mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 20:36:53 +01:00
971 lines
33 KiB
C++
971 lines
33 KiB
C++
/*************************************************************************/
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/* animation_node_state_machine.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_node_state_machine.h"
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/////////////////////////////////////////////////
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void AnimationNodeStateMachineTransition::set_switch_mode(SwitchMode p_mode) {
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switch_mode = p_mode;
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}
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AnimationNodeStateMachineTransition::SwitchMode AnimationNodeStateMachineTransition::get_switch_mode() const {
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return switch_mode;
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}
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void AnimationNodeStateMachineTransition::set_auto_advance(bool p_enable) {
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auto_advance = p_enable;
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}
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bool AnimationNodeStateMachineTransition::has_auto_advance() const {
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return auto_advance;
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}
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void AnimationNodeStateMachineTransition::set_advance_condition(const StringName &p_condition) {
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String cs = p_condition;
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ERR_FAIL_COND(cs.find("/") != -1 || cs.find(":") != -1);
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advance_condition = p_condition;
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if (cs != String()) {
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advance_condition_name = "conditions/" + cs;
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} else {
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advance_condition_name = StringName();
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}
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emit_signal("advance_condition_changed");
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}
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StringName AnimationNodeStateMachineTransition::get_advance_condition() const {
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return advance_condition;
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}
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StringName AnimationNodeStateMachineTransition::get_advance_condition_name() const {
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return advance_condition_name;
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}
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void AnimationNodeStateMachineTransition::set_xfade_time(float p_xfade) {
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ERR_FAIL_COND(p_xfade < 0);
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xfade = p_xfade;
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emit_changed();
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}
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float AnimationNodeStateMachineTransition::get_xfade_time() const {
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return xfade;
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}
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void AnimationNodeStateMachineTransition::set_disabled(bool p_disabled) {
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disabled = p_disabled;
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emit_changed();
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}
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bool AnimationNodeStateMachineTransition::is_disabled() const {
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return disabled;
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}
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void AnimationNodeStateMachineTransition::set_priority(int p_priority) {
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priority = p_priority;
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emit_changed();
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}
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int AnimationNodeStateMachineTransition::get_priority() const {
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return priority;
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}
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void AnimationNodeStateMachineTransition::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_switch_mode", "mode"), &AnimationNodeStateMachineTransition::set_switch_mode);
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ClassDB::bind_method(D_METHOD("get_switch_mode"), &AnimationNodeStateMachineTransition::get_switch_mode);
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ClassDB::bind_method(D_METHOD("set_auto_advance", "auto_advance"), &AnimationNodeStateMachineTransition::set_auto_advance);
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ClassDB::bind_method(D_METHOD("has_auto_advance"), &AnimationNodeStateMachineTransition::has_auto_advance);
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ClassDB::bind_method(D_METHOD("set_advance_condition", "name"), &AnimationNodeStateMachineTransition::set_advance_condition);
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ClassDB::bind_method(D_METHOD("get_advance_condition"), &AnimationNodeStateMachineTransition::get_advance_condition);
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ClassDB::bind_method(D_METHOD("set_xfade_time", "secs"), &AnimationNodeStateMachineTransition::set_xfade_time);
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ClassDB::bind_method(D_METHOD("get_xfade_time"), &AnimationNodeStateMachineTransition::get_xfade_time);
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ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &AnimationNodeStateMachineTransition::set_disabled);
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ClassDB::bind_method(D_METHOD("is_disabled"), &AnimationNodeStateMachineTransition::is_disabled);
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ClassDB::bind_method(D_METHOD("set_priority", "priority"), &AnimationNodeStateMachineTransition::set_priority);
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ClassDB::bind_method(D_METHOD("get_priority"), &AnimationNodeStateMachineTransition::get_priority);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "switch_mode", PROPERTY_HINT_ENUM, "Immediate,Sync,AtEnd"), "set_switch_mode", "get_switch_mode");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_advance"), "set_auto_advance", "has_auto_advance");
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "advance_condition"), "set_advance_condition", "get_advance_condition");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "xfade_time", PROPERTY_HINT_RANGE, "0,240,0.01"), "set_xfade_time", "get_xfade_time");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,32,1"), "set_priority", "get_priority");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
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BIND_ENUM_CONSTANT(SWITCH_MODE_IMMEDIATE);
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BIND_ENUM_CONSTANT(SWITCH_MODE_SYNC);
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BIND_ENUM_CONSTANT(SWITCH_MODE_AT_END);
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ADD_SIGNAL(MethodInfo("advance_condition_changed"));
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}
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AnimationNodeStateMachineTransition::AnimationNodeStateMachineTransition() {
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switch_mode = SWITCH_MODE_IMMEDIATE;
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auto_advance = false;
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xfade = 0;
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disabled = false;
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priority = 1;
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}
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////////////////////////////////////////////////////////
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void AnimationNodeStateMachinePlayback::travel(const StringName &p_state) {
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start_request_travel = true;
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start_request = p_state;
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stop_request = false;
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}
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void AnimationNodeStateMachinePlayback::start(const StringName &p_state) {
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start_request_travel = false;
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start_request = p_state;
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stop_request = false;
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}
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void AnimationNodeStateMachinePlayback::stop() {
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stop_request = true;
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}
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bool AnimationNodeStateMachinePlayback::is_playing() const {
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return playing;
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}
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StringName AnimationNodeStateMachinePlayback::get_current_node() const {
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return current;
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}
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StringName AnimationNodeStateMachinePlayback::get_blend_from_node() const {
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return fading_from;
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}
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Vector<StringName> AnimationNodeStateMachinePlayback::get_travel_path() const {
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return path;
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}
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float AnimationNodeStateMachinePlayback::get_current_play_pos() const {
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return pos_current;
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}
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float AnimationNodeStateMachinePlayback::get_current_length() const {
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return len_current;
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}
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bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel) {
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ERR_FAIL_COND_V(!playing, false);
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ERR_FAIL_COND_V(!p_state_machine->states.has(p_travel), false);
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ERR_FAIL_COND_V(!p_state_machine->states.has(current), false);
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path.clear(); //a new one will be needed
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if (current == p_travel) {
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return true; //nothing to do
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}
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loops_current = 0; // reset loops, so fade does not happen immediately
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Vector2 current_pos = p_state_machine->states[current].position;
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Vector2 target_pos = p_state_machine->states[p_travel].position;
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Map<StringName, AStarCost> cost_map;
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List<int> open_list;
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//build open list
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for (int i = 0; i < p_state_machine->transitions.size(); i++) {
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if (p_state_machine->transitions[i].from == current) {
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open_list.push_back(i);
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float cost = p_state_machine->states[p_state_machine->transitions[i].to].position.distance_to(current_pos);
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cost *= p_state_machine->transitions[i].transition->get_priority();
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AStarCost ap;
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ap.prev = current;
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ap.distance = cost;
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cost_map[p_state_machine->transitions[i].to] = ap;
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if (p_state_machine->transitions[i].to == p_travel) { //prematurely found it! :D
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path.push_back(p_travel);
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return true;
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}
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}
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}
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//begin astar
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bool found_route = false;
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while (!found_route) {
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if (open_list.size() == 0) {
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return false; //no path found
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}
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//find the last cost transition
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List<int>::Element *least_cost_transition = nullptr;
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float least_cost = 1e20;
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for (List<int>::Element *E = open_list.front(); E; E = E->next()) {
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float cost = cost_map[p_state_machine->transitions[E->get()].to].distance;
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cost += p_state_machine->states[p_state_machine->transitions[E->get()].to].position.distance_to(target_pos);
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if (cost < least_cost) {
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least_cost_transition = E;
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least_cost = cost;
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}
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}
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StringName transition_prev = p_state_machine->transitions[least_cost_transition->get()].from;
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StringName transition = p_state_machine->transitions[least_cost_transition->get()].to;
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for (int i = 0; i < p_state_machine->transitions.size(); i++) {
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if (p_state_machine->transitions[i].from != transition || p_state_machine->transitions[i].to == transition_prev) {
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continue; //not interested on those
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}
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float distance = p_state_machine->states[p_state_machine->transitions[i].from].position.distance_to(p_state_machine->states[p_state_machine->transitions[i].to].position);
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distance *= p_state_machine->transitions[i].transition->get_priority();
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distance += cost_map[p_state_machine->transitions[i].from].distance;
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if (cost_map.has(p_state_machine->transitions[i].to)) {
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//oh this was visited already, can we win the cost?
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if (distance < cost_map[p_state_machine->transitions[i].to].distance) {
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cost_map[p_state_machine->transitions[i].to].distance = distance;
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cost_map[p_state_machine->transitions[i].to].prev = p_state_machine->transitions[i].from;
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}
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} else {
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//add to open list
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AStarCost ac;
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ac.prev = p_state_machine->transitions[i].from;
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ac.distance = distance;
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cost_map[p_state_machine->transitions[i].to] = ac;
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open_list.push_back(i);
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if (p_state_machine->transitions[i].to == p_travel) {
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found_route = true;
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break;
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}
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}
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}
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if (found_route) {
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break;
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}
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open_list.erase(least_cost_transition);
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}
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//make path
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StringName at = p_travel;
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while (at != current) {
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path.push_back(at);
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at = cost_map[at].prev;
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}
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path.invert();
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return true;
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}
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float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_state_machine, float p_time, bool p_seek) {
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//if not playing and it can restart, then restart
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if (!playing && start_request == StringName()) {
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if (!stop_request && p_state_machine->start_node) {
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start(p_state_machine->start_node);
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} else {
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return 0;
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}
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}
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if (playing && stop_request) {
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stop_request = false;
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playing = false;
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return 0;
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}
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bool play_start = false;
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if (start_request != StringName()) {
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if (start_request_travel) {
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if (!playing) {
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if (!stop_request && p_state_machine->start_node) {
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// can restart, just postpone traveling
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path.clear();
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current = p_state_machine->start_node;
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playing = true;
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play_start = true;
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} else {
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// stopped, invalid state
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String node_name = start_request;
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start_request = StringName(); //clear start request
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ERR_FAIL_V_MSG(0, "Can't travel to '" + node_name + "' if state machine is not playing. Maybe you need to enable Autoplay on Load for one of the nodes in your state machine or call .start() first?");
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}
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} else {
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if (!_travel(p_state_machine, start_request)) {
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// can't travel, then teleport
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path.clear();
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current = start_request;
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}
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start_request = StringName(); //clear start request
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}
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} else {
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// teleport to start
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if (p_state_machine->states.has(start_request)) {
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path.clear();
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current = start_request;
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playing = true;
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play_start = true;
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start_request = StringName(); //clear start request
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} else {
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StringName node = start_request;
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start_request = StringName(); //clear start request
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ERR_FAIL_V_MSG(0, "No such node: '" + node + "'");
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}
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}
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}
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bool do_start = (p_seek && p_time == 0) || play_start || current == StringName();
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if (do_start) {
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if (p_state_machine->start_node != StringName() && p_seek && p_time == 0) {
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current = p_state_machine->start_node;
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}
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len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 1.0, AnimationNode::FILTER_IGNORE, false);
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pos_current = 0;
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loops_current = 0;
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}
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if (!p_state_machine->states.has(current)) {
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playing = false; //current does not exist
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current = StringName();
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return 0;
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}
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float fade_blend = 1.0;
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if (fading_from != StringName()) {
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if (!p_state_machine->states.has(fading_from)) {
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fading_from = StringName();
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} else {
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if (!p_seek) {
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fading_pos += p_time;
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}
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fade_blend = MIN(1.0, fading_pos / fading_time);
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if (fade_blend >= 1.0) {
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fading_from = StringName();
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}
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}
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}
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float rem = p_state_machine->blend_node(current, p_state_machine->states[current].node, p_time, p_seek, fade_blend, AnimationNode::FILTER_IGNORE, false);
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if (fading_from != StringName()) {
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p_state_machine->blend_node(fading_from, p_state_machine->states[fading_from].node, p_time, p_seek, 1.0 - fade_blend, AnimationNode::FILTER_IGNORE, false);
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}
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//guess playback position
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if (rem > len_current) { // weird but ok
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len_current = rem;
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}
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{ //advance and loop check
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float next_pos = len_current - rem;
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if (next_pos < pos_current) {
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loops_current++;
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}
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pos_current = next_pos; //looped
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}
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//find next
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StringName next;
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float next_xfade = 0;
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AnimationNodeStateMachineTransition::SwitchMode switch_mode = AnimationNodeStateMachineTransition::SWITCH_MODE_IMMEDIATE;
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if (path.size()) {
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for (int i = 0; i < p_state_machine->transitions.size(); i++) {
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if (p_state_machine->transitions[i].from == current && p_state_machine->transitions[i].to == path[0]) {
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next_xfade = p_state_machine->transitions[i].transition->get_xfade_time();
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switch_mode = p_state_machine->transitions[i].transition->get_switch_mode();
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next = path[0];
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}
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}
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} else {
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float priority_best = 1e20;
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int auto_advance_to = -1;
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for (int i = 0; i < p_state_machine->transitions.size(); i++) {
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bool auto_advance = false;
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if (p_state_machine->transitions[i].transition->has_auto_advance()) {
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auto_advance = true;
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}
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StringName advance_condition_name = p_state_machine->transitions[i].transition->get_advance_condition_name();
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if (advance_condition_name != StringName() && bool(p_state_machine->get_parameter(advance_condition_name))) {
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auto_advance = true;
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}
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if (p_state_machine->transitions[i].from == current && auto_advance) {
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if (p_state_machine->transitions[i].transition->get_priority() <= priority_best) {
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priority_best = p_state_machine->transitions[i].transition->get_priority();
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auto_advance_to = i;
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}
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}
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}
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if (auto_advance_to != -1) {
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next = p_state_machine->transitions[auto_advance_to].to;
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next_xfade = p_state_machine->transitions[auto_advance_to].transition->get_xfade_time();
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switch_mode = p_state_machine->transitions[auto_advance_to].transition->get_switch_mode();
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}
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}
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//if next, see when to transition
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if (next != StringName()) {
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bool goto_next = false;
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if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_AT_END) {
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goto_next = next_xfade >= (len_current - pos_current) || loops_current > 0;
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if (loops_current > 0) {
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next_xfade = 0;
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}
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} else {
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goto_next = fading_from == StringName();
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}
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if (goto_next) { //loops should be used because fade time may be too small or zero and animation may have looped
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if (next_xfade) {
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//time to fade, baby
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fading_from = current;
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fading_time = next_xfade;
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fading_pos = 0;
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} else {
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fading_from = StringName();
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fading_pos = 0;
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}
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if (path.size()) { //if it came from path, remove path
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path.remove(0);
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}
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current = next;
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if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_SYNC) {
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len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
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pos_current = MIN(pos_current, len_current);
|
|
p_state_machine->blend_node(current, p_state_machine->states[current].node, pos_current, true, 0, AnimationNode::FILTER_IGNORE, false);
|
|
|
|
} else {
|
|
len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
|
|
pos_current = 0;
|
|
}
|
|
|
|
rem = len_current; //so it does not show 0 on transition
|
|
loops_current = 0;
|
|
}
|
|
}
|
|
|
|
//compute time left for transitions by using the end node
|
|
if (p_state_machine->end_node != StringName() && p_state_machine->end_node != current) {
|
|
rem = p_state_machine->blend_node(p_state_machine->end_node, p_state_machine->states[p_state_machine->end_node].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
|
|
}
|
|
|
|
return rem;
|
|
}
|
|
|
|
void AnimationNodeStateMachinePlayback::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("travel", "to_node"), &AnimationNodeStateMachinePlayback::travel);
|
|
ClassDB::bind_method(D_METHOD("start", "node"), &AnimationNodeStateMachinePlayback::start);
|
|
ClassDB::bind_method(D_METHOD("stop"), &AnimationNodeStateMachinePlayback::stop);
|
|
ClassDB::bind_method(D_METHOD("is_playing"), &AnimationNodeStateMachinePlayback::is_playing);
|
|
ClassDB::bind_method(D_METHOD("get_current_node"), &AnimationNodeStateMachinePlayback::get_current_node);
|
|
ClassDB::bind_method(D_METHOD("get_current_play_position"), &AnimationNodeStateMachinePlayback::get_current_play_pos);
|
|
ClassDB::bind_method(D_METHOD("get_current_length"), &AnimationNodeStateMachinePlayback::get_current_length);
|
|
ClassDB::bind_method(D_METHOD("get_travel_path"), &AnimationNodeStateMachinePlayback::get_travel_path);
|
|
}
|
|
|
|
AnimationNodeStateMachinePlayback::AnimationNodeStateMachinePlayback() {
|
|
set_local_to_scene(true); //only one per instanced scene
|
|
|
|
playing = false;
|
|
len_current = 0;
|
|
fading_time = 0;
|
|
stop_request = false;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////
|
|
|
|
void AnimationNodeStateMachine::get_parameter_list(List<PropertyInfo> *r_list) const {
|
|
r_list->push_back(PropertyInfo(Variant::OBJECT, playback, PROPERTY_HINT_RESOURCE_TYPE, "AnimationNodeStateMachinePlayback", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
|
|
List<StringName> advance_conditions;
|
|
for (int i = 0; i < transitions.size(); i++) {
|
|
StringName ac = transitions[i].transition->get_advance_condition_name();
|
|
if (ac != StringName() && advance_conditions.find(ac) == nullptr) {
|
|
advance_conditions.push_back(ac);
|
|
}
|
|
}
|
|
|
|
advance_conditions.sort_custom<StringName::AlphCompare>();
|
|
for (List<StringName>::Element *E = advance_conditions.front(); E; E = E->next()) {
|
|
r_list->push_back(PropertyInfo(Variant::BOOL, E->get()));
|
|
}
|
|
}
|
|
|
|
Variant AnimationNodeStateMachine::get_parameter_default_value(const StringName &p_parameter) const {
|
|
if (p_parameter == playback) {
|
|
Ref<AnimationNodeStateMachinePlayback> p;
|
|
p.instance();
|
|
return p;
|
|
} else {
|
|
return false; //advance condition
|
|
}
|
|
}
|
|
|
|
void AnimationNodeStateMachine::add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position) {
|
|
ERR_FAIL_COND(states.has(p_name));
|
|
ERR_FAIL_COND(p_node.is_null());
|
|
ERR_FAIL_COND(String(p_name).find("/") != -1);
|
|
|
|
State state;
|
|
state.node = p_node;
|
|
state.position = p_position;
|
|
|
|
states[p_name] = state;
|
|
|
|
emit_changed();
|
|
emit_signal("tree_changed");
|
|
|
|
p_node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
|
|
}
|
|
|
|
void AnimationNodeStateMachine::replace_node(const StringName &p_name, Ref<AnimationNode> p_node) {
|
|
ERR_FAIL_COND(states.has(p_name) == false);
|
|
ERR_FAIL_COND(p_node.is_null());
|
|
ERR_FAIL_COND(String(p_name).find("/") != -1);
|
|
|
|
{
|
|
Ref<AnimationNode> node = states[p_name].node;
|
|
if (node.is_valid()) {
|
|
node->disconnect("tree_changed", this, "_tree_changed");
|
|
}
|
|
}
|
|
|
|
states[p_name].node = p_node;
|
|
|
|
emit_changed();
|
|
emit_signal("tree_changed");
|
|
|
|
p_node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
|
|
}
|
|
|
|
Ref<AnimationNode> AnimationNodeStateMachine::get_node(const StringName &p_name) const {
|
|
ERR_FAIL_COND_V(!states.has(p_name), Ref<AnimationNode>());
|
|
|
|
return states[p_name].node;
|
|
}
|
|
|
|
StringName AnimationNodeStateMachine::get_node_name(const Ref<AnimationNode> &p_node) const {
|
|
for (Map<StringName, State>::Element *E = states.front(); E; E = E->next()) {
|
|
if (E->get().node == p_node) {
|
|
return E->key();
|
|
}
|
|
}
|
|
|
|
ERR_FAIL_V(StringName());
|
|
}
|
|
|
|
void AnimationNodeStateMachine::get_child_nodes(List<ChildNode> *r_child_nodes) {
|
|
Vector<StringName> nodes;
|
|
|
|
for (Map<StringName, State>::Element *E = states.front(); E; E = E->next()) {
|
|
nodes.push_back(E->key());
|
|
}
|
|
|
|
nodes.sort_custom<StringName::AlphCompare>();
|
|
|
|
for (int i = 0; i < nodes.size(); i++) {
|
|
ChildNode cn;
|
|
cn.name = nodes[i];
|
|
cn.node = states[cn.name].node;
|
|
r_child_nodes->push_back(cn);
|
|
}
|
|
}
|
|
|
|
bool AnimationNodeStateMachine::has_node(const StringName &p_name) const {
|
|
return states.has(p_name);
|
|
}
|
|
void AnimationNodeStateMachine::remove_node(const StringName &p_name) {
|
|
ERR_FAIL_COND(!states.has(p_name));
|
|
|
|
{
|
|
Ref<AnimationNode> node = states[p_name].node;
|
|
|
|
ERR_FAIL_COND(node.is_null());
|
|
|
|
node->disconnect("tree_changed", this, "_tree_changed");
|
|
}
|
|
|
|
states.erase(p_name);
|
|
//path.erase(p_name);
|
|
|
|
for (int i = 0; i < transitions.size(); i++) {
|
|
if (transitions[i].from == p_name || transitions[i].to == p_name) {
|
|
transitions.write[i].transition->disconnect("advance_condition_changed", this, "_tree_changed");
|
|
transitions.remove(i);
|
|
i--;
|
|
}
|
|
}
|
|
|
|
if (start_node == p_name) {
|
|
start_node = StringName();
|
|
}
|
|
|
|
if (end_node == p_name) {
|
|
end_node = StringName();
|
|
}
|
|
|
|
/*if (playing && current == p_name) {
|
|
stop();
|
|
}*/
|
|
|
|
emit_changed();
|
|
emit_signal("tree_changed");
|
|
}
|
|
|
|
void AnimationNodeStateMachine::rename_node(const StringName &p_name, const StringName &p_new_name) {
|
|
ERR_FAIL_COND(!states.has(p_name));
|
|
ERR_FAIL_COND(states.has(p_new_name));
|
|
|
|
states[p_new_name] = states[p_name];
|
|
states.erase(p_name);
|
|
|
|
for (int i = 0; i < transitions.size(); i++) {
|
|
if (transitions[i].from == p_name) {
|
|
transitions.write[i].from = p_new_name;
|
|
}
|
|
|
|
if (transitions[i].to == p_name) {
|
|
transitions.write[i].to = p_new_name;
|
|
}
|
|
}
|
|
|
|
if (start_node == p_name) {
|
|
start_node = p_new_name;
|
|
}
|
|
|
|
if (end_node == p_name) {
|
|
end_node = p_new_name;
|
|
}
|
|
|
|
/*if (playing && current == p_name) {
|
|
current = p_new_name;
|
|
}*/
|
|
|
|
//path.clear(); //clear path
|
|
emit_signal("tree_changed");
|
|
}
|
|
|
|
void AnimationNodeStateMachine::get_node_list(List<StringName> *r_nodes) const {
|
|
List<StringName> nodes;
|
|
for (Map<StringName, State>::Element *E = states.front(); E; E = E->next()) {
|
|
nodes.push_back(E->key());
|
|
}
|
|
nodes.sort_custom<StringName::AlphCompare>();
|
|
|
|
for (List<StringName>::Element *E = nodes.front(); E; E = E->next()) {
|
|
r_nodes->push_back(E->get());
|
|
}
|
|
}
|
|
|
|
bool AnimationNodeStateMachine::has_transition(const StringName &p_from, const StringName &p_to) const {
|
|
for (int i = 0; i < transitions.size(); i++) {
|
|
if (transitions[i].from == p_from && transitions[i].to == p_to) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
int AnimationNodeStateMachine::find_transition(const StringName &p_from, const StringName &p_to) const {
|
|
for (int i = 0; i < transitions.size(); i++) {
|
|
if (transitions[i].from == p_from && transitions[i].to == p_to) {
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
void AnimationNodeStateMachine::add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition) {
|
|
ERR_FAIL_COND(p_from == p_to);
|
|
ERR_FAIL_COND(!states.has(p_from));
|
|
ERR_FAIL_COND(!states.has(p_to));
|
|
ERR_FAIL_COND(p_transition.is_null());
|
|
|
|
for (int i = 0; i < transitions.size(); i++) {
|
|
ERR_FAIL_COND(transitions[i].from == p_from && transitions[i].to == p_to);
|
|
}
|
|
|
|
Transition tr;
|
|
tr.from = p_from;
|
|
tr.to = p_to;
|
|
tr.transition = p_transition;
|
|
|
|
tr.transition->connect("advance_condition_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
|
|
|
|
transitions.push_back(tr);
|
|
}
|
|
|
|
Ref<AnimationNodeStateMachineTransition> AnimationNodeStateMachine::get_transition(int p_transition) const {
|
|
ERR_FAIL_INDEX_V(p_transition, transitions.size(), Ref<AnimationNodeStateMachineTransition>());
|
|
return transitions[p_transition].transition;
|
|
}
|
|
StringName AnimationNodeStateMachine::get_transition_from(int p_transition) const {
|
|
ERR_FAIL_INDEX_V(p_transition, transitions.size(), StringName());
|
|
return transitions[p_transition].from;
|
|
}
|
|
StringName AnimationNodeStateMachine::get_transition_to(int p_transition) const {
|
|
ERR_FAIL_INDEX_V(p_transition, transitions.size(), StringName());
|
|
return transitions[p_transition].to;
|
|
}
|
|
|
|
int AnimationNodeStateMachine::get_transition_count() const {
|
|
return transitions.size();
|
|
}
|
|
void AnimationNodeStateMachine::remove_transition(const StringName &p_from, const StringName &p_to) {
|
|
for (int i = 0; i < transitions.size(); i++) {
|
|
if (transitions[i].from == p_from && transitions[i].to == p_to) {
|
|
transitions.write[i].transition->disconnect("advance_condition_changed", this, "_tree_changed");
|
|
transitions.remove(i);
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*if (playing) {
|
|
path.clear();
|
|
}*/
|
|
}
|
|
|
|
void AnimationNodeStateMachine::remove_transition_by_index(int p_transition) {
|
|
ERR_FAIL_INDEX(p_transition, transitions.size());
|
|
transitions.write[p_transition].transition->disconnect("advance_condition_changed", this, "_tree_changed");
|
|
transitions.remove(p_transition);
|
|
/*if (playing) {
|
|
path.clear();
|
|
}*/
|
|
}
|
|
|
|
void AnimationNodeStateMachine::set_start_node(const StringName &p_node) {
|
|
ERR_FAIL_COND(p_node != StringName() && !states.has(p_node));
|
|
start_node = p_node;
|
|
}
|
|
|
|
String AnimationNodeStateMachine::get_start_node() const {
|
|
return start_node;
|
|
}
|
|
|
|
void AnimationNodeStateMachine::set_end_node(const StringName &p_node) {
|
|
ERR_FAIL_COND(p_node != StringName() && !states.has(p_node));
|
|
end_node = p_node;
|
|
}
|
|
|
|
String AnimationNodeStateMachine::get_end_node() const {
|
|
return end_node;
|
|
}
|
|
|
|
void AnimationNodeStateMachine::set_graph_offset(const Vector2 &p_offset) {
|
|
graph_offset = p_offset;
|
|
}
|
|
|
|
Vector2 AnimationNodeStateMachine::get_graph_offset() const {
|
|
return graph_offset;
|
|
}
|
|
|
|
float AnimationNodeStateMachine::process(float p_time, bool p_seek) {
|
|
Ref<AnimationNodeStateMachinePlayback> playback = get_parameter(this->playback);
|
|
ERR_FAIL_COND_V(playback.is_null(), 0.0);
|
|
|
|
return playback->process(this, p_time, p_seek);
|
|
}
|
|
|
|
String AnimationNodeStateMachine::get_caption() const {
|
|
return "StateMachine";
|
|
}
|
|
|
|
void AnimationNodeStateMachine::_notification(int p_what) {
|
|
}
|
|
|
|
Ref<AnimationNode> AnimationNodeStateMachine::get_child_by_name(const StringName &p_name) {
|
|
return get_node(p_name);
|
|
}
|
|
|
|
bool AnimationNodeStateMachine::_set(const StringName &p_name, const Variant &p_value) {
|
|
String name = p_name;
|
|
if (name.begins_with("states/")) {
|
|
String node_name = name.get_slicec('/', 1);
|
|
String what = name.get_slicec('/', 2);
|
|
|
|
if (what == "node") {
|
|
Ref<AnimationNode> anode = p_value;
|
|
if (anode.is_valid()) {
|
|
add_node(node_name, p_value);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if (what == "position") {
|
|
if (states.has(node_name)) {
|
|
states[node_name].position = p_value;
|
|
}
|
|
return true;
|
|
}
|
|
} else if (name == "transitions") {
|
|
Array trans = p_value;
|
|
ERR_FAIL_COND_V(trans.size() % 3 != 0, false);
|
|
|
|
for (int i = 0; i < trans.size(); i += 3) {
|
|
add_transition(trans[i], trans[i + 1], trans[i + 2]);
|
|
}
|
|
return true;
|
|
} else if (name == "start_node") {
|
|
set_start_node(p_value);
|
|
return true;
|
|
} else if (name == "end_node") {
|
|
set_end_node(p_value);
|
|
return true;
|
|
} else if (name == "graph_offset") {
|
|
set_graph_offset(p_value);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AnimationNodeStateMachine::_get(const StringName &p_name, Variant &r_ret) const {
|
|
String name = p_name;
|
|
if (name.begins_with("states/")) {
|
|
String node_name = name.get_slicec('/', 1);
|
|
String what = name.get_slicec('/', 2);
|
|
|
|
if (what == "node") {
|
|
if (states.has(node_name)) {
|
|
r_ret = states[node_name].node;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (what == "position") {
|
|
if (states.has(node_name)) {
|
|
r_ret = states[node_name].position;
|
|
return true;
|
|
}
|
|
}
|
|
} else if (name == "transitions") {
|
|
Array trans;
|
|
trans.resize(transitions.size() * 3);
|
|
|
|
for (int i = 0; i < transitions.size(); i++) {
|
|
trans[i * 3 + 0] = transitions[i].from;
|
|
trans[i * 3 + 1] = transitions[i].to;
|
|
trans[i * 3 + 2] = transitions[i].transition;
|
|
}
|
|
|
|
r_ret = trans;
|
|
return true;
|
|
} else if (name == "start_node") {
|
|
r_ret = get_start_node();
|
|
return true;
|
|
} else if (name == "end_node") {
|
|
r_ret = get_end_node();
|
|
return true;
|
|
} else if (name == "graph_offset") {
|
|
r_ret = get_graph_offset();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
void AnimationNodeStateMachine::_get_property_list(List<PropertyInfo> *p_list) const {
|
|
List<StringName> names;
|
|
for (Map<StringName, State>::Element *E = states.front(); E; E = E->next()) {
|
|
names.push_back(E->key());
|
|
}
|
|
names.sort_custom<StringName::AlphCompare>();
|
|
|
|
for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
|
|
String name = E->get();
|
|
p_list->push_back(PropertyInfo(Variant::OBJECT, "states/" + name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NOEDITOR));
|
|
p_list->push_back(PropertyInfo(Variant::VECTOR2, "states/" + name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
}
|
|
|
|
p_list->push_back(PropertyInfo(Variant::ARRAY, "transitions", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
p_list->push_back(PropertyInfo(Variant::STRING, "start_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
p_list->push_back(PropertyInfo(Variant::STRING, "end_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
p_list->push_back(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
}
|
|
|
|
void AnimationNodeStateMachine::set_node_position(const StringName &p_name, const Vector2 &p_position) {
|
|
ERR_FAIL_COND(!states.has(p_name));
|
|
states[p_name].position = p_position;
|
|
}
|
|
|
|
Vector2 AnimationNodeStateMachine::get_node_position(const StringName &p_name) const {
|
|
ERR_FAIL_COND_V(!states.has(p_name), Vector2());
|
|
return states[p_name].position;
|
|
}
|
|
|
|
void AnimationNodeStateMachine::_tree_changed() {
|
|
emit_signal("tree_changed");
|
|
}
|
|
|
|
void AnimationNodeStateMachine::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("add_node", "name", "node", "position"), &AnimationNodeStateMachine::add_node, DEFVAL(Vector2()));
|
|
ClassDB::bind_method(D_METHOD("replace_node", "name", "node"), &AnimationNodeStateMachine::replace_node);
|
|
ClassDB::bind_method(D_METHOD("get_node", "name"), &AnimationNodeStateMachine::get_node);
|
|
ClassDB::bind_method(D_METHOD("remove_node", "name"), &AnimationNodeStateMachine::remove_node);
|
|
ClassDB::bind_method(D_METHOD("rename_node", "name", "new_name"), &AnimationNodeStateMachine::rename_node);
|
|
ClassDB::bind_method(D_METHOD("has_node", "name"), &AnimationNodeStateMachine::has_node);
|
|
ClassDB::bind_method(D_METHOD("get_node_name", "node"), &AnimationNodeStateMachine::get_node_name);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_node_position", "name", "position"), &AnimationNodeStateMachine::set_node_position);
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ClassDB::bind_method(D_METHOD("get_node_position", "name"), &AnimationNodeStateMachine::get_node_position);
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ClassDB::bind_method(D_METHOD("has_transition", "from", "to"), &AnimationNodeStateMachine::has_transition);
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ClassDB::bind_method(D_METHOD("add_transition", "from", "to", "transition"), &AnimationNodeStateMachine::add_transition);
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ClassDB::bind_method(D_METHOD("get_transition", "idx"), &AnimationNodeStateMachine::get_transition);
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ClassDB::bind_method(D_METHOD("get_transition_from", "idx"), &AnimationNodeStateMachine::get_transition_from);
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ClassDB::bind_method(D_METHOD("get_transition_to", "idx"), &AnimationNodeStateMachine::get_transition_to);
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ClassDB::bind_method(D_METHOD("get_transition_count"), &AnimationNodeStateMachine::get_transition_count);
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ClassDB::bind_method(D_METHOD("remove_transition_by_index", "idx"), &AnimationNodeStateMachine::remove_transition_by_index);
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ClassDB::bind_method(D_METHOD("remove_transition", "from", "to"), &AnimationNodeStateMachine::remove_transition);
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ClassDB::bind_method(D_METHOD("set_start_node", "name"), &AnimationNodeStateMachine::set_start_node);
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ClassDB::bind_method(D_METHOD("get_start_node"), &AnimationNodeStateMachine::get_start_node);
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ClassDB::bind_method(D_METHOD("set_end_node", "name"), &AnimationNodeStateMachine::set_end_node);
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ClassDB::bind_method(D_METHOD("get_end_node"), &AnimationNodeStateMachine::get_end_node);
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ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeStateMachine::set_graph_offset);
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ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset);
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ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeStateMachine::_tree_changed);
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}
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AnimationNodeStateMachine::AnimationNodeStateMachine() {
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playback = "playback";
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}
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