mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
synced 2024-12-21 16:56:50 +01:00
Removed AnimationTree.
This commit is contained in:
parent
b9e6090c65
commit
14272c1eaf
@ -1,326 +0,0 @@
|
||||
/*************************************************************************/
|
||||
/* animation_blend_space_1d.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "animation_blend_space_1d.h"
|
||||
|
||||
void AnimationNodeBlendSpace1D::get_parameter_list(List<PropertyInfo> *r_list) const {
|
||||
r_list->push_back(PropertyInfo(Variant::REAL, blend_position));
|
||||
}
|
||||
Variant AnimationNodeBlendSpace1D::get_parameter_default_value(const StringName &p_parameter) const {
|
||||
return 0;
|
||||
}
|
||||
|
||||
Ref<AnimationNode> AnimationNodeBlendSpace1D::get_child_by_name(const StringName &p_name) {
|
||||
return get_blend_point_node(p_name.operator String().to_int());
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace1D::_validate_property(PropertyInfo &property) const {
|
||||
if (property.name.begins_with("blend_point_")) {
|
||||
String left = property.name.get_slicec('/', 0);
|
||||
int idx = left.get_slicec('_', 2).to_int();
|
||||
if (idx >= blend_points_used) {
|
||||
property.usage = 0;
|
||||
}
|
||||
}
|
||||
AnimationRootNode::_validate_property(property);
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace1D::_tree_changed() {
|
||||
emit_signal("tree_changed");
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace1D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("add_blend_point", "node", "pos", "at_index"), &AnimationNodeBlendSpace1D::add_blend_point, DEFVAL(-1));
|
||||
ClassDB::bind_method(D_METHOD("set_blend_point_position", "point", "pos"), &AnimationNodeBlendSpace1D::set_blend_point_position);
|
||||
ClassDB::bind_method(D_METHOD("get_blend_point_position", "point"), &AnimationNodeBlendSpace1D::get_blend_point_position);
|
||||
ClassDB::bind_method(D_METHOD("set_blend_point_node", "point", "node"), &AnimationNodeBlendSpace1D::set_blend_point_node);
|
||||
ClassDB::bind_method(D_METHOD("get_blend_point_node", "point"), &AnimationNodeBlendSpace1D::get_blend_point_node);
|
||||
ClassDB::bind_method(D_METHOD("remove_blend_point", "point"), &AnimationNodeBlendSpace1D::remove_blend_point);
|
||||
ClassDB::bind_method(D_METHOD("get_blend_point_count"), &AnimationNodeBlendSpace1D::get_blend_point_count);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_min_space", "min_space"), &AnimationNodeBlendSpace1D::set_min_space);
|
||||
ClassDB::bind_method(D_METHOD("get_min_space"), &AnimationNodeBlendSpace1D::get_min_space);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_max_space", "max_space"), &AnimationNodeBlendSpace1D::set_max_space);
|
||||
ClassDB::bind_method(D_METHOD("get_max_space"), &AnimationNodeBlendSpace1D::get_max_space);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_snap", "snap"), &AnimationNodeBlendSpace1D::set_snap);
|
||||
ClassDB::bind_method(D_METHOD("get_snap"), &AnimationNodeBlendSpace1D::get_snap);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_value_label", "text"), &AnimationNodeBlendSpace1D::set_value_label);
|
||||
ClassDB::bind_method(D_METHOD("get_value_label"), &AnimationNodeBlendSpace1D::get_value_label);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_add_blend_point", "index", "node"), &AnimationNodeBlendSpace1D::_add_blend_point);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeBlendSpace1D::_tree_changed);
|
||||
|
||||
for (int i = 0; i < MAX_BLEND_POINTS; i++) {
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "blend_point_" + itos(i) + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationRootNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_add_blend_point", "get_blend_point_node", i);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "blend_point_" + itos(i) + "/pos", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_blend_point_position", "get_blend_point_position", i);
|
||||
}
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "min_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_min_space", "get_min_space");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "max_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_space", "get_max_space");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "snap", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_snap", "get_snap");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::STRING, "value_label", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_value_label", "get_value_label");
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace1D::get_child_nodes(List<ChildNode> *r_child_nodes) {
|
||||
for (int i = 0; i < blend_points_used; i++) {
|
||||
ChildNode cn;
|
||||
cn.name = itos(i);
|
||||
cn.node = blend_points[i].node;
|
||||
r_child_nodes->push_back(cn);
|
||||
}
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace1D::add_blend_point(const Ref<AnimationRootNode> &p_node, float p_position, int p_at_index) {
|
||||
ERR_FAIL_COND(blend_points_used >= MAX_BLEND_POINTS);
|
||||
ERR_FAIL_COND(p_node.is_null());
|
||||
|
||||
ERR_FAIL_COND(p_at_index < -1 || p_at_index > blend_points_used);
|
||||
|
||||
if (p_at_index == -1 || p_at_index == blend_points_used) {
|
||||
p_at_index = blend_points_used;
|
||||
} else {
|
||||
for (int i = blend_points_used - 1; i > p_at_index; i--) {
|
||||
blend_points[i] = blend_points[i - 1];
|
||||
}
|
||||
}
|
||||
|
||||
blend_points[p_at_index].node = p_node;
|
||||
blend_points[p_at_index].position = p_position;
|
||||
|
||||
blend_points[p_at_index].node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
|
||||
|
||||
blend_points_used++;
|
||||
emit_signal("tree_changed");
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace1D::set_blend_point_position(int p_point, float p_position) {
|
||||
ERR_FAIL_INDEX(p_point, blend_points_used);
|
||||
|
||||
blend_points[p_point].position = p_position;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace1D::set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node) {
|
||||
ERR_FAIL_INDEX(p_point, blend_points_used);
|
||||
ERR_FAIL_COND(p_node.is_null());
|
||||
|
||||
if (blend_points[p_point].node.is_valid()) {
|
||||
blend_points[p_point].node->disconnect("tree_changed", this, "_tree_changed");
|
||||
}
|
||||
|
||||
blend_points[p_point].node = p_node;
|
||||
blend_points[p_point].node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
|
||||
|
||||
emit_signal("tree_changed");
|
||||
}
|
||||
|
||||
float AnimationNodeBlendSpace1D::get_blend_point_position(int p_point) const {
|
||||
ERR_FAIL_INDEX_V(p_point, blend_points_used, 0);
|
||||
return blend_points[p_point].position;
|
||||
}
|
||||
|
||||
Ref<AnimationRootNode> AnimationNodeBlendSpace1D::get_blend_point_node(int p_point) const {
|
||||
ERR_FAIL_INDEX_V(p_point, blend_points_used, Ref<AnimationRootNode>());
|
||||
return blend_points[p_point].node;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace1D::remove_blend_point(int p_point) {
|
||||
ERR_FAIL_INDEX(p_point, blend_points_used);
|
||||
|
||||
ERR_FAIL_COND(blend_points[p_point].node.is_null());
|
||||
blend_points[p_point].node->disconnect("tree_changed", this, "_tree_changed");
|
||||
|
||||
for (int i = p_point; i < blend_points_used - 1; i++) {
|
||||
blend_points[i] = blend_points[i + 1];
|
||||
}
|
||||
|
||||
blend_points_used--;
|
||||
emit_signal("tree_changed");
|
||||
}
|
||||
|
||||
int AnimationNodeBlendSpace1D::get_blend_point_count() const {
|
||||
return blend_points_used;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace1D::set_min_space(float p_min) {
|
||||
min_space = p_min;
|
||||
|
||||
if (min_space >= max_space) {
|
||||
min_space = max_space - 1;
|
||||
}
|
||||
}
|
||||
|
||||
float AnimationNodeBlendSpace1D::get_min_space() const {
|
||||
return min_space;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace1D::set_max_space(float p_max) {
|
||||
max_space = p_max;
|
||||
|
||||
if (max_space <= min_space) {
|
||||
max_space = min_space + 1;
|
||||
}
|
||||
}
|
||||
|
||||
float AnimationNodeBlendSpace1D::get_max_space() const {
|
||||
return max_space;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace1D::set_snap(float p_snap) {
|
||||
snap = p_snap;
|
||||
}
|
||||
|
||||
float AnimationNodeBlendSpace1D::get_snap() const {
|
||||
return snap;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace1D::set_value_label(const String &p_label) {
|
||||
value_label = p_label;
|
||||
}
|
||||
|
||||
String AnimationNodeBlendSpace1D::get_value_label() const {
|
||||
return value_label;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace1D::_add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node) {
|
||||
if (p_index == blend_points_used) {
|
||||
add_blend_point(p_node, 0);
|
||||
} else {
|
||||
set_blend_point_node(p_index, p_node);
|
||||
}
|
||||
}
|
||||
|
||||
float AnimationNodeBlendSpace1D::process(float p_time, bool p_seek) {
|
||||
if (blend_points_used == 0) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
if (blend_points_used == 1) {
|
||||
// only one point available, just play that animation
|
||||
return blend_node(blend_points[0].name, blend_points[0].node, p_time, p_seek, 1.0, FILTER_IGNORE, false);
|
||||
}
|
||||
|
||||
float blend_pos = get_parameter(blend_position);
|
||||
|
||||
float weights[MAX_BLEND_POINTS] = {};
|
||||
|
||||
int point_lower = -1;
|
||||
float pos_lower = 0.0;
|
||||
int point_higher = -1;
|
||||
float pos_higher = 0.0;
|
||||
|
||||
// find the closest two points to blend between
|
||||
for (int i = 0; i < blend_points_used; i++) {
|
||||
float pos = blend_points[i].position;
|
||||
|
||||
if (pos <= blend_pos) {
|
||||
if (point_lower == -1) {
|
||||
point_lower = i;
|
||||
pos_lower = pos;
|
||||
} else if ((blend_pos - pos) < (blend_pos - pos_lower)) {
|
||||
point_lower = i;
|
||||
pos_lower = pos;
|
||||
}
|
||||
} else {
|
||||
if (point_higher == -1) {
|
||||
point_higher = i;
|
||||
pos_higher = pos;
|
||||
} else if ((pos - blend_pos) < (pos_higher - blend_pos)) {
|
||||
point_higher = i;
|
||||
pos_higher = pos;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// fill in weights
|
||||
|
||||
if (point_lower == -1 && point_higher != -1) {
|
||||
// we are on the left side, no other point to the left
|
||||
// we just play the next point.
|
||||
|
||||
weights[point_higher] = 1.0;
|
||||
} else if (point_higher == -1) {
|
||||
// we are on the right side, no other point to the right
|
||||
// we just play the previous point
|
||||
|
||||
weights[point_lower] = 1.0;
|
||||
} else {
|
||||
// we are between two points.
|
||||
// figure out weights, then blend the animations
|
||||
|
||||
float distance_between_points = pos_higher - pos_lower;
|
||||
|
||||
float current_pos_inbetween = blend_pos - pos_lower;
|
||||
|
||||
float blend_percentage = current_pos_inbetween / distance_between_points;
|
||||
|
||||
float blend_lower = 1.0 - blend_percentage;
|
||||
float blend_higher = blend_percentage;
|
||||
|
||||
weights[point_lower] = blend_lower;
|
||||
weights[point_higher] = blend_higher;
|
||||
}
|
||||
|
||||
// actually blend the animations now
|
||||
|
||||
float max_time_remaining = 0.0;
|
||||
|
||||
for (int i = 0; i < blend_points_used; i++) {
|
||||
float remaining = blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, weights[i], FILTER_IGNORE, false);
|
||||
|
||||
max_time_remaining = MAX(max_time_remaining, remaining);
|
||||
}
|
||||
|
||||
return max_time_remaining;
|
||||
}
|
||||
|
||||
String AnimationNodeBlendSpace1D::get_caption() const {
|
||||
return "BlendSpace1D";
|
||||
}
|
||||
|
||||
AnimationNodeBlendSpace1D::AnimationNodeBlendSpace1D() {
|
||||
for (int i = 0; i < MAX_BLEND_POINTS; i++) {
|
||||
blend_points[i].name = itos(i);
|
||||
}
|
||||
blend_points_used = 0;
|
||||
max_space = 1;
|
||||
min_space = -1;
|
||||
|
||||
snap = 0.1;
|
||||
value_label = "value";
|
||||
|
||||
blend_position = "blend_position";
|
||||
}
|
||||
|
||||
AnimationNodeBlendSpace1D::~AnimationNodeBlendSpace1D() {
|
||||
}
|
@ -1,104 +0,0 @@
|
||||
#ifndef ANIMATION_BLEND_SPACE_1D_H
|
||||
#define ANIMATION_BLEND_SPACE_1D_H
|
||||
/*************************************************************************/
|
||||
/* animation_blend_space_1d.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "scene/animation/animation_tree.h"
|
||||
|
||||
class AnimationNodeBlendSpace1D : public AnimationRootNode {
|
||||
GDCLASS(AnimationNodeBlendSpace1D, AnimationRootNode);
|
||||
|
||||
enum {
|
||||
MAX_BLEND_POINTS = 64
|
||||
};
|
||||
|
||||
struct BlendPoint {
|
||||
StringName name;
|
||||
Ref<AnimationRootNode> node;
|
||||
float position;
|
||||
};
|
||||
|
||||
BlendPoint blend_points[MAX_BLEND_POINTS];
|
||||
int blend_points_used;
|
||||
|
||||
float max_space;
|
||||
float min_space;
|
||||
|
||||
float snap;
|
||||
|
||||
String value_label;
|
||||
|
||||
void _add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node);
|
||||
|
||||
void _tree_changed();
|
||||
|
||||
StringName blend_position;
|
||||
|
||||
protected:
|
||||
virtual void _validate_property(PropertyInfo &property) const;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
|
||||
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
|
||||
|
||||
virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
|
||||
|
||||
void add_blend_point(const Ref<AnimationRootNode> &p_node, float p_position, int p_at_index = -1);
|
||||
void set_blend_point_position(int p_point, float p_position);
|
||||
void set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node);
|
||||
|
||||
float get_blend_point_position(int p_point) const;
|
||||
Ref<AnimationRootNode> get_blend_point_node(int p_point) const;
|
||||
void remove_blend_point(int p_point);
|
||||
int get_blend_point_count() const;
|
||||
|
||||
void set_min_space(float p_min);
|
||||
float get_min_space() const;
|
||||
|
||||
void set_max_space(float p_max);
|
||||
float get_max_space() const;
|
||||
|
||||
void set_snap(float p_snap);
|
||||
float get_snap() const;
|
||||
|
||||
void set_value_label(const String &p_label);
|
||||
String get_value_label() const;
|
||||
|
||||
float process(float p_time, bool p_seek);
|
||||
String get_caption() const;
|
||||
|
||||
Ref<AnimationNode> get_child_by_name(const StringName &p_name);
|
||||
|
||||
AnimationNodeBlendSpace1D();
|
||||
~AnimationNodeBlendSpace1D();
|
||||
};
|
||||
|
||||
#endif // ANIMATION_BLEND_SPACE_1D_H
|
@ -1,672 +0,0 @@
|
||||
/*************************************************************************/
|
||||
/* animation_blend_space_2d.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "animation_blend_space_2d.h"
|
||||
#include "core/math/delaunay.h"
|
||||
#include "core/math/geometry.h"
|
||||
|
||||
void AnimationNodeBlendSpace2D::get_parameter_list(List<PropertyInfo> *r_list) const {
|
||||
r_list->push_back(PropertyInfo(Variant::VECTOR2, blend_position));
|
||||
r_list->push_back(PropertyInfo(Variant::INT, closest, PROPERTY_HINT_NONE, "", 0));
|
||||
r_list->push_back(PropertyInfo(Variant::REAL, length_internal, PROPERTY_HINT_NONE, "", 0));
|
||||
}
|
||||
Variant AnimationNodeBlendSpace2D::get_parameter_default_value(const StringName &p_parameter) const {
|
||||
if (p_parameter == closest) {
|
||||
return -1;
|
||||
} else if (p_parameter == length_internal) {
|
||||
return 0;
|
||||
} else {
|
||||
return Vector2();
|
||||
}
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::get_child_nodes(List<ChildNode> *r_child_nodes) {
|
||||
for (int i = 0; i < blend_points_used; i++) {
|
||||
ChildNode cn;
|
||||
cn.name = itos(i);
|
||||
cn.node = blend_points[i].node;
|
||||
r_child_nodes->push_back(cn);
|
||||
}
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::add_blend_point(const Ref<AnimationRootNode> &p_node, const Vector2 &p_position, int p_at_index) {
|
||||
ERR_FAIL_COND(blend_points_used >= MAX_BLEND_POINTS);
|
||||
ERR_FAIL_COND(p_node.is_null());
|
||||
ERR_FAIL_COND(p_at_index < -1 || p_at_index > blend_points_used);
|
||||
|
||||
if (p_at_index == -1 || p_at_index == blend_points_used) {
|
||||
p_at_index = blend_points_used;
|
||||
} else {
|
||||
for (int i = blend_points_used - 1; i > p_at_index; i--) {
|
||||
blend_points[i] = blend_points[i - 1];
|
||||
}
|
||||
for (int i = 0; i < triangles.size(); i++) {
|
||||
for (int j = 0; j < 3; j++) {
|
||||
if (triangles[i].points[j] >= p_at_index) {
|
||||
triangles.write[i].points[j]++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
blend_points[p_at_index].node = p_node;
|
||||
blend_points[p_at_index].position = p_position;
|
||||
|
||||
blend_points[p_at_index].node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
|
||||
blend_points_used++;
|
||||
|
||||
_queue_auto_triangles();
|
||||
|
||||
emit_signal("tree_changed");
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::set_blend_point_position(int p_point, const Vector2 &p_position) {
|
||||
ERR_FAIL_INDEX(p_point, blend_points_used);
|
||||
blend_points[p_point].position = p_position;
|
||||
_queue_auto_triangles();
|
||||
}
|
||||
void AnimationNodeBlendSpace2D::set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node) {
|
||||
ERR_FAIL_INDEX(p_point, blend_points_used);
|
||||
ERR_FAIL_COND(p_node.is_null());
|
||||
|
||||
if (blend_points[p_point].node.is_valid()) {
|
||||
blend_points[p_point].node->disconnect("tree_changed", this, "_tree_changed");
|
||||
}
|
||||
blend_points[p_point].node = p_node;
|
||||
blend_points[p_point].node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
|
||||
|
||||
emit_signal("tree_changed");
|
||||
}
|
||||
Vector2 AnimationNodeBlendSpace2D::get_blend_point_position(int p_point) const {
|
||||
ERR_FAIL_INDEX_V(p_point, blend_points_used, Vector2());
|
||||
return blend_points[p_point].position;
|
||||
}
|
||||
Ref<AnimationRootNode> AnimationNodeBlendSpace2D::get_blend_point_node(int p_point) const {
|
||||
ERR_FAIL_INDEX_V(p_point, blend_points_used, Ref<AnimationRootNode>());
|
||||
return blend_points[p_point].node;
|
||||
}
|
||||
void AnimationNodeBlendSpace2D::remove_blend_point(int p_point) {
|
||||
ERR_FAIL_INDEX(p_point, blend_points_used);
|
||||
|
||||
ERR_FAIL_COND(blend_points[p_point].node.is_null());
|
||||
blend_points[p_point].node->disconnect("tree_changed", this, "_tree_changed");
|
||||
|
||||
for (int i = 0; i < triangles.size(); i++) {
|
||||
bool erase = false;
|
||||
for (int j = 0; j < 3; j++) {
|
||||
if (triangles[i].points[j] == p_point) {
|
||||
erase = true;
|
||||
break;
|
||||
} else if (triangles[i].points[j] > p_point) {
|
||||
triangles.write[i].points[j]--;
|
||||
}
|
||||
}
|
||||
if (erase) {
|
||||
triangles.remove(i);
|
||||
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = p_point; i < blend_points_used - 1; i++) {
|
||||
blend_points[i] = blend_points[i + 1];
|
||||
}
|
||||
blend_points_used--;
|
||||
emit_signal("tree_changed");
|
||||
}
|
||||
|
||||
int AnimationNodeBlendSpace2D::get_blend_point_count() const {
|
||||
return blend_points_used;
|
||||
}
|
||||
|
||||
bool AnimationNodeBlendSpace2D::has_triangle(int p_x, int p_y, int p_z) const {
|
||||
ERR_FAIL_INDEX_V(p_x, blend_points_used, false);
|
||||
ERR_FAIL_INDEX_V(p_y, blend_points_used, false);
|
||||
ERR_FAIL_INDEX_V(p_z, blend_points_used, false);
|
||||
|
||||
BlendTriangle t;
|
||||
t.points[0] = p_x;
|
||||
t.points[1] = p_y;
|
||||
t.points[2] = p_z;
|
||||
|
||||
SortArray<int> sort;
|
||||
sort.sort(t.points, 3);
|
||||
|
||||
for (int i = 0; i < triangles.size(); i++) {
|
||||
bool all_equal = true;
|
||||
for (int j = 0; j < 3; j++) {
|
||||
if (triangles[i].points[j] != t.points[j]) {
|
||||
all_equal = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (all_equal) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::add_triangle(int p_x, int p_y, int p_z, int p_at_index) {
|
||||
ERR_FAIL_INDEX(p_x, blend_points_used);
|
||||
ERR_FAIL_INDEX(p_y, blend_points_used);
|
||||
ERR_FAIL_INDEX(p_z, blend_points_used);
|
||||
|
||||
_update_triangles();
|
||||
|
||||
BlendTriangle t;
|
||||
t.points[0] = p_x;
|
||||
t.points[1] = p_y;
|
||||
t.points[2] = p_z;
|
||||
|
||||
SortArray<int> sort;
|
||||
sort.sort(t.points, 3);
|
||||
|
||||
for (int i = 0; i < triangles.size(); i++) {
|
||||
bool all_equal = true;
|
||||
for (int j = 0; j < 3; j++) {
|
||||
if (triangles[i].points[j] != t.points[j]) {
|
||||
all_equal = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
ERR_FAIL_COND(all_equal);
|
||||
}
|
||||
|
||||
if (p_at_index == -1 || p_at_index == triangles.size()) {
|
||||
triangles.push_back(t);
|
||||
} else {
|
||||
triangles.insert(p_at_index, t);
|
||||
}
|
||||
}
|
||||
int AnimationNodeBlendSpace2D::get_triangle_point(int p_triangle, int p_point) {
|
||||
_update_triangles();
|
||||
|
||||
ERR_FAIL_INDEX_V(p_point, 3, -1);
|
||||
ERR_FAIL_INDEX_V(p_triangle, triangles.size(), -1);
|
||||
return triangles[p_triangle].points[p_point];
|
||||
}
|
||||
void AnimationNodeBlendSpace2D::remove_triangle(int p_triangle) {
|
||||
ERR_FAIL_INDEX(p_triangle, triangles.size());
|
||||
|
||||
triangles.remove(p_triangle);
|
||||
}
|
||||
|
||||
int AnimationNodeBlendSpace2D::get_triangle_count() const {
|
||||
return triangles.size();
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::set_min_space(const Vector2 &p_min) {
|
||||
min_space = p_min;
|
||||
if (min_space.x >= max_space.x) {
|
||||
min_space.x = max_space.x - 1;
|
||||
}
|
||||
if (min_space.y >= max_space.y) {
|
||||
min_space.y = max_space.y - 1;
|
||||
}
|
||||
}
|
||||
Vector2 AnimationNodeBlendSpace2D::get_min_space() const {
|
||||
return min_space;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::set_max_space(const Vector2 &p_max) {
|
||||
max_space = p_max;
|
||||
if (max_space.x <= min_space.x) {
|
||||
max_space.x = min_space.x + 1;
|
||||
}
|
||||
if (max_space.y <= min_space.y) {
|
||||
max_space.y = min_space.y + 1;
|
||||
}
|
||||
}
|
||||
Vector2 AnimationNodeBlendSpace2D::get_max_space() const {
|
||||
return max_space;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::set_snap(const Vector2 &p_snap) {
|
||||
snap = p_snap;
|
||||
}
|
||||
Vector2 AnimationNodeBlendSpace2D::get_snap() const {
|
||||
return snap;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::set_x_label(const String &p_label) {
|
||||
x_label = p_label;
|
||||
}
|
||||
String AnimationNodeBlendSpace2D::get_x_label() const {
|
||||
return x_label;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::set_y_label(const String &p_label) {
|
||||
y_label = p_label;
|
||||
}
|
||||
String AnimationNodeBlendSpace2D::get_y_label() const {
|
||||
return y_label;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::_add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node) {
|
||||
if (p_index == blend_points_used) {
|
||||
add_blend_point(p_node, Vector2());
|
||||
} else {
|
||||
set_blend_point_node(p_index, p_node);
|
||||
}
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::_set_triangles(const Vector<int> &p_triangles) {
|
||||
if (auto_triangles) {
|
||||
return;
|
||||
}
|
||||
ERR_FAIL_COND(p_triangles.size() % 3 != 0);
|
||||
for (int i = 0; i < p_triangles.size(); i += 3) {
|
||||
add_triangle(p_triangles[i + 0], p_triangles[i + 1], p_triangles[i + 2]);
|
||||
}
|
||||
}
|
||||
|
||||
Vector<int> AnimationNodeBlendSpace2D::_get_triangles() const {
|
||||
Vector<int> t;
|
||||
if (auto_triangles && trianges_dirty) {
|
||||
return t;
|
||||
}
|
||||
|
||||
t.resize(triangles.size() * 3);
|
||||
for (int i = 0; i < triangles.size(); i++) {
|
||||
t.write[i * 3 + 0] = triangles[i].points[0];
|
||||
t.write[i * 3 + 1] = triangles[i].points[1];
|
||||
t.write[i * 3 + 2] = triangles[i].points[2];
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::_queue_auto_triangles() {
|
||||
if (!auto_triangles || trianges_dirty) {
|
||||
return;
|
||||
}
|
||||
|
||||
trianges_dirty = true;
|
||||
call_deferred("_update_triangles");
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::_update_triangles() {
|
||||
if (!auto_triangles || !trianges_dirty) {
|
||||
return;
|
||||
}
|
||||
|
||||
trianges_dirty = false;
|
||||
triangles.clear();
|
||||
if (blend_points_used < 3) {
|
||||
emit_signal("triangles_updated");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector<Vector2> points;
|
||||
points.resize(blend_points_used);
|
||||
for (int i = 0; i < blend_points_used; i++) {
|
||||
points.write[i] = blend_points[i].position;
|
||||
}
|
||||
|
||||
Vector<Delaunay2D::Triangle> triangles = Delaunay2D::triangulate(points);
|
||||
|
||||
for (int i = 0; i < triangles.size(); i++) {
|
||||
add_triangle(triangles[i].points[0], triangles[i].points[1], triangles[i].points[2]);
|
||||
}
|
||||
emit_signal("triangles_updated");
|
||||
}
|
||||
|
||||
Vector2 AnimationNodeBlendSpace2D::get_closest_point(const Vector2 &p_point) {
|
||||
_update_triangles();
|
||||
|
||||
if (triangles.size() == 0) {
|
||||
return Vector2();
|
||||
}
|
||||
|
||||
Vector2 best_point;
|
||||
bool first = true;
|
||||
|
||||
for (int i = 0; i < triangles.size(); i++) {
|
||||
Vector2 points[3];
|
||||
for (int j = 0; j < 3; j++) {
|
||||
points[j] = get_blend_point_position(get_triangle_point(i, j));
|
||||
}
|
||||
|
||||
if (Geometry::is_point_in_triangle(p_point, points[0], points[1], points[2])) {
|
||||
return p_point;
|
||||
}
|
||||
|
||||
for (int j = 0; j < 3; j++) {
|
||||
Vector2 s[2] = {
|
||||
points[j],
|
||||
points[(j + 1) % 3]
|
||||
};
|
||||
Vector2 closest = Geometry::get_closest_point_to_segment_2d(p_point, s);
|
||||
if (first || closest.distance_to(p_point) < best_point.distance_to(p_point)) {
|
||||
best_point = closest;
|
||||
first = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return best_point;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::_blend_triangle(const Vector2 &p_pos, const Vector2 *p_points, float *r_weights) {
|
||||
if (p_pos.distance_squared_to(p_points[0]) < CMP_EPSILON2) {
|
||||
r_weights[0] = 1;
|
||||
r_weights[1] = 0;
|
||||
r_weights[2] = 0;
|
||||
return;
|
||||
}
|
||||
if (p_pos.distance_squared_to(p_points[1]) < CMP_EPSILON2) {
|
||||
r_weights[0] = 0;
|
||||
r_weights[1] = 1;
|
||||
r_weights[2] = 0;
|
||||
return;
|
||||
}
|
||||
if (p_pos.distance_squared_to(p_points[2]) < CMP_EPSILON2) {
|
||||
r_weights[0] = 0;
|
||||
r_weights[1] = 0;
|
||||
r_weights[2] = 1;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 v0 = p_points[1] - p_points[0];
|
||||
Vector2 v1 = p_points[2] - p_points[0];
|
||||
Vector2 v2 = p_pos - p_points[0];
|
||||
|
||||
float d00 = v0.dot(v0);
|
||||
float d01 = v0.dot(v1);
|
||||
float d11 = v1.dot(v1);
|
||||
float d20 = v2.dot(v0);
|
||||
float d21 = v2.dot(v1);
|
||||
float denom = (d00 * d11 - d01 * d01);
|
||||
if (denom == 0) {
|
||||
r_weights[0] = 1;
|
||||
r_weights[1] = 0;
|
||||
r_weights[2] = 0;
|
||||
return;
|
||||
}
|
||||
float v = (d11 * d20 - d01 * d21) / denom;
|
||||
float w = (d00 * d21 - d01 * d20) / denom;
|
||||
float u = 1.0f - v - w;
|
||||
|
||||
r_weights[0] = u;
|
||||
r_weights[1] = v;
|
||||
r_weights[2] = w;
|
||||
}
|
||||
|
||||
float AnimationNodeBlendSpace2D::process(float p_time, bool p_seek) {
|
||||
_update_triangles();
|
||||
|
||||
Vector2 blend_pos = get_parameter(blend_position);
|
||||
int closest = get_parameter(this->closest);
|
||||
float length_internal = get_parameter(this->length_internal);
|
||||
float mind = 0; //time of min distance point
|
||||
|
||||
if (blend_mode == BLEND_MODE_INTERPOLATED) {
|
||||
if (triangles.size() == 0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
Vector2 best_point;
|
||||
bool first = true;
|
||||
int blend_triangle = -1;
|
||||
float blend_weights[3] = { 0, 0, 0 };
|
||||
|
||||
for (int i = 0; i < triangles.size(); i++) {
|
||||
Vector2 points[3];
|
||||
for (int j = 0; j < 3; j++) {
|
||||
points[j] = get_blend_point_position(get_triangle_point(i, j));
|
||||
}
|
||||
|
||||
if (Geometry::is_point_in_triangle(blend_pos, points[0], points[1], points[2])) {
|
||||
blend_triangle = i;
|
||||
_blend_triangle(blend_pos, points, blend_weights);
|
||||
break;
|
||||
}
|
||||
|
||||
for (int j = 0; j < 3; j++) {
|
||||
Vector2 s[2] = {
|
||||
points[j],
|
||||
points[(j + 1) % 3]
|
||||
};
|
||||
Vector2 closest2 = Geometry::get_closest_point_to_segment_2d(blend_pos, s);
|
||||
if (first || closest2.distance_to(blend_pos) < best_point.distance_to(blend_pos)) {
|
||||
best_point = closest2;
|
||||
blend_triangle = i;
|
||||
first = false;
|
||||
float d = s[0].distance_to(s[1]);
|
||||
if (d == 0.0) {
|
||||
blend_weights[j] = 1.0;
|
||||
blend_weights[(j + 1) % 3] = 0.0;
|
||||
blend_weights[(j + 2) % 3] = 0.0;
|
||||
} else {
|
||||
float c = s[0].distance_to(closest2) / d;
|
||||
|
||||
blend_weights[j] = 1.0 - c;
|
||||
blend_weights[(j + 1) % 3] = c;
|
||||
blend_weights[(j + 2) % 3] = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ERR_FAIL_COND_V(blend_triangle == -1, 0); //should never reach here
|
||||
|
||||
int triangle_points[3];
|
||||
for (int j = 0; j < 3; j++) {
|
||||
triangle_points[j] = get_triangle_point(blend_triangle, j);
|
||||
}
|
||||
|
||||
first = true;
|
||||
|
||||
for (int i = 0; i < blend_points_used; i++) {
|
||||
bool found = false;
|
||||
for (int j = 0; j < 3; j++) {
|
||||
if (i == triangle_points[j]) {
|
||||
//blend with the given weight
|
||||
float t = blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, blend_weights[j], FILTER_IGNORE, false);
|
||||
if (first || t < mind) {
|
||||
mind = t;
|
||||
first = false;
|
||||
}
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!found) {
|
||||
//ignore
|
||||
blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, 0, FILTER_IGNORE, false);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
int new_closest = -1;
|
||||
float new_closest_dist = 1e20;
|
||||
|
||||
for (int i = 0; i < blend_points_used; i++) {
|
||||
float d = blend_points[i].position.distance_squared_to(blend_pos);
|
||||
if (d < new_closest_dist) {
|
||||
new_closest = i;
|
||||
new_closest_dist = d;
|
||||
}
|
||||
}
|
||||
|
||||
if (new_closest != closest && new_closest != -1) {
|
||||
float from = 0;
|
||||
if (blend_mode == BLEND_MODE_DISCRETE_CARRY && closest != -1) {
|
||||
//see how much animation remains
|
||||
from = length_internal - blend_node(blend_points[closest].name, blend_points[closest].node, p_time, false, 0.0, FILTER_IGNORE, false);
|
||||
}
|
||||
|
||||
mind = blend_node(blend_points[new_closest].name, blend_points[new_closest].node, from, true, 1.0, FILTER_IGNORE, false);
|
||||
length_internal = from + mind;
|
||||
|
||||
closest = new_closest;
|
||||
|
||||
} else {
|
||||
mind = blend_node(blend_points[closest].name, blend_points[closest].node, p_time, p_seek, 1.0, FILTER_IGNORE, false);
|
||||
}
|
||||
}
|
||||
|
||||
set_parameter(this->closest, closest);
|
||||
set_parameter(this->length_internal, length_internal);
|
||||
return mind;
|
||||
}
|
||||
|
||||
String AnimationNodeBlendSpace2D::get_caption() const {
|
||||
return "BlendSpace2D";
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::_validate_property(PropertyInfo &property) const {
|
||||
if (auto_triangles && property.name == "triangles") {
|
||||
property.usage = 0;
|
||||
}
|
||||
if (property.name.begins_with("blend_point_")) {
|
||||
String left = property.name.get_slicec('/', 0);
|
||||
int idx = left.get_slicec('_', 2).to_int();
|
||||
if (idx >= blend_points_used) {
|
||||
property.usage = 0;
|
||||
}
|
||||
}
|
||||
AnimationRootNode::_validate_property(property);
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::set_auto_triangles(bool p_enable) {
|
||||
if (auto_triangles == p_enable) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto_triangles = p_enable;
|
||||
_queue_auto_triangles();
|
||||
}
|
||||
|
||||
bool AnimationNodeBlendSpace2D::get_auto_triangles() const {
|
||||
return auto_triangles;
|
||||
}
|
||||
|
||||
Ref<AnimationNode> AnimationNodeBlendSpace2D::get_child_by_name(const StringName &p_name) {
|
||||
return get_blend_point_node(p_name.operator String().to_int());
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::_tree_changed() {
|
||||
emit_signal("tree_changed");
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::set_blend_mode(BlendMode p_blend_mode) {
|
||||
blend_mode = p_blend_mode;
|
||||
}
|
||||
|
||||
AnimationNodeBlendSpace2D::BlendMode AnimationNodeBlendSpace2D::get_blend_mode() const {
|
||||
return blend_mode;
|
||||
}
|
||||
|
||||
void AnimationNodeBlendSpace2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("add_blend_point", "node", "pos", "at_index"), &AnimationNodeBlendSpace2D::add_blend_point, DEFVAL(-1));
|
||||
ClassDB::bind_method(D_METHOD("set_blend_point_position", "point", "pos"), &AnimationNodeBlendSpace2D::set_blend_point_position);
|
||||
ClassDB::bind_method(D_METHOD("get_blend_point_position", "point"), &AnimationNodeBlendSpace2D::get_blend_point_position);
|
||||
ClassDB::bind_method(D_METHOD("set_blend_point_node", "point", "node"), &AnimationNodeBlendSpace2D::set_blend_point_node);
|
||||
ClassDB::bind_method(D_METHOD("get_blend_point_node", "point"), &AnimationNodeBlendSpace2D::get_blend_point_node);
|
||||
ClassDB::bind_method(D_METHOD("remove_blend_point", "point"), &AnimationNodeBlendSpace2D::remove_blend_point);
|
||||
ClassDB::bind_method(D_METHOD("get_blend_point_count"), &AnimationNodeBlendSpace2D::get_blend_point_count);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_triangle", "x", "y", "z", "at_index"), &AnimationNodeBlendSpace2D::add_triangle, DEFVAL(-1));
|
||||
ClassDB::bind_method(D_METHOD("get_triangle_point", "triangle", "point"), &AnimationNodeBlendSpace2D::get_triangle_point);
|
||||
ClassDB::bind_method(D_METHOD("remove_triangle", "triangle"), &AnimationNodeBlendSpace2D::remove_triangle);
|
||||
ClassDB::bind_method(D_METHOD("get_triangle_count"), &AnimationNodeBlendSpace2D::get_triangle_count);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_min_space", "min_space"), &AnimationNodeBlendSpace2D::set_min_space);
|
||||
ClassDB::bind_method(D_METHOD("get_min_space"), &AnimationNodeBlendSpace2D::get_min_space);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_max_space", "max_space"), &AnimationNodeBlendSpace2D::set_max_space);
|
||||
ClassDB::bind_method(D_METHOD("get_max_space"), &AnimationNodeBlendSpace2D::get_max_space);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_snap", "snap"), &AnimationNodeBlendSpace2D::set_snap);
|
||||
ClassDB::bind_method(D_METHOD("get_snap"), &AnimationNodeBlendSpace2D::get_snap);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_x_label", "text"), &AnimationNodeBlendSpace2D::set_x_label);
|
||||
ClassDB::bind_method(D_METHOD("get_x_label"), &AnimationNodeBlendSpace2D::get_x_label);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_y_label", "text"), &AnimationNodeBlendSpace2D::set_y_label);
|
||||
ClassDB::bind_method(D_METHOD("get_y_label"), &AnimationNodeBlendSpace2D::get_y_label);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_add_blend_point", "index", "node"), &AnimationNodeBlendSpace2D::_add_blend_point);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_set_triangles", "triangles"), &AnimationNodeBlendSpace2D::_set_triangles);
|
||||
ClassDB::bind_method(D_METHOD("_get_triangles"), &AnimationNodeBlendSpace2D::_get_triangles);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_auto_triangles", "enable"), &AnimationNodeBlendSpace2D::set_auto_triangles);
|
||||
ClassDB::bind_method(D_METHOD("get_auto_triangles"), &AnimationNodeBlendSpace2D::get_auto_triangles);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_blend_mode", "mode"), &AnimationNodeBlendSpace2D::set_blend_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_blend_mode"), &AnimationNodeBlendSpace2D::get_blend_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeBlendSpace2D::_tree_changed);
|
||||
ClassDB::bind_method(D_METHOD("_update_triangles"), &AnimationNodeBlendSpace2D::_update_triangles);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_triangles", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_auto_triangles", "get_auto_triangles");
|
||||
|
||||
for (int i = 0; i < MAX_BLEND_POINTS; i++) {
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "blend_point_" + itos(i) + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationRootNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_add_blend_point", "get_blend_point_node", i);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::VECTOR2, "blend_point_" + itos(i) + "/pos", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_blend_point_position", "get_blend_point_position", i);
|
||||
}
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "triangles", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_triangles", "_get_triangles");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "min_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_min_space", "get_min_space");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "max_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_space", "get_max_space");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "snap", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_snap", "get_snap");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::STRING, "x_label", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_x_label", "get_x_label");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::STRING, "y_label", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_y_label", "get_y_label");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Interpolated,Discrete,Carry", PROPERTY_USAGE_NOEDITOR), "set_blend_mode", "get_blend_mode");
|
||||
|
||||
ADD_SIGNAL(MethodInfo("triangles_updated"));
|
||||
BIND_ENUM_CONSTANT(BLEND_MODE_INTERPOLATED);
|
||||
BIND_ENUM_CONSTANT(BLEND_MODE_DISCRETE);
|
||||
BIND_ENUM_CONSTANT(BLEND_MODE_DISCRETE_CARRY);
|
||||
}
|
||||
|
||||
AnimationNodeBlendSpace2D::AnimationNodeBlendSpace2D() {
|
||||
for (int i = 0; i < MAX_BLEND_POINTS; i++) {
|
||||
blend_points[i].name = itos(i);
|
||||
}
|
||||
auto_triangles = true;
|
||||
blend_points_used = 0;
|
||||
max_space = Vector2(1, 1);
|
||||
min_space = Vector2(-1, -1);
|
||||
snap = Vector2(0.1, 0.1);
|
||||
x_label = "x";
|
||||
y_label = "y";
|
||||
trianges_dirty = false;
|
||||
blend_position = "blend_position";
|
||||
closest = "closest";
|
||||
length_internal = "length_internal";
|
||||
blend_mode = BLEND_MODE_INTERPOLATED;
|
||||
}
|
||||
|
||||
AnimationNodeBlendSpace2D::~AnimationNodeBlendSpace2D() {
|
||||
}
|
@ -1,147 +0,0 @@
|
||||
#ifndef ANIMATION_BLEND_SPACE_2D_H
|
||||
#define ANIMATION_BLEND_SPACE_2D_H
|
||||
/*************************************************************************/
|
||||
/* animation_blend_space_2d.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "scene/animation/animation_tree.h"
|
||||
|
||||
class AnimationNodeBlendSpace2D : public AnimationRootNode {
|
||||
GDCLASS(AnimationNodeBlendSpace2D, AnimationRootNode);
|
||||
|
||||
public:
|
||||
enum BlendMode {
|
||||
BLEND_MODE_INTERPOLATED,
|
||||
BLEND_MODE_DISCRETE,
|
||||
BLEND_MODE_DISCRETE_CARRY,
|
||||
};
|
||||
|
||||
protected:
|
||||
enum {
|
||||
MAX_BLEND_POINTS = 64
|
||||
};
|
||||
|
||||
struct BlendPoint {
|
||||
StringName name;
|
||||
Ref<AnimationRootNode> node;
|
||||
Vector2 position;
|
||||
};
|
||||
|
||||
BlendPoint blend_points[MAX_BLEND_POINTS];
|
||||
int blend_points_used;
|
||||
|
||||
struct BlendTriangle {
|
||||
int points[3];
|
||||
};
|
||||
|
||||
Vector<BlendTriangle> triangles;
|
||||
|
||||
StringName blend_position;
|
||||
StringName closest;
|
||||
StringName length_internal;
|
||||
Vector2 max_space;
|
||||
Vector2 min_space;
|
||||
Vector2 snap;
|
||||
String x_label;
|
||||
String y_label;
|
||||
BlendMode blend_mode;
|
||||
|
||||
void _add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node);
|
||||
void _set_triangles(const Vector<int> &p_triangles);
|
||||
Vector<int> _get_triangles() const;
|
||||
|
||||
void _blend_triangle(const Vector2 &p_pos, const Vector2 *p_points, float *r_weights);
|
||||
|
||||
bool auto_triangles;
|
||||
bool trianges_dirty;
|
||||
|
||||
void _update_triangles();
|
||||
void _queue_auto_triangles();
|
||||
|
||||
void _tree_changed();
|
||||
|
||||
protected:
|
||||
virtual void _validate_property(PropertyInfo &property) const;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
|
||||
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
|
||||
|
||||
virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
|
||||
|
||||
void add_blend_point(const Ref<AnimationRootNode> &p_node, const Vector2 &p_position, int p_at_index = -1);
|
||||
void set_blend_point_position(int p_point, const Vector2 &p_position);
|
||||
void set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node);
|
||||
Vector2 get_blend_point_position(int p_point) const;
|
||||
Ref<AnimationRootNode> get_blend_point_node(int p_point) const;
|
||||
void remove_blend_point(int p_point);
|
||||
int get_blend_point_count() const;
|
||||
|
||||
bool has_triangle(int p_x, int p_y, int p_z) const;
|
||||
void add_triangle(int p_x, int p_y, int p_z, int p_at_index = -1);
|
||||
int get_triangle_point(int p_triangle, int p_point);
|
||||
void remove_triangle(int p_triangle);
|
||||
int get_triangle_count() const;
|
||||
|
||||
void set_min_space(const Vector2 &p_min);
|
||||
Vector2 get_min_space() const;
|
||||
|
||||
void set_max_space(const Vector2 &p_max);
|
||||
Vector2 get_max_space() const;
|
||||
|
||||
void set_snap(const Vector2 &p_snap);
|
||||
Vector2 get_snap() const;
|
||||
|
||||
void set_x_label(const String &p_label);
|
||||
String get_x_label() const;
|
||||
|
||||
void set_y_label(const String &p_label);
|
||||
String get_y_label() const;
|
||||
|
||||
virtual float process(float p_time, bool p_seek);
|
||||
virtual String get_caption() const;
|
||||
|
||||
Vector2 get_closest_point(const Vector2 &p_point);
|
||||
|
||||
void set_auto_triangles(bool p_enable);
|
||||
bool get_auto_triangles() const;
|
||||
|
||||
void set_blend_mode(BlendMode p_blend_mode);
|
||||
BlendMode get_blend_mode() const;
|
||||
|
||||
virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
|
||||
|
||||
AnimationNodeBlendSpace2D();
|
||||
~AnimationNodeBlendSpace2D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(AnimationNodeBlendSpace2D::BlendMode)
|
||||
|
||||
#endif // ANIMATION_BLEND_SPACE_2D_H
|
File diff suppressed because it is too large
Load Diff
@ -1,407 +0,0 @@
|
||||
#ifndef ANIMATION_BLEND_TREE_H
|
||||
#define ANIMATION_BLEND_TREE_H
|
||||
/*************************************************************************/
|
||||
/* animation_blend_tree.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "scene/animation/animation_tree.h"
|
||||
|
||||
class AnimationNodeAnimation : public AnimationRootNode {
|
||||
GDCLASS(AnimationNodeAnimation, AnimationRootNode);
|
||||
|
||||
StringName animation;
|
||||
StringName time;
|
||||
|
||||
uint64_t last_version;
|
||||
bool skip;
|
||||
|
||||
protected:
|
||||
void _validate_property(PropertyInfo &property) const;
|
||||
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void get_parameter_list(List<PropertyInfo> *r_list) const;
|
||||
|
||||
static Vector<String> (*get_editable_animation_list)();
|
||||
|
||||
virtual String get_caption() const;
|
||||
virtual float process(float p_time, bool p_seek);
|
||||
|
||||
void set_animation(const StringName &p_name);
|
||||
StringName get_animation() const;
|
||||
|
||||
AnimationNodeAnimation();
|
||||
};
|
||||
|
||||
class AnimationNodeOneShot : public AnimationNode {
|
||||
GDCLASS(AnimationNodeOneShot, AnimationNode);
|
||||
|
||||
public:
|
||||
enum MixMode {
|
||||
MIX_MODE_BLEND,
|
||||
MIX_MODE_ADD
|
||||
};
|
||||
|
||||
private:
|
||||
float fade_in;
|
||||
float fade_out;
|
||||
|
||||
bool autorestart;
|
||||
float autorestart_delay;
|
||||
float autorestart_random_delay;
|
||||
MixMode mix;
|
||||
|
||||
bool sync;
|
||||
|
||||
/* bool active;
|
||||
bool do_start;
|
||||
float time;
|
||||
float remaining;*/
|
||||
|
||||
StringName active;
|
||||
StringName prev_active;
|
||||
StringName time;
|
||||
StringName remaining;
|
||||
StringName time_to_restart;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
|
||||
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
|
||||
|
||||
virtual String get_caption() const;
|
||||
|
||||
void set_fadein_time(float p_time);
|
||||
void set_fadeout_time(float p_time);
|
||||
|
||||
float get_fadein_time() const;
|
||||
float get_fadeout_time() const;
|
||||
|
||||
void set_autorestart(bool p_active);
|
||||
void set_autorestart_delay(float p_time);
|
||||
void set_autorestart_random_delay(float p_time);
|
||||
|
||||
bool has_autorestart() const;
|
||||
float get_autorestart_delay() const;
|
||||
float get_autorestart_random_delay() const;
|
||||
|
||||
void set_mix_mode(MixMode p_mix);
|
||||
MixMode get_mix_mode() const;
|
||||
|
||||
void set_use_sync(bool p_sync);
|
||||
bool is_using_sync() const;
|
||||
|
||||
virtual bool has_filter() const;
|
||||
virtual float process(float p_time, bool p_seek);
|
||||
|
||||
AnimationNodeOneShot();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(AnimationNodeOneShot::MixMode)
|
||||
|
||||
class AnimationNodeAdd2 : public AnimationNode {
|
||||
GDCLASS(AnimationNodeAdd2, AnimationNode);
|
||||
|
||||
StringName add_amount;
|
||||
bool sync;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void get_parameter_list(List<PropertyInfo> *r_list) const;
|
||||
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
|
||||
|
||||
virtual String get_caption() const;
|
||||
|
||||
void set_use_sync(bool p_sync);
|
||||
bool is_using_sync() const;
|
||||
|
||||
virtual bool has_filter() const;
|
||||
virtual float process(float p_time, bool p_seek);
|
||||
|
||||
AnimationNodeAdd2();
|
||||
};
|
||||
|
||||
class AnimationNodeAdd3 : public AnimationNode {
|
||||
GDCLASS(AnimationNodeAdd3, AnimationNode);
|
||||
|
||||
StringName add_amount;
|
||||
bool sync;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void get_parameter_list(List<PropertyInfo> *r_list) const;
|
||||
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
|
||||
|
||||
virtual String get_caption() const;
|
||||
|
||||
void set_use_sync(bool p_sync);
|
||||
bool is_using_sync() const;
|
||||
|
||||
virtual bool has_filter() const;
|
||||
virtual float process(float p_time, bool p_seek);
|
||||
|
||||
AnimationNodeAdd3();
|
||||
};
|
||||
|
||||
class AnimationNodeBlend2 : public AnimationNode {
|
||||
GDCLASS(AnimationNodeBlend2, AnimationNode);
|
||||
|
||||
StringName blend_amount;
|
||||
bool sync;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
|
||||
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
|
||||
|
||||
virtual String get_caption() const;
|
||||
virtual float process(float p_time, bool p_seek);
|
||||
|
||||
void set_use_sync(bool p_sync);
|
||||
bool is_using_sync() const;
|
||||
|
||||
virtual bool has_filter() const;
|
||||
AnimationNodeBlend2();
|
||||
};
|
||||
|
||||
class AnimationNodeBlend3 : public AnimationNode {
|
||||
GDCLASS(AnimationNodeBlend3, AnimationNode);
|
||||
|
||||
StringName blend_amount;
|
||||
bool sync;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
|
||||
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
|
||||
|
||||
virtual String get_caption() const;
|
||||
|
||||
void set_use_sync(bool p_sync);
|
||||
bool is_using_sync() const;
|
||||
|
||||
float process(float p_time, bool p_seek);
|
||||
AnimationNodeBlend3();
|
||||
};
|
||||
|
||||
class AnimationNodeTimeScale : public AnimationNode {
|
||||
GDCLASS(AnimationNodeTimeScale, AnimationNode);
|
||||
|
||||
StringName scale;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
|
||||
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
|
||||
|
||||
virtual String get_caption() const;
|
||||
|
||||
float process(float p_time, bool p_seek);
|
||||
|
||||
AnimationNodeTimeScale();
|
||||
};
|
||||
|
||||
class AnimationNodeTimeSeek : public AnimationNode {
|
||||
GDCLASS(AnimationNodeTimeSeek, AnimationNode);
|
||||
|
||||
StringName seek_pos;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
|
||||
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
|
||||
|
||||
virtual String get_caption() const;
|
||||
|
||||
float process(float p_time, bool p_seek);
|
||||
|
||||
AnimationNodeTimeSeek();
|
||||
};
|
||||
|
||||
class AnimationNodeTransition : public AnimationNode {
|
||||
GDCLASS(AnimationNodeTransition, AnimationNode);
|
||||
|
||||
enum {
|
||||
MAX_INPUTS = 32
|
||||
};
|
||||
struct InputData {
|
||||
String name;
|
||||
bool auto_advance;
|
||||
InputData() { auto_advance = false; }
|
||||
};
|
||||
|
||||
InputData inputs[MAX_INPUTS];
|
||||
int enabled_inputs;
|
||||
|
||||
/*
|
||||
float prev_xfading;
|
||||
int prev;
|
||||
float time;
|
||||
int current;
|
||||
int prev_current; */
|
||||
|
||||
StringName prev_xfading;
|
||||
StringName prev;
|
||||
StringName time;
|
||||
StringName current;
|
||||
StringName prev_current;
|
||||
|
||||
float xfade;
|
||||
|
||||
void _update_inputs();
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
void _validate_property(PropertyInfo &property) const;
|
||||
|
||||
public:
|
||||
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
|
||||
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
|
||||
|
||||
virtual String get_caption() const;
|
||||
|
||||
void set_enabled_inputs(int p_inputs);
|
||||
int get_enabled_inputs();
|
||||
|
||||
void set_input_as_auto_advance(int p_input, bool p_enable);
|
||||
bool is_input_set_as_auto_advance(int p_input) const;
|
||||
|
||||
void set_input_caption(int p_input, const String &p_name);
|
||||
String get_input_caption(int p_input) const;
|
||||
|
||||
void set_cross_fade_time(float p_fade);
|
||||
float get_cross_fade_time() const;
|
||||
|
||||
float process(float p_time, bool p_seek);
|
||||
|
||||
AnimationNodeTransition();
|
||||
};
|
||||
|
||||
class AnimationNodeOutput : public AnimationNode {
|
||||
GDCLASS(AnimationNodeOutput, AnimationNode);
|
||||
|
||||
public:
|
||||
virtual String get_caption() const;
|
||||
virtual float process(float p_time, bool p_seek);
|
||||
AnimationNodeOutput();
|
||||
};
|
||||
|
||||
/////
|
||||
|
||||
class AnimationNodeBlendTree : public AnimationRootNode {
|
||||
GDCLASS(AnimationNodeBlendTree, AnimationRootNode);
|
||||
|
||||
struct Node {
|
||||
Ref<AnimationNode> node;
|
||||
Vector2 position;
|
||||
Vector<StringName> connections;
|
||||
};
|
||||
|
||||
typedef RBMap<StringName, Node, StringName::AlphCompare> NodeMap;
|
||||
NodeMap nodes;
|
||||
|
||||
Vector2 graph_offset;
|
||||
|
||||
void _tree_changed();
|
||||
void _node_changed(const StringName &p_node);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
bool _set(const StringName &p_name, const Variant &p_value);
|
||||
bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||
|
||||
public:
|
||||
enum ConnectionError {
|
||||
CONNECTION_OK,
|
||||
CONNECTION_ERROR_NO_INPUT,
|
||||
CONNECTION_ERROR_NO_INPUT_INDEX,
|
||||
CONNECTION_ERROR_NO_OUTPUT,
|
||||
CONNECTION_ERROR_SAME_NODE,
|
||||
CONNECTION_ERROR_CONNECTION_EXISTS,
|
||||
//no need to check for cycles due to tree topology
|
||||
};
|
||||
|
||||
void add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position = Vector2());
|
||||
Ref<AnimationNode> get_node(const StringName &p_name) const;
|
||||
void remove_node(const StringName &p_name);
|
||||
void rename_node(const StringName &p_name, const StringName &p_new_name);
|
||||
bool has_node(const StringName &p_name) const;
|
||||
StringName get_node_name(const Ref<AnimationNode> &p_node) const;
|
||||
Vector<StringName> get_node_connection_array(const StringName &p_name) const;
|
||||
|
||||
void set_node_position(const StringName &p_node, const Vector2 &p_position);
|
||||
Vector2 get_node_position(const StringName &p_node) const;
|
||||
|
||||
virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
|
||||
|
||||
void connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node);
|
||||
void disconnect_node(const StringName &p_node, int p_input_index);
|
||||
|
||||
struct NodeConnection {
|
||||
StringName input_node;
|
||||
int input_index;
|
||||
StringName output_node;
|
||||
};
|
||||
|
||||
ConnectionError can_connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) const;
|
||||
void get_node_connections(List<NodeConnection> *r_connections) const;
|
||||
|
||||
virtual String get_caption() const;
|
||||
virtual float process(float p_time, bool p_seek);
|
||||
|
||||
void get_node_list(List<StringName> *r_list);
|
||||
|
||||
void set_graph_offset(const Vector2 &p_graph_offset);
|
||||
Vector2 get_graph_offset() const;
|
||||
|
||||
virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
|
||||
|
||||
AnimationNodeBlendTree();
|
||||
~AnimationNodeBlendTree();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(AnimationNodeBlendTree::ConnectionError)
|
||||
|
||||
#endif // ANIMATION_BLEND_TREE_H
|
@ -1,962 +0,0 @@
|
||||
/*************************************************************************/
|
||||
/* animation_node_state_machine.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "animation_node_state_machine.h"
|
||||
|
||||
/////////////////////////////////////////////////
|
||||
|
||||
void AnimationNodeStateMachineTransition::set_switch_mode(SwitchMode p_mode) {
|
||||
switch_mode = p_mode;
|
||||
}
|
||||
|
||||
AnimationNodeStateMachineTransition::SwitchMode AnimationNodeStateMachineTransition::get_switch_mode() const {
|
||||
return switch_mode;
|
||||
}
|
||||
|
||||
void AnimationNodeStateMachineTransition::set_auto_advance(bool p_enable) {
|
||||
auto_advance = p_enable;
|
||||
}
|
||||
|
||||
bool AnimationNodeStateMachineTransition::has_auto_advance() const {
|
||||
return auto_advance;
|
||||
}
|
||||
|
||||
void AnimationNodeStateMachineTransition::set_advance_condition(const StringName &p_condition) {
|
||||
String cs = p_condition;
|
||||
ERR_FAIL_COND(cs.find("/") != -1 || cs.find(":") != -1);
|
||||
advance_condition = p_condition;
|
||||
if (cs != String()) {
|
||||
advance_condition_name = "conditions/" + cs;
|
||||
} else {
|
||||
advance_condition_name = StringName();
|
||||
}
|
||||
emit_signal("advance_condition_changed");
|
||||
}
|
||||
|
||||
StringName AnimationNodeStateMachineTransition::get_advance_condition() const {
|
||||
return advance_condition;
|
||||
}
|
||||
|
||||
StringName AnimationNodeStateMachineTransition::get_advance_condition_name() const {
|
||||
return advance_condition_name;
|
||||
}
|
||||
|
||||
void AnimationNodeStateMachineTransition::set_xfade_time(float p_xfade) {
|
||||
ERR_FAIL_COND(p_xfade < 0);
|
||||
xfade = p_xfade;
|
||||
emit_changed();
|
||||
}
|
||||
|
||||
float AnimationNodeStateMachineTransition::get_xfade_time() const {
|
||||
return xfade;
|
||||
}
|
||||
|
||||
void AnimationNodeStateMachineTransition::set_disabled(bool p_disabled) {
|
||||
disabled = p_disabled;
|
||||
emit_changed();
|
||||
}
|
||||
|
||||
bool AnimationNodeStateMachineTransition::is_disabled() const {
|
||||
return disabled;
|
||||
}
|
||||
|
||||
void AnimationNodeStateMachineTransition::set_priority(int p_priority) {
|
||||
priority = p_priority;
|
||||
emit_changed();
|
||||
}
|
||||
|
||||
int AnimationNodeStateMachineTransition::get_priority() const {
|
||||
return priority;
|
||||
}
|
||||
|
||||
void AnimationNodeStateMachineTransition::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_switch_mode", "mode"), &AnimationNodeStateMachineTransition::set_switch_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_switch_mode"), &AnimationNodeStateMachineTransition::get_switch_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_auto_advance", "auto_advance"), &AnimationNodeStateMachineTransition::set_auto_advance);
|
||||
ClassDB::bind_method(D_METHOD("has_auto_advance"), &AnimationNodeStateMachineTransition::has_auto_advance);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_advance_condition", "name"), &AnimationNodeStateMachineTransition::set_advance_condition);
|
||||
ClassDB::bind_method(D_METHOD("get_advance_condition"), &AnimationNodeStateMachineTransition::get_advance_condition);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_xfade_time", "secs"), &AnimationNodeStateMachineTransition::set_xfade_time);
|
||||
ClassDB::bind_method(D_METHOD("get_xfade_time"), &AnimationNodeStateMachineTransition::get_xfade_time);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &AnimationNodeStateMachineTransition::set_disabled);
|
||||
ClassDB::bind_method(D_METHOD("is_disabled"), &AnimationNodeStateMachineTransition::is_disabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_priority", "priority"), &AnimationNodeStateMachineTransition::set_priority);
|
||||
ClassDB::bind_method(D_METHOD("get_priority"), &AnimationNodeStateMachineTransition::get_priority);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "switch_mode", PROPERTY_HINT_ENUM, "Immediate,Sync,AtEnd"), "set_switch_mode", "get_switch_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "auto_advance"), "set_auto_advance", "has_auto_advance");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::STRING, "advance_condition"), "set_advance_condition", "get_advance_condition");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "xfade_time", PROPERTY_HINT_RANGE, "0,240,0.01"), "set_xfade_time", "get_xfade_time");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,32,1"), "set_priority", "get_priority");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
|
||||
|
||||
BIND_ENUM_CONSTANT(SWITCH_MODE_IMMEDIATE);
|
||||
BIND_ENUM_CONSTANT(SWITCH_MODE_SYNC);
|
||||
BIND_ENUM_CONSTANT(SWITCH_MODE_AT_END);
|
||||
|
||||
ADD_SIGNAL(MethodInfo("advance_condition_changed"));
|
||||
}
|
||||
|
||||
AnimationNodeStateMachineTransition::AnimationNodeStateMachineTransition() {
|
||||
switch_mode = SWITCH_MODE_IMMEDIATE;
|
||||
auto_advance = false;
|
||||
xfade = 0;
|
||||
disabled = false;
|
||||
priority = 1;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////
|
||||
|
||||
void AnimationNodeStateMachinePlayback::travel(const StringName &p_state) {
|
||||
start_request_travel = true;
|
||||
start_request = p_state;
|
||||
stop_request = false;
|
||||
}
|
||||
|
||||
void AnimationNodeStateMachinePlayback::start(const StringName &p_state) {
|
||||
start_request_travel = false;
|
||||
start_request = p_state;
|
||||
stop_request = false;
|
||||
}
|
||||
void AnimationNodeStateMachinePlayback::stop() {
|
||||
stop_request = true;
|
||||
}
|
||||
bool AnimationNodeStateMachinePlayback::is_playing() const {
|
||||
return playing;
|
||||
}
|
||||
StringName AnimationNodeStateMachinePlayback::get_current_node() const {
|
||||
return current;
|
||||
}
|
||||
StringName AnimationNodeStateMachinePlayback::get_blend_from_node() const {
|
||||
return fading_from;
|
||||
}
|
||||
Vector<StringName> AnimationNodeStateMachinePlayback::get_travel_path() const {
|
||||
return path;
|
||||
}
|
||||
float AnimationNodeStateMachinePlayback::get_current_play_pos() const {
|
||||
return pos_current;
|
||||
}
|
||||
float AnimationNodeStateMachinePlayback::get_current_length() const {
|
||||
return len_current;
|
||||
}
|
||||
|
||||
bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel) {
|
||||
ERR_FAIL_COND_V(!playing, false);
|
||||
ERR_FAIL_COND_V(!p_state_machine->states.has(p_travel), false);
|
||||
ERR_FAIL_COND_V(!p_state_machine->states.has(current), false);
|
||||
|
||||
path.clear(); //a new one will be needed
|
||||
|
||||
if (current == p_travel) {
|
||||
return true; //nothing to do
|
||||
}
|
||||
|
||||
Vector2 current_pos = p_state_machine->states[current].position;
|
||||
Vector2 target_pos = p_state_machine->states[p_travel].position;
|
||||
|
||||
RBMap<StringName, AStarCost> cost_map;
|
||||
|
||||
List<int> open_list;
|
||||
|
||||
//build open list
|
||||
for (int i = 0; i < p_state_machine->transitions.size(); i++) {
|
||||
if (p_state_machine->transitions[i].from == current) {
|
||||
open_list.push_back(i);
|
||||
float cost = p_state_machine->states[p_state_machine->transitions[i].to].position.distance_to(current_pos);
|
||||
cost *= p_state_machine->transitions[i].transition->get_priority();
|
||||
AStarCost ap;
|
||||
ap.prev = current;
|
||||
ap.distance = cost;
|
||||
cost_map[p_state_machine->transitions[i].to] = ap;
|
||||
|
||||
if (p_state_machine->transitions[i].to == p_travel) { //prematurely found it! :D
|
||||
path.push_back(p_travel);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//begin astar
|
||||
bool found_route = false;
|
||||
while (!found_route) {
|
||||
if (open_list.size() == 0) {
|
||||
return false; //no path found
|
||||
}
|
||||
|
||||
//find the last cost transition
|
||||
List<int>::Element *least_cost_transition = nullptr;
|
||||
float least_cost = 1e20;
|
||||
|
||||
for (List<int>::Element *E = open_list.front(); E; E = E->next()) {
|
||||
float cost = cost_map[p_state_machine->transitions[E->get()].to].distance;
|
||||
cost += p_state_machine->states[p_state_machine->transitions[E->get()].to].position.distance_to(target_pos);
|
||||
|
||||
if (cost < least_cost) {
|
||||
least_cost_transition = E;
|
||||
least_cost = cost;
|
||||
}
|
||||
}
|
||||
|
||||
StringName transition_prev = p_state_machine->transitions[least_cost_transition->get()].from;
|
||||
StringName transition = p_state_machine->transitions[least_cost_transition->get()].to;
|
||||
|
||||
for (int i = 0; i < p_state_machine->transitions.size(); i++) {
|
||||
if (p_state_machine->transitions[i].from != transition || p_state_machine->transitions[i].to == transition_prev) {
|
||||
continue; //not interested on those
|
||||
}
|
||||
|
||||
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);
|
||||
distance *= p_state_machine->transitions[i].transition->get_priority();
|
||||
distance += cost_map[p_state_machine->transitions[i].from].distance;
|
||||
|
||||
if (cost_map.has(p_state_machine->transitions[i].to)) {
|
||||
//oh this was visited already, can we win the cost?
|
||||
if (distance < cost_map[p_state_machine->transitions[i].to].distance) {
|
||||
cost_map[p_state_machine->transitions[i].to].distance = distance;
|
||||
cost_map[p_state_machine->transitions[i].to].prev = p_state_machine->transitions[i].from;
|
||||
}
|
||||
} else {
|
||||
//add to open list
|
||||
AStarCost ac;
|
||||
ac.prev = p_state_machine->transitions[i].from;
|
||||
ac.distance = distance;
|
||||
cost_map[p_state_machine->transitions[i].to] = ac;
|
||||
|
||||
open_list.push_back(i);
|
||||
|
||||
if (p_state_machine->transitions[i].to == p_travel) {
|
||||
found_route = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (found_route) {
|
||||
break;
|
||||
}
|
||||
|
||||
open_list.erase(least_cost_transition);
|
||||
}
|
||||
|
||||
//make path
|
||||
StringName at = p_travel;
|
||||
while (at != current) {
|
||||
path.push_back(at);
|
||||
at = cost_map[at].prev;
|
||||
}
|
||||
|
||||
path.invert();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_state_machine, float p_time, bool p_seek) {
|
||||
//if not playing and it can restart, then restart
|
||||
if (!playing && start_request == StringName()) {
|
||||
if (!stop_request && p_state_machine->start_node) {
|
||||
start(p_state_machine->start_node);
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (playing && stop_request) {
|
||||
stop_request = false;
|
||||
playing = false;
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool play_start = false;
|
||||
|
||||
if (start_request != StringName()) {
|
||||
if (start_request_travel) {
|
||||
if (!playing) {
|
||||
if (!stop_request && p_state_machine->start_node) {
|
||||
// can restart, just postpone traveling
|
||||
path.clear();
|
||||
current = p_state_machine->start_node;
|
||||
playing = true;
|
||||
play_start = true;
|
||||
} else {
|
||||
// stopped, invalid state
|
||||
String node_name = start_request;
|
||||
start_request = StringName(); //clear start request
|
||||
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?");
|
||||
}
|
||||
} else {
|
||||
if (!_travel(p_state_machine, start_request)) {
|
||||
// can't travel, then teleport
|
||||
path.clear();
|
||||
current = start_request;
|
||||
}
|
||||
start_request = StringName(); //clear start request
|
||||
}
|
||||
} else {
|
||||
// teleport to start
|
||||
if (p_state_machine->states.has(start_request)) {
|
||||
path.clear();
|
||||
current = start_request;
|
||||
playing = true;
|
||||
play_start = true;
|
||||
start_request = StringName(); //clear start request
|
||||
} else {
|
||||
StringName node = start_request;
|
||||
start_request = StringName(); //clear start request
|
||||
ERR_FAIL_V_MSG(0, "No such node: '" + node + "'");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool do_start = (p_seek && p_time == 0) || play_start || current == StringName();
|
||||
|
||||
if (do_start) {
|
||||
if (p_state_machine->start_node != StringName() && p_seek && p_time == 0) {
|
||||
current = p_state_machine->start_node;
|
||||
}
|
||||
|
||||
len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 1.0, AnimationNode::FILTER_IGNORE, false);
|
||||
pos_current = 0;
|
||||
}
|
||||
|
||||
if (!p_state_machine->states.has(current)) {
|
||||
playing = false; //current does not exist
|
||||
current = StringName();
|
||||
return 0;
|
||||
}
|
||||
float fade_blend = 1.0;
|
||||
|
||||
if (fading_from != StringName()) {
|
||||
if (!p_state_machine->states.has(fading_from)) {
|
||||
fading_from = StringName();
|
||||
} else {
|
||||
if (!p_seek) {
|
||||
fading_pos += p_time;
|
||||
}
|
||||
fade_blend = MIN(1.0, fading_pos / fading_time);
|
||||
if (fade_blend >= 1.0) {
|
||||
fading_from = StringName();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float rem = p_state_machine->blend_node(current, p_state_machine->states[current].node, p_time, p_seek, fade_blend, AnimationNode::FILTER_IGNORE, false);
|
||||
|
||||
if (fading_from != StringName()) {
|
||||
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);
|
||||
}
|
||||
|
||||
//guess playback position
|
||||
if (rem > len_current) { // weird but ok
|
||||
len_current = rem;
|
||||
}
|
||||
|
||||
{ //advance and loop check
|
||||
float next_pos = len_current - rem;
|
||||
end_loop = next_pos < pos_current;
|
||||
pos_current = next_pos; //looped
|
||||
}
|
||||
|
||||
//find next
|
||||
StringName next;
|
||||
float next_xfade = 0;
|
||||
AnimationNodeStateMachineTransition::SwitchMode switch_mode = AnimationNodeStateMachineTransition::SWITCH_MODE_IMMEDIATE;
|
||||
|
||||
if (path.size()) {
|
||||
for (int i = 0; i < p_state_machine->transitions.size(); i++) {
|
||||
if (p_state_machine->transitions[i].from == current && p_state_machine->transitions[i].to == path[0]) {
|
||||
next_xfade = p_state_machine->transitions[i].transition->get_xfade_time();
|
||||
switch_mode = p_state_machine->transitions[i].transition->get_switch_mode();
|
||||
next = path[0];
|
||||
}
|
||||
}
|
||||
} else {
|
||||
float priority_best = 1e20;
|
||||
int auto_advance_to = -1;
|
||||
for (int i = 0; i < p_state_machine->transitions.size(); i++) {
|
||||
bool auto_advance = false;
|
||||
if (p_state_machine->transitions[i].transition->has_auto_advance()) {
|
||||
auto_advance = true;
|
||||
}
|
||||
StringName advance_condition_name = p_state_machine->transitions[i].transition->get_advance_condition_name();
|
||||
if (advance_condition_name != StringName() && bool(p_state_machine->get_parameter(advance_condition_name))) {
|
||||
auto_advance = true;
|
||||
}
|
||||
|
||||
if (p_state_machine->transitions[i].from == current && auto_advance) {
|
||||
if (p_state_machine->transitions[i].transition->get_priority() <= priority_best) {
|
||||
priority_best = p_state_machine->transitions[i].transition->get_priority();
|
||||
auto_advance_to = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (auto_advance_to != -1) {
|
||||
next = p_state_machine->transitions[auto_advance_to].to;
|
||||
next_xfade = p_state_machine->transitions[auto_advance_to].transition->get_xfade_time();
|
||||
switch_mode = p_state_machine->transitions[auto_advance_to].transition->get_switch_mode();
|
||||
}
|
||||
}
|
||||
|
||||
//if next, see when to transition
|
||||
if (next != StringName()) {
|
||||
bool goto_next = false;
|
||||
|
||||
if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_AT_END) {
|
||||
goto_next = next_xfade >= (len_current - pos_current) || end_loop;
|
||||
if (end_loop) {
|
||||
next_xfade = 0;
|
||||
}
|
||||
} else {
|
||||
goto_next = fading_from == StringName();
|
||||
}
|
||||
|
||||
if (goto_next) { //end_loop should be used because fade time may be too small or zero and animation may have looped
|
||||
|
||||
if (next_xfade) {
|
||||
//time to fade, baby
|
||||
fading_from = current;
|
||||
fading_time = next_xfade;
|
||||
fading_pos = 0;
|
||||
} else {
|
||||
fading_from = StringName();
|
||||
fading_pos = 0;
|
||||
}
|
||||
|
||||
if (path.size()) { //if it came from path, remove path
|
||||
path.remove(0);
|
||||
}
|
||||
current = next;
|
||||
if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_SYNC) {
|
||||
len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
//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 (RBMap<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 (RBMap<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 (RBMap<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 (RBMap<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_NAME, "start_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
||||
p_list->push_back(PropertyInfo(Variant::STRING_NAME, "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);
|
||||
ClassDB::bind_method(D_METHOD("get_node_position", "name"), &AnimationNodeStateMachine::get_node_position);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("has_transition", "from", "to"), &AnimationNodeStateMachine::has_transition);
|
||||
ClassDB::bind_method(D_METHOD("add_transition", "from", "to", "transition"), &AnimationNodeStateMachine::add_transition);
|
||||
ClassDB::bind_method(D_METHOD("get_transition", "idx"), &AnimationNodeStateMachine::get_transition);
|
||||
ClassDB::bind_method(D_METHOD("get_transition_from", "idx"), &AnimationNodeStateMachine::get_transition_from);
|
||||
ClassDB::bind_method(D_METHOD("get_transition_to", "idx"), &AnimationNodeStateMachine::get_transition_to);
|
||||
ClassDB::bind_method(D_METHOD("get_transition_count"), &AnimationNodeStateMachine::get_transition_count);
|
||||
ClassDB::bind_method(D_METHOD("remove_transition_by_index", "idx"), &AnimationNodeStateMachine::remove_transition_by_index);
|
||||
ClassDB::bind_method(D_METHOD("remove_transition", "from", "to"), &AnimationNodeStateMachine::remove_transition);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_start_node", "name"), &AnimationNodeStateMachine::set_start_node);
|
||||
ClassDB::bind_method(D_METHOD("get_start_node"), &AnimationNodeStateMachine::get_start_node);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_end_node", "name"), &AnimationNodeStateMachine::set_end_node);
|
||||
ClassDB::bind_method(D_METHOD("get_end_node"), &AnimationNodeStateMachine::get_end_node);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeStateMachine::set_graph_offset);
|
||||
ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeStateMachine::_tree_changed);
|
||||
}
|
||||
|
||||
AnimationNodeStateMachine::AnimationNodeStateMachine() {
|
||||
playback = "playback";
|
||||
}
|
@ -1,218 +0,0 @@
|
||||
#ifndef ANIMATION_NODE_STATE_MACHINE_H
|
||||
#define ANIMATION_NODE_STATE_MACHINE_H
|
||||
/*************************************************************************/
|
||||
/* animation_node_state_machine.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "scene/animation/animation_tree.h"
|
||||
|
||||
class AnimationNodeStateMachineTransition : public Resource {
|
||||
GDCLASS(AnimationNodeStateMachineTransition, Resource);
|
||||
|
||||
public:
|
||||
enum SwitchMode {
|
||||
SWITCH_MODE_IMMEDIATE,
|
||||
SWITCH_MODE_SYNC,
|
||||
SWITCH_MODE_AT_END,
|
||||
};
|
||||
|
||||
private:
|
||||
SwitchMode switch_mode;
|
||||
bool auto_advance;
|
||||
StringName advance_condition;
|
||||
StringName advance_condition_name;
|
||||
float xfade;
|
||||
bool disabled;
|
||||
int priority;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_switch_mode(SwitchMode p_mode);
|
||||
SwitchMode get_switch_mode() const;
|
||||
|
||||
void set_auto_advance(bool p_enable);
|
||||
bool has_auto_advance() const;
|
||||
|
||||
void set_advance_condition(const StringName &p_condition);
|
||||
StringName get_advance_condition() const;
|
||||
|
||||
StringName get_advance_condition_name() const;
|
||||
|
||||
void set_xfade_time(float p_xfade);
|
||||
float get_xfade_time() const;
|
||||
|
||||
void set_disabled(bool p_disabled);
|
||||
bool is_disabled() const;
|
||||
|
||||
void set_priority(int p_priority);
|
||||
int get_priority() const;
|
||||
|
||||
AnimationNodeStateMachineTransition();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::SwitchMode)
|
||||
|
||||
class AnimationNodeStateMachine;
|
||||
|
||||
class AnimationNodeStateMachinePlayback : public Resource {
|
||||
GDCLASS(AnimationNodeStateMachinePlayback, Resource);
|
||||
|
||||
friend class AnimationNodeStateMachine;
|
||||
|
||||
struct AStarCost {
|
||||
float distance;
|
||||
StringName prev;
|
||||
};
|
||||
|
||||
float len_total;
|
||||
|
||||
float len_current = 0.0;
|
||||
float pos_current = 0.0;
|
||||
bool end_loop = false;
|
||||
|
||||
StringName current;
|
||||
|
||||
StringName fading_from;
|
||||
float fading_time;
|
||||
float fading_pos;
|
||||
|
||||
Vector<StringName> path;
|
||||
bool playing;
|
||||
|
||||
StringName start_request;
|
||||
bool start_request_travel;
|
||||
bool stop_request;
|
||||
|
||||
bool _travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel);
|
||||
|
||||
float process(AnimationNodeStateMachine *p_state_machine, float p_time, bool p_seek);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void travel(const StringName &p_state);
|
||||
void start(const StringName &p_state);
|
||||
void stop();
|
||||
bool is_playing() const;
|
||||
StringName get_current_node() const;
|
||||
StringName get_blend_from_node() const;
|
||||
Vector<StringName> get_travel_path() const;
|
||||
float get_current_play_pos() const;
|
||||
float get_current_length() const;
|
||||
|
||||
AnimationNodeStateMachinePlayback();
|
||||
};
|
||||
|
||||
class AnimationNodeStateMachine : public AnimationRootNode {
|
||||
GDCLASS(AnimationNodeStateMachine, AnimationRootNode);
|
||||
|
||||
private:
|
||||
friend class AnimationNodeStateMachinePlayback;
|
||||
|
||||
struct State {
|
||||
Ref<AnimationRootNode> node;
|
||||
Vector2 position;
|
||||
};
|
||||
|
||||
RBMap<StringName, State> states;
|
||||
|
||||
struct Transition {
|
||||
StringName from;
|
||||
StringName to;
|
||||
Ref<AnimationNodeStateMachineTransition> transition;
|
||||
};
|
||||
|
||||
Vector<Transition> transitions;
|
||||
|
||||
StringName playback;
|
||||
|
||||
StringName start_node;
|
||||
StringName end_node;
|
||||
|
||||
Vector2 graph_offset;
|
||||
|
||||
void _tree_changed();
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
bool _set(const StringName &p_name, const Variant &p_value);
|
||||
bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||
|
||||
public:
|
||||
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
|
||||
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
|
||||
|
||||
void add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position = Vector2());
|
||||
void replace_node(const StringName &p_name, Ref<AnimationNode> p_node);
|
||||
Ref<AnimationNode> get_node(const StringName &p_name) const;
|
||||
void remove_node(const StringName &p_name);
|
||||
void rename_node(const StringName &p_name, const StringName &p_new_name);
|
||||
bool has_node(const StringName &p_name) const;
|
||||
StringName get_node_name(const Ref<AnimationNode> &p_node) const;
|
||||
void get_node_list(List<StringName> *r_nodes) const;
|
||||
|
||||
void set_node_position(const StringName &p_name, const Vector2 &p_position);
|
||||
Vector2 get_node_position(const StringName &p_name) const;
|
||||
|
||||
virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
|
||||
|
||||
bool has_transition(const StringName &p_from, const StringName &p_to) const;
|
||||
int find_transition(const StringName &p_from, const StringName &p_to) const;
|
||||
void add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition);
|
||||
Ref<AnimationNodeStateMachineTransition> get_transition(int p_transition) const;
|
||||
StringName get_transition_from(int p_transition) const;
|
||||
StringName get_transition_to(int p_transition) const;
|
||||
int get_transition_count() const;
|
||||
void remove_transition_by_index(int p_transition);
|
||||
void remove_transition(const StringName &p_from, const StringName &p_to);
|
||||
|
||||
void set_start_node(const StringName &p_node);
|
||||
String get_start_node() const;
|
||||
|
||||
void set_end_node(const StringName &p_node);
|
||||
String get_end_node() const;
|
||||
|
||||
void set_graph_offset(const Vector2 &p_offset);
|
||||
Vector2 get_graph_offset() const;
|
||||
|
||||
virtual float process(float p_time, bool p_seek);
|
||||
virtual String get_caption() const;
|
||||
|
||||
virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
|
||||
|
||||
AnimationNodeStateMachine();
|
||||
};
|
||||
|
||||
#endif // ANIMATION_NODE_STATE_MACHINE_H
|
File diff suppressed because it is too large
Load Diff
@ -1,341 +0,0 @@
|
||||
#ifndef ANIMATION_GRAPH_PLAYER_H
|
||||
#define ANIMATION_GRAPH_PLAYER_H
|
||||
/*************************************************************************/
|
||||
/* animation_tree.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "core/object/resource.h"
|
||||
#include "scene/main/node.h"
|
||||
#include "scene/animation/animation.h"
|
||||
|
||||
class AnimationNodeBlendTree;
|
||||
class AnimationPlayer;
|
||||
class AnimationTree;
|
||||
|
||||
class AnimationNode : public Resource {
|
||||
GDCLASS(AnimationNode, Resource);
|
||||
|
||||
public:
|
||||
enum FilterAction {
|
||||
FILTER_IGNORE,
|
||||
FILTER_PASS,
|
||||
FILTER_STOP,
|
||||
FILTER_BLEND
|
||||
};
|
||||
|
||||
struct Input {
|
||||
String name;
|
||||
};
|
||||
|
||||
Vector<Input> inputs;
|
||||
|
||||
friend class AnimationTree;
|
||||
|
||||
struct AnimationState {
|
||||
Ref<Animation> animation;
|
||||
float time;
|
||||
float delta;
|
||||
const Vector<float> *track_blends;
|
||||
float blend;
|
||||
bool seeked;
|
||||
};
|
||||
|
||||
struct State {
|
||||
int track_count;
|
||||
HashMap<NodePath, int> track_map;
|
||||
List<AnimationState> animation_states;
|
||||
bool valid;
|
||||
AnimationPlayer *player;
|
||||
AnimationTree *tree;
|
||||
String invalid_reasons;
|
||||
uint64_t last_pass;
|
||||
};
|
||||
|
||||
Vector<float> blends;
|
||||
State *state;
|
||||
|
||||
float _pre_process(const StringName &p_base_path, AnimationNode *p_parent, State *p_state, float p_time, bool p_seek, const Vector<StringName> &p_connections);
|
||||
|
||||
//all this is temporary
|
||||
StringName base_path;
|
||||
Vector<StringName> connections;
|
||||
AnimationNode *parent;
|
||||
|
||||
HashMap<NodePath, bool> filter;
|
||||
bool filter_enabled;
|
||||
|
||||
Array _get_filters() const;
|
||||
void _set_filters(const Array &p_filters);
|
||||
friend class AnimationNodeBlendTree;
|
||||
float _blend_node(const StringName &p_subpath, const Vector<StringName> &p_connections, AnimationNode *p_new_parent, Ref<AnimationNode> p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true, float *r_max = nullptr);
|
||||
|
||||
protected:
|
||||
void blend_animation(const StringName &p_animation, float p_time, float p_delta, bool p_seeked, float p_blend);
|
||||
float blend_node(const StringName &p_sub_path, Ref<AnimationNode> p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true);
|
||||
float blend_input(int p_input, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true);
|
||||
void make_invalid(const String &p_reason);
|
||||
|
||||
static void _bind_methods();
|
||||
|
||||
void _validate_property(PropertyInfo &property) const;
|
||||
|
||||
public:
|
||||
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
|
||||
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
|
||||
|
||||
void set_parameter(const StringName &p_name, const Variant &p_value);
|
||||
Variant get_parameter(const StringName &p_name) const;
|
||||
|
||||
struct ChildNode {
|
||||
StringName name;
|
||||
Ref<AnimationNode> node;
|
||||
};
|
||||
|
||||
virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
|
||||
|
||||
virtual float process(float p_time, bool p_seek);
|
||||
virtual String get_caption() const;
|
||||
|
||||
int get_input_count() const;
|
||||
String get_input_name(int p_input);
|
||||
|
||||
void add_input(const String &p_name);
|
||||
void set_input_name(int p_input, const String &p_name);
|
||||
void remove_input(int p_index);
|
||||
|
||||
void set_filter_path(const NodePath &p_path, bool p_enable);
|
||||
bool is_path_filtered(const NodePath &p_path) const;
|
||||
|
||||
void set_filter_enabled(bool p_enable);
|
||||
bool is_filter_enabled() const;
|
||||
|
||||
virtual bool has_filter() const;
|
||||
|
||||
virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
|
||||
|
||||
AnimationNode();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(AnimationNode::FilterAction)
|
||||
|
||||
//root node does not allow inputs
|
||||
class AnimationRootNode : public AnimationNode {
|
||||
GDCLASS(AnimationRootNode, AnimationNode);
|
||||
|
||||
public:
|
||||
AnimationRootNode() {}
|
||||
};
|
||||
|
||||
class AnimationTree : public Node {
|
||||
GDCLASS(AnimationTree, Node);
|
||||
|
||||
public:
|
||||
enum AnimationProcessMode {
|
||||
ANIMATION_PROCESS_PHYSICS,
|
||||
ANIMATION_PROCESS_IDLE,
|
||||
ANIMATION_PROCESS_MANUAL,
|
||||
};
|
||||
|
||||
private:
|
||||
struct TrackCache {
|
||||
bool root_motion;
|
||||
uint64_t setup_pass;
|
||||
uint64_t process_pass;
|
||||
Animation::TrackType type;
|
||||
Object *object;
|
||||
ObjectID object_id;
|
||||
|
||||
TrackCache() {
|
||||
type = Animation::TYPE_ANIMATION;
|
||||
root_motion = false;
|
||||
setup_pass = 0;
|
||||
process_pass = 0;
|
||||
object = nullptr;
|
||||
object_id = 0;
|
||||
}
|
||||
virtual ~TrackCache() {}
|
||||
};
|
||||
|
||||
struct TrackCacheTransform : public TrackCache {
|
||||
bool loc_used;
|
||||
bool rot_used;
|
||||
bool scale_used;
|
||||
Vector3 init_loc;
|
||||
Quaternion ref_rot;
|
||||
Quaternion init_rot;
|
||||
Vector3 init_scale;
|
||||
Vector3 loc;
|
||||
Quaternion rot;
|
||||
Vector3 scale;
|
||||
|
||||
TrackCacheTransform() {
|
||||
type = Animation::TYPE_POSITION_3D;
|
||||
loc_used = false;
|
||||
rot_used = false;
|
||||
scale_used = false;
|
||||
init_loc = Vector3(0, 0, 0);
|
||||
ref_rot = Quaternion(0, 0, 0, 1);
|
||||
init_rot = Quaternion(0, 0, 0, 0);
|
||||
init_scale = Vector3(1, 1, 1);
|
||||
}
|
||||
};
|
||||
|
||||
struct TrackCacheValue : public TrackCache {
|
||||
Variant init_value;
|
||||
Variant value;
|
||||
Vector<StringName> subpath;
|
||||
TrackCacheValue() { type = Animation::TYPE_VALUE; }
|
||||
};
|
||||
|
||||
struct TrackCacheMethod : public TrackCache {
|
||||
TrackCacheMethod() { type = Animation::TYPE_METHOD; }
|
||||
};
|
||||
|
||||
struct TrackCacheBezier : public TrackCache {
|
||||
real_t init_value;
|
||||
float value;
|
||||
Vector<StringName> subpath;
|
||||
TrackCacheBezier() {
|
||||
type = Animation::TYPE_BEZIER;
|
||||
value = 0;
|
||||
init_value = 0.0;
|
||||
}
|
||||
};
|
||||
|
||||
struct TrackCacheAudio : public TrackCache {
|
||||
bool playing;
|
||||
float start;
|
||||
float len;
|
||||
|
||||
TrackCacheAudio() {
|
||||
type = Animation::TYPE_AUDIO;
|
||||
playing = false;
|
||||
start = 0;
|
||||
len = 0;
|
||||
}
|
||||
};
|
||||
|
||||
struct TrackCacheAnimation : public TrackCache {
|
||||
bool playing;
|
||||
|
||||
TrackCacheAnimation() {
|
||||
type = Animation::TYPE_ANIMATION;
|
||||
playing = false;
|
||||
}
|
||||
};
|
||||
|
||||
HashMap<NodePath, TrackCache *> track_cache;
|
||||
RBSet<TrackCache *> playing_caches;
|
||||
|
||||
Ref<AnimationNode> root;
|
||||
|
||||
AnimationProcessMode process_mode;
|
||||
bool active;
|
||||
NodePath animation_player;
|
||||
|
||||
AnimationNode::State state;
|
||||
bool cache_valid;
|
||||
void _node_removed(Node *p_node);
|
||||
|
||||
void _clear_caches();
|
||||
bool _update_caches(AnimationPlayer *player);
|
||||
void _process_graph(float p_delta);
|
||||
|
||||
uint64_t setup_pass;
|
||||
uint64_t process_pass;
|
||||
|
||||
bool started;
|
||||
|
||||
NodePath root_motion_track;
|
||||
Transform root_motion_transform;
|
||||
|
||||
friend class AnimationNode;
|
||||
bool properties_dirty;
|
||||
void _tree_changed();
|
||||
void _update_properties();
|
||||
List<PropertyInfo> properties;
|
||||
HashMap<StringName, HashMap<StringName, StringName>> property_parent_map;
|
||||
HashMap<StringName, Variant> property_map;
|
||||
|
||||
struct Activity {
|
||||
uint64_t last_pass;
|
||||
float activity;
|
||||
};
|
||||
|
||||
HashMap<StringName, Vector<Activity>> input_activity_map;
|
||||
HashMap<StringName, Vector<Activity> *> input_activity_map_get;
|
||||
|
||||
void _update_properties_for_node(const String &p_base_path, Ref<AnimationNode> node);
|
||||
|
||||
ObjectID last_animation_player;
|
||||
|
||||
protected:
|
||||
bool _set(const StringName &p_name, const Variant &p_value);
|
||||
bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_tree_root(const Ref<AnimationNode> &p_root);
|
||||
Ref<AnimationNode> get_tree_root() const;
|
||||
|
||||
void set_active(bool p_active);
|
||||
bool is_active() const;
|
||||
|
||||
void set_process_mode(AnimationProcessMode p_mode);
|
||||
AnimationProcessMode get_process_mode() const;
|
||||
|
||||
void set_animation_player(const NodePath &p_player);
|
||||
NodePath get_animation_player() const;
|
||||
|
||||
virtual String get_configuration_warning() const;
|
||||
|
||||
bool is_state_invalid() const;
|
||||
String get_invalid_state_reason() const;
|
||||
|
||||
void set_root_motion_track(const NodePath &p_track);
|
||||
NodePath get_root_motion_track() const;
|
||||
|
||||
Transform get_root_motion_transform() const;
|
||||
|
||||
float get_connection_activity(const StringName &p_path, int p_connection) const;
|
||||
void advance(float p_time);
|
||||
|
||||
void rename_parameter(const String &p_base, const String &p_new_base);
|
||||
|
||||
uint64_t get_last_process_pass() const;
|
||||
AnimationTree();
|
||||
~AnimationTree();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(AnimationTree::AnimationProcessMode)
|
||||
|
||||
#endif // ANIMATION_GRAPH_PLAYER_H
|
@ -62,14 +62,10 @@
|
||||
#include "scene/2d/touch_screen_button.h"
|
||||
#include "scene/2d/visibility_notifier_2d.h"
|
||||
#include "scene/2d/y_sort.h"
|
||||
#include "scene/animation/animation_blend_space_1d.h"
|
||||
#include "scene/animation/animation_blend_space_2d.h"
|
||||
#include "scene/animation/animation_blend_tree.h"
|
||||
#include "scene/animation/animation_node_state_machine.h"
|
||||
#include "scene/animation/animation_player.h"
|
||||
#include "scene/animation/animation_tree.h"
|
||||
#include "scene/animation/scene_tree_tween.h"
|
||||
#include "scene/animation/tween.h"
|
||||
#include "scene/animation/animation.h"
|
||||
#include "scene/audio/audio_stream_player.h"
|
||||
#include "scene/gui/aspect_ratio_container.h"
|
||||
#include "scene/gui/box_container.h"
|
||||
@ -333,27 +329,6 @@ void register_scene_types() {
|
||||
ClassDB::register_class<CallbackTweener>();
|
||||
ClassDB::register_class<MethodTweener>();
|
||||
|
||||
ClassDB::register_class<AnimationTree>();
|
||||
ClassDB::register_class<AnimationNode>();
|
||||
ClassDB::register_class<AnimationRootNode>();
|
||||
ClassDB::register_class<AnimationNodeBlendTree>();
|
||||
ClassDB::register_class<AnimationNodeBlendSpace1D>();
|
||||
ClassDB::register_class<AnimationNodeBlendSpace2D>();
|
||||
ClassDB::register_class<AnimationNodeStateMachine>();
|
||||
ClassDB::register_class<AnimationNodeStateMachinePlayback>();
|
||||
|
||||
ClassDB::register_class<AnimationNodeStateMachineTransition>();
|
||||
ClassDB::register_class<AnimationNodeOutput>();
|
||||
ClassDB::register_class<AnimationNodeOneShot>();
|
||||
ClassDB::register_class<AnimationNodeAnimation>();
|
||||
ClassDB::register_class<AnimationNodeAdd2>();
|
||||
ClassDB::register_class<AnimationNodeAdd3>();
|
||||
ClassDB::register_class<AnimationNodeBlend2>();
|
||||
ClassDB::register_class<AnimationNodeBlend3>();
|
||||
ClassDB::register_class<AnimationNodeTimeScale>();
|
||||
ClassDB::register_class<AnimationNodeTimeSeek>();
|
||||
ClassDB::register_class<AnimationNodeTransition>();
|
||||
|
||||
OS::get_singleton()->yield(); //may take time to init
|
||||
|
||||
#ifndef _3D_DISABLED
|
||||
|
Loading…
Reference in New Issue
Block a user