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