GDCLASS(AnimationNodeBlend3, AnimationNode);
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StringName blend_amount;
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bool sync;
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protected:
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static void _bind_methods();
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public:
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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float process(float p_time, bool p_seek);
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AnimationNodeBlend3();
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};
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class AnimationNodeTimeScale : public AnimationNode {
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GDCLASS(AnimationNodeTimeScale, AnimationNode);
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StringName scale;
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protected:
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static void _bind_methods();
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public:
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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float process(float p_time, bool p_seek);
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AnimationNodeTimeScale();
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};
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class AnimationNodeTimeSeek : public AnimationNode {
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GDCLASS(AnimationNodeTimeSeek, AnimationNode);
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StringName seek_pos;
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protected:
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static void _bind_methods();
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public:
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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float process(float p_time, bool p_seek);
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AnimationNodeTimeSeek();
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};
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class AnimationNodeTransition : public AnimationNode {
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GDCLASS(AnimationNodeTransition, AnimationNode);
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enum {
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MAX_INPUTS = 32
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};
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struct InputData {
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String name;
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bool auto_advance;
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InputData() { auto_advance = false; }
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};
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InputData inputs[MAX_INPUTS];
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int enabled_inputs;
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/*
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float prev_xfading;
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int prev;
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float time;
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int current;
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int prev_current; */
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StringName prev_xfading;
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StringName prev;
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StringName time;
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StringName current;
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StringName prev_current;
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float xfade;
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void _update_inputs();
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const;
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public:
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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void set_enabled_inputs(int p_inputs);
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int get_enabled_inputs();
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void set_input_as_auto_advance(int p_input, bool p_enable);
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bool is_input_set_as_auto_advance(int p_input) const;
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void set_input_caption(int p_input, const String &p_name);
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String get_input_caption(int p_input) const;
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void set_cross_fade_time(float p_fade);
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float get_cross_fade_time() const;
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float process(float p_time, bool p_seek);
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AnimationNodeTransition();
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};
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class AnimationNodeOutput : public AnimationNode {
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GDCLASS(AnimationNodeOutput, AnimationNode);
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public:
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virtual String get_caption() const;
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virtual float process(float p_time, bool p_seek);
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AnimationNodeOutput();
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};
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/////
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class AnimationNodeBlendTree : public AnimationRootNode {
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GDCLASS(AnimationNodeBlendTree, AnimationRootNode);
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struct Node {
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Ref<AnimationNode> node;
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Vector2 position;
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Vector<StringName> connections;
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};
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Map<StringName, Node> nodes;
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Vector2 graph_offset;
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void _tree_changed();
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void _node_changed(const StringName &p_node);
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protected:
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static void _bind_methods();
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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enum ConnectionError {
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CONNECTION_OK,
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CONNECTION_ERROR_NO_INPUT,
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CONNECTION_ERROR_NO_INPUT_INDEX,
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CONNECTION_ERROR_NO_OUTPUT,
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CONNECTION_ERROR_SAME_NODE,
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CONNECTION_ERROR_CONNECTION_EXISTS,
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//no need to check for cycles due to tree topology
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};
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void add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position = Vector2());
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Ref<AnimationNode> get_node(const StringName &p_name) const;
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void remove_node(const StringName &p_name);
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void rename_node(const StringName &p_name, const StringName &p_new_name);
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bool has_node(const StringName &p_name) const;
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StringName get_node_name(const Ref<AnimationNode> &p_node) const;
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Vector<StringName> get_node_connection_array(const StringName &p_name) const;
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void set_node_position(const StringName &p_node, const Vector2 &p_position);
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Vector2 get_node_position(const StringName &p_node) const;
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virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
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void connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node);
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void disconnect_node(const StringName &p_node, int p_input_index);
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struct NodeConnection {
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StringName input_node;
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int input_index;
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StringName output_node;
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};
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ConnectionError can_connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) const;
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void get_node_connections(List<NodeConnection> *r_connections) const;
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virtual String get_caption() const;
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virtual float process(float p_time, bool p_seek);
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void get_node_list(List<StringName> *r_list);
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void set_graph_offset(const Vector2 &p_graph_offset);
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Vector2 get_graph_offset() const;
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virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
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AnimationNodeBlendTree();
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~AnimationNodeBlendTree();
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};
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VARIANT_ENUM_CAST(AnimationNodeBlendTree::ConnectionError)
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#endif // ANIMATION_BLEND_TREE_H
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