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/*************************************************************************/
/* animation_node_state_machine.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
2022-01-03 21:27:34 +01:00
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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# 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 ;
}
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void AnimationNodeStateMachineTransition : : set_advance_condition ( const StringName & p_condition ) {
String cs = p_condition ;
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ERR_FAIL_COND ( cs . contains ( " / " ) | | cs . contains ( " : " ) ) ;
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advance_condition = p_condition ;
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if ( ! cs . is_empty ( ) ) {
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advance_condition_name = " conditions/ " + cs ;
} else {
advance_condition_name = StringName ( ) ;
}
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emit_signal ( SNAME ( " advance_condition_changed " ) ) ;
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}
StringName AnimationNodeStateMachineTransition : : get_advance_condition ( ) const {
return advance_condition ;
}
StringName AnimationNodeStateMachineTransition : : get_advance_condition_name ( ) const {
return advance_condition_name ;
}
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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 ) ;
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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 ) ;
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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 ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " switch_mode " , PROPERTY_HINT_ENUM , " Immediate,Sync,At End " ) , " set_switch_mode " , " get_switch_mode " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " auto_advance " ) , " set_auto_advance " , " has_auto_advance " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " advance_condition " ) , " set_advance_condition " , " get_advance_condition " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " xfade_time " , PROPERTY_HINT_RANGE , " 0,240,0.01 " ) , " set_xfade_time " , " get_xfade_time " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " priority " , PROPERTY_HINT_RANGE , " 0,32,1 " ) , " set_priority " , " get_priority " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " disabled " ) , " set_disabled " , " is_disabled " ) ;
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BIND_ENUM_CONSTANT ( SWITCH_MODE_IMMEDIATE ) ;
BIND_ENUM_CONSTANT ( SWITCH_MODE_SYNC ) ;
BIND_ENUM_CONSTANT ( SWITCH_MODE_AT_END ) ;
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ADD_SIGNAL ( MethodInfo ( " advance_condition_changed " ) ) ;
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}
AnimationNodeStateMachineTransition : : AnimationNodeStateMachineTransition ( ) {
}
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////////////////////////////////////////////////////////
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 ;
}
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void AnimationNodeStateMachinePlayback : : stop ( ) {
stop_request = true ;
}
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bool AnimationNodeStateMachinePlayback : : is_playing ( ) const {
return playing ;
}
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StringName AnimationNodeStateMachinePlayback : : get_current_node ( ) const {
return current ;
}
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StringName AnimationNodeStateMachinePlayback : : get_blend_from_node ( ) const {
return fading_from ;
}
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Vector < StringName > AnimationNodeStateMachinePlayback : : get_travel_path ( ) const {
return path ;
}
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float AnimationNodeStateMachinePlayback : : get_current_play_pos ( ) const {
return pos_current ;
}
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float AnimationNodeStateMachinePlayback : : get_current_length ( ) const {
return len_current ;
}
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bool AnimationNodeStateMachinePlayback : : _travel ( AnimationNodeStateMachine * p_state_machine , const StringName & p_travel ) {
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ERR_FAIL_COND_V ( ! playing , false ) ;
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ERR_FAIL_COND_V ( ! p_state_machine - > states . has ( p_travel ) , false ) ;
ERR_FAIL_COND_V ( ! p_state_machine - > states . has ( current ) , false ) ;
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path . clear ( ) ; //a new one will be needed
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if ( current = = p_travel ) {
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return true ; //nothing to do
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}
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Vector2 current_pos = p_state_machine - > states [ current ] . position ;
Vector2 target_pos = p_state_machine - > states [ p_travel ] . position ;
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HashMap < StringName , AStarCost > cost_map ;
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List < int > open_list ;
//build open list
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for ( int i = 0 ; i < p_state_machine - > transitions . size ( ) ; i + + ) {
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if ( p_state_machine - > transitions [ i ] . transition - > is_disabled ( ) ) {
continue ;
}
if ( p_state_machine - > transitions [ i ] . local_from = = current ) {
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open_list . push_back ( i ) ;
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float cost = p_state_machine - > states [ p_state_machine - > transitions [ i ] . local_to ] . position . distance_to ( current_pos ) ;
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cost * = p_state_machine - > transitions [ i ] . transition - > get_priority ( ) ;
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AStarCost ap ;
ap . prev = current ;
ap . distance = cost ;
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cost_map [ p_state_machine - > transitions [ i ] . local_to ] = ap ;
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if ( p_state_machine - > transitions [ i ] . local_to = = p_travel ) { //prematurely found it! :D
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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
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List < int > : : Element * least_cost_transition = nullptr ;
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float least_cost = 1e20 ;
for ( List < int > : : Element * E = open_list . front ( ) ; E ; E = E - > next ( ) ) {
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float cost = cost_map [ p_state_machine - > transitions [ E - > get ( ) ] . local_to ] . distance ;
cost + = p_state_machine - > states [ p_state_machine - > transitions [ E - > get ( ) ] . local_to ] . position . distance_to ( target_pos ) ;
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if ( cost < least_cost ) {
least_cost_transition = E ;
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least_cost = cost ;
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}
}
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StringName transition_prev = p_state_machine - > transitions [ least_cost_transition - > get ( ) ] . local_from ;
StringName transition = p_state_machine - > transitions [ least_cost_transition - > get ( ) ] . local_to ;
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for ( int i = 0 ; i < p_state_machine - > transitions . size ( ) ; i + + ) {
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if ( p_state_machine - > transitions [ i ] . transition - > is_disabled ( ) ) {
continue ;
}
if ( p_state_machine - > transitions [ i ] . local_from ! = transition | | p_state_machine - > transitions [ i ] . local_to = = transition_prev ) {
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continue ; //not interested on those
}
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float distance = p_state_machine - > states [ p_state_machine - > transitions [ i ] . local_from ] . position . distance_to ( p_state_machine - > states [ p_state_machine - > transitions [ i ] . local_to ] . position ) ;
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distance * = p_state_machine - > transitions [ i ] . transition - > get_priority ( ) ;
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distance + = cost_map [ p_state_machine - > transitions [ i ] . local_from ] . distance ;
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if ( cost_map . has ( p_state_machine - > transitions [ i ] . local_to ) ) {
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//oh this was visited already, can we win the cost?
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if ( distance < cost_map [ p_state_machine - > transitions [ i ] . local_to ] . distance ) {
cost_map [ p_state_machine - > transitions [ i ] . local_to ] . distance = distance ;
cost_map [ p_state_machine - > transitions [ i ] . local_to ] . prev = p_state_machine - > transitions [ i ] . local_from ;
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}
} else {
//add to open list
AStarCost ac ;
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ac . prev = p_state_machine - > transitions [ i ] . local_from ;
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ac . distance = distance ;
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cost_map [ p_state_machine - > transitions [ i ] . local_to ] = ac ;
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open_list . push_back ( i ) ;
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if ( p_state_machine - > transitions [ i ] . local_to = = p_travel ) {
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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 ;
}
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path . reverse ( ) ;
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return true ;
}
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double AnimationNodeStateMachinePlayback : : process ( AnimationNodeStateMachine * p_state_machine , double p_time , bool p_seek , bool p_seek_root ) {
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//if not playing and it can restart, then restart
if ( ! playing & & start_request = = StringName ( ) ) {
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if ( ! stop_request & & p_state_machine - > start_node ) {
start ( p_state_machine - > start_node ) ;
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} 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 ) {
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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
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ERR_FAIL_V_MSG ( 0 , " Can't travel to ' " + node_name + " ' if state machine is not playing. Maybe you need to enable Autoplay on Load for one of the nodes in your state machine or call .start() first? " ) ;
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}
} else {
if ( ! _travel ( p_state_machine , start_request ) ) {
// can't travel, then teleport
path . clear ( ) ;
current = start_request ;
}
start_request = StringName ( ) ; //clear start request
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}
} else {
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// teleport to start
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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 + " ' " ) ;
}
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}
}
bool do_start = ( p_seek & & p_time = = 0 ) | | play_start | | current = = StringName ( ) ;
if ( do_start ) {
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if ( p_state_machine - > start_node ! = StringName ( ) & & p_seek & & p_time = = 0 ) {
current = p_state_machine - > start_node ;
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}
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len_current = p_state_machine - > blend_node ( current , p_state_machine - > states [ current ] . node , 0 , true , p_seek_root , 1.0 , AnimationNode : : FILTER_IGNORE , false ) ;
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pos_current = 0 ;
}
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if ( ! p_state_machine - > states . has ( current ) ) {
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playing = false ; //current does not exist
current = StringName ( ) ;
return 0 ;
}
float fade_blend = 1.0 ;
if ( fading_from ! = StringName ( ) ) {
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if ( ! p_state_machine - > states . has ( fading_from ) ) {
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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 ( ) ;
}
}
}
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float rem = p_state_machine - > blend_node ( current , p_state_machine - > states [ current ] . node , p_time , p_seek , p_seek_root , fade_blend , AnimationNode : : FILTER_IGNORE , false ) ;
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if ( fading_from ! = StringName ( ) ) {
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p_state_machine - > blend_node ( fading_from , p_state_machine - > states [ fading_from ] . node , p_time , p_seek , p_seek_root , 1.0 - fade_blend , AnimationNode : : FILTER_IGNORE , false ) ;
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}
//guess playback position
if ( rem > len_current ) { // weird but ok
len_current = rem ;
}
{ //advance and loop check
float next_pos = len_current - rem ;
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end_loop = next_pos < pos_current ;
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pos_current = next_pos ; //looped
}
//find next
StringName next ;
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float next_xfade = 0.0 ;
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AnimationNodeStateMachineTransition : : SwitchMode switch_mode = AnimationNodeStateMachineTransition : : SWITCH_MODE_IMMEDIATE ;
if ( path . size ( ) ) {
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for ( int i = 0 ; i < p_state_machine - > transitions . size ( ) ; i + + ) {
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if ( p_state_machine - > transitions [ i ] . transition - > is_disabled ( ) ) {
continue ;
}
if ( p_state_machine - > transitions [ i ] . local_from = = current & & p_state_machine - > transitions [ i ] . local_to = = path [ 0 ] ) {
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next_xfade = p_state_machine - > transitions [ i ] . transition - > get_xfade_time ( ) ;
switch_mode = p_state_machine - > transitions [ i ] . transition - > get_switch_mode ( ) ;
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next = path [ 0 ] ;
}
}
} else {
float priority_best = 1e20 ;
int auto_advance_to = - 1 ;
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for ( int i = 0 ; i < p_state_machine - > transitions . size ( ) ; i + + ) {
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if ( p_state_machine - > transitions [ i ] . transition - > is_disabled ( ) ) {
continue ;
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}
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// handles end_node: when end_node is reached in a sub state machine, find and activate the current_transition
if ( force_auto_advance ) {
if ( p_state_machine - > transitions [ i ] . from = = current_transition . from & & p_state_machine - > transitions [ i ] . to = = current_transition . to ) {
auto_advance_to = i ;
force_auto_advance = false ;
break ;
}
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}
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// handles start_node: if previous state machine is pointing to a node inside the current state machine, starts the current machine from start_node to prev_local_to
if ( p_state_machine - > start_node = = current & & p_state_machine - > transitions [ i ] . local_from = = current ) {
if ( p_state_machine - > prev_state_machine . is_valid ( ) ) {
Ref < AnimationNodeStateMachinePlayback > prev_playback = p_state_machine - > prev_state_machine - > get_parameter ( " playback " ) ;
if ( prev_playback . is_valid ( ) ) {
StringName prev_local_to = String ( prev_playback - > current_transition . next ) . replace_first ( String ( p_state_machine - > state_machine_name ) + " / " , " " ) ;
if ( p_state_machine - > transitions [ i ] . to = = prev_local_to ) {
auto_advance_to = i ;
prev_playback - > current_transition . next = StringName ( ) ;
break ;
}
}
}
}
if ( p_state_machine - > transitions [ i ] . from = = current & & _check_advance_condition ( p_state_machine , p_state_machine - > transitions [ i ] . transition ) ) {
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if ( p_state_machine - > transitions [ i ] . transition - > get_priority ( ) < = priority_best ) {
priority_best = p_state_machine - > transitions [ i ] . transition - > get_priority ( ) ;
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auto_advance_to = i ;
}
}
}
if ( auto_advance_to ! = - 1 ) {
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next = p_state_machine - > transitions [ auto_advance_to ] . local_to ;
Transition tr ;
tr . from = String ( p_state_machine - > state_machine_name ) + " / " + String ( p_state_machine - > transitions [ auto_advance_to ] . from ) ;
tr . to = String ( p_state_machine - > transitions [ auto_advance_to ] . to ) . replace_first ( " ../ " , " " ) ;
tr . next = p_state_machine - > transitions [ auto_advance_to ] . to ;
current_transition = tr ;
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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 ( ) ;
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}
}
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if ( next = = p_state_machine - > end_node ) {
Ref < AnimationNodeStateMachine > prev_state_machine = p_state_machine - > prev_state_machine ;
if ( prev_state_machine . is_valid ( ) ) {
Ref < AnimationNodeStateMachinePlayback > prev_playback = prev_state_machine - > get_parameter ( " playback " ) ;
if ( prev_playback . is_valid ( ) ) {
if ( next_xfade ) {
prev_playback - > current_transition = current_transition ;
prev_playback - > force_auto_advance = true ;
return rem ;
}
float priority_best = 1e20 ;
int auto_advance_to = - 1 ;
for ( int i = 0 ; i < prev_state_machine - > transitions . size ( ) ; i + + ) {
if ( prev_state_machine - > transitions [ i ] . transition - > is_disabled ( ) ) {
continue ;
}
if ( current_transition . next = = prev_state_machine - > end_node & & _check_advance_condition ( prev_state_machine , prev_state_machine - > transitions [ i ] . transition ) ) {
if ( prev_state_machine - > transitions [ i ] . transition - > get_priority ( ) < = priority_best ) {
priority_best = prev_state_machine - > transitions [ i ] . transition - > get_priority ( ) ;
auto_advance_to = i ;
}
}
}
if ( auto_advance_to ! = - 1 ) {
if ( prev_state_machine - > transitions [ auto_advance_to ] . transition - > get_xfade_time ( ) ) {
return rem ;
}
}
}
}
}
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//if next, see when to transition
if ( next ! = StringName ( ) ) {
bool goto_next = false ;
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if ( switch_mode = = AnimationNodeStateMachineTransition : : SWITCH_MODE_AT_END ) {
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goto_next = next_xfade > = ( len_current - pos_current ) | | end_loop ;
if ( end_loop ) {
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next_xfade = 0 ;
}
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} else {
goto_next = fading_from = = StringName ( ) ;
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}
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if ( goto_next ) { //end_loop should be used because fade time may be too small or zero and animation may have looped
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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
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path . remove_at ( 0 ) ;
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}
current = next ;
if ( switch_mode = = AnimationNodeStateMachineTransition : : SWITCH_MODE_SYNC ) {
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len_current = p_state_machine - > blend_node ( current , p_state_machine - > states [ current ] . node , 0 , true , p_seek_root , 0 , AnimationNode : : FILTER_IGNORE , false ) ;
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pos_current = MIN ( pos_current , len_current ) ;
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p_state_machine - > blend_node ( current , p_state_machine - > states [ current ] . node , pos_current , true , p_seek_root , 0 , AnimationNode : : FILTER_IGNORE , false ) ;
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} else {
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len_current = p_state_machine - > blend_node ( current , p_state_machine - > states [ current ] . node , 0 , true , p_seek_root , 0 , AnimationNode : : FILTER_IGNORE , false ) ;
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pos_current = 0 ;
}
rem = len_current ; //so it does not show 0 on transition
}
}
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// time left must always be 1 because the end node don't lenght to compute
if ( p_state_machine - > end_node ! = current ) {
rem = 1 ;
} else {
Ref < AnimationNodeStateMachinePlayback > prev_playback = p_state_machine - > prev_state_machine - > get_parameter ( " playback " ) ;
if ( prev_playback . is_valid ( ) ) {
prev_playback - > current_transition = current_transition ;
prev_playback - > force_auto_advance = true ;
}
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}
return rem ;
}
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bool AnimationNodeStateMachinePlayback : : _check_advance_condition ( const Ref < AnimationNodeStateMachine > state_machine , const Ref < AnimationNodeStateMachineTransition > transition ) const {
if ( transition - > has_auto_advance ( ) ) {
return true ;
}
StringName advance_condition_name = transition - > get_advance_condition_name ( ) ;
if ( advance_condition_name ! = StringName ( ) & & bool ( state_machine - > get_parameter ( advance_condition_name ) ) ) {
return true ;
}
return false ;
}
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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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_travel_path " ) , & AnimationNodeStateMachinePlayback : : get_travel_path ) ;
}
AnimationNodeStateMachinePlayback : : AnimationNodeStateMachinePlayback ( ) {
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set_local_to_scene ( true ) ; //only one per instantiated scene
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}
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///////////////////////////////////////////////////////
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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 ( ) ;
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if ( ac ! = StringName ( ) & & advance_conditions . find ( ac ) = = nullptr ) {
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advance_conditions . push_back ( ac ) ;
}
}
advance_conditions . sort_custom < StringName : : AlphCompare > ( ) ;
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for ( const StringName & E : advance_conditions ) {
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r_list - > push_back ( PropertyInfo ( Variant : : BOOL , E ) ) ;
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}
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// for (const KeyValue<StringName, State> &E : states) {
// if (E->node == ansm) {
// for (int i = 0; i < E->node->transitions.size(); i++) {
// StringName ac = E->node->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 (const StringName &E : advance_conditions) {
// r_list->push_back(PropertyInfo(Variant::BOOL, E));
// }
// }
// }
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}
Variant AnimationNodeStateMachine : : get_parameter_default_value ( const StringName & p_parameter ) const {
if ( p_parameter = = playback ) {
Ref < AnimationNodeStateMachinePlayback > p ;
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p . instantiate ( ) ;
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return p ;
} else {
return false ; //advance condition
}
}
void AnimationNodeStateMachine : : add_node ( const StringName & p_name , Ref < AnimationNode > p_node , const Vector2 & p_position ) {
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ERR_FAIL_COND ( states . has ( p_name ) ) ;
ERR_FAIL_COND ( p_node . is_null ( ) ) ;
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ERR_FAIL_COND ( String ( p_name ) . contains ( " / " ) ) ;
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State state ;
state . node = p_node ;
state . position = p_position ;
states [ p_name ] = state ;
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Ref < AnimationNodeStateMachine > anodesm = p_node ;
if ( anodesm . is_valid ( ) ) {
anodesm - > state_machine_name = p_name ;
anodesm - > prev_state_machine = ( Ref < AnimationNodeStateMachine > ) this ;
}
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emit_changed ( ) ;
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emit_signal ( SNAME ( " tree_changed " ) ) ;
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p_node - > connect ( " tree_changed " , callable_mp ( this , & AnimationNodeStateMachine : : _tree_changed ) , varray ( ) , CONNECT_REFERENCE_COUNTED ) ;
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}
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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 ( ) ) ;
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ERR_FAIL_COND ( String ( p_name ) . contains ( " / " ) ) ;
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{
Ref < AnimationNode > node = states [ p_name ] . node ;
if ( node . is_valid ( ) ) {
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node - > disconnect ( " tree_changed " , callable_mp ( this , & AnimationNodeStateMachine : : _tree_changed ) ) ;
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}
}
states [ p_name ] . node = p_node ;
emit_changed ( ) ;
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emit_signal ( SNAME ( " tree_changed " ) ) ;
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p_node - > connect ( " tree_changed " , callable_mp ( this , & AnimationNodeStateMachine : : _tree_changed ) , varray ( ) , CONNECT_REFERENCE_COUNTED ) ;
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}
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bool AnimationNodeStateMachine : : can_edit_node ( const StringName & p_name ) const {
if ( states . has ( p_name ) ) {
return ! ( states [ p_name ] . node - > is_class ( " AnimationNodeStartState " ) | | states [ p_name ] . node - > is_class ( " AnimationNodeEndState " ) ) ;
}
return true ;
}
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Ref < AnimationNode > AnimationNodeStateMachine : : get_node ( const StringName & p_name ) const {
ERR_FAIL_COND_V ( ! states . has ( p_name ) , Ref < AnimationNode > ( ) ) ;
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return states [ p_name ] . node ;
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}
StringName AnimationNodeStateMachine : : get_node_name ( const Ref < AnimationNode > & p_node ) const {
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for ( const KeyValue < StringName , State > & E : states ) {
if ( E . value . node = = p_node ) {
return E . key ;
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}
}
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ERR_FAIL_V ( StringName ( ) ) ;
}
void AnimationNodeStateMachine : : get_child_nodes ( List < ChildNode > * r_child_nodes ) {
Vector < StringName > nodes ;
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for ( const KeyValue < StringName , State > & E : states ) {
nodes . push_back ( E . key ) ;
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}
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 ) ;
}
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}
bool AnimationNodeStateMachine : : has_node ( const StringName & p_name ) const {
return states . has ( p_name ) ;
}
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void AnimationNodeStateMachine : : remove_node ( const StringName & p_name ) {
ERR_FAIL_COND ( ! states . has ( p_name ) ) ;
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if ( ! can_edit_node ( p_name ) ) {
return ;
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}
for ( int i = 0 ; i < transitions . size ( ) ; i + + ) {
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if ( transitions [ i ] . local_from = = p_name | | transitions [ i ] . local_to = = p_name ) {
remove_transition_by_index ( i ) ;
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i - - ;
}
}
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{
Ref < AnimationNode > node = states [ p_name ] . node ;
ERR_FAIL_COND ( node . is_null ( ) ) ;
node - > disconnect ( " tree_changed " , callable_mp ( this , & AnimationNodeStateMachine : : _tree_changed ) ) ;
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}
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states . erase ( p_name ) ;
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emit_changed ( ) ;
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emit_signal ( SNAME ( " tree_changed " ) ) ;
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}
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 ) ) ;
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ERR_FAIL_COND ( ! can_edit_node ( p_name ) ) ;
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states [ p_new_name ] = states [ p_name ] ;
states . erase ( p_name ) ;
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Ref < AnimationNodeStateMachine > anodesm = states [ p_new_name ] . node ;
if ( anodesm . is_valid ( ) ) {
anodesm - > state_machine_name = p_new_name ;
}
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for ( int i = 0 ; i < transitions . size ( ) ; i + + ) {
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if ( transitions [ i ] . local_from = = p_name ) {
_rename_transition ( transitions [ i ] . from , String ( transitions [ i ] . from ) . replace_first ( p_name , p_new_name ) ) ;
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}
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if ( transitions [ i ] . local_to = = p_name ) {
_rename_transition ( transitions [ i ] . to , String ( transitions [ i ] . to ) . replace_first ( p_name , p_new_name ) ) ;
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}
}
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emit_signal ( " tree_changed " ) ;
}
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void AnimationNodeStateMachine : : _rename_transition ( const StringName & p_name , const StringName & p_new_name ) {
if ( updating_transitions ) {
return ;
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}
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updating_transitions = true ;
for ( int i = 0 ; i < transitions . size ( ) ; i + + ) {
if ( transitions [ i ] . from = = p_name ) {
Vector < String > path = String ( transitions [ i ] . to ) . split ( " / " ) ;
if ( path . size ( ) > 1 ) {
if ( path [ 0 ] = = " .. " ) {
prev_state_machine - > _rename_transition ( String ( state_machine_name ) + " / " + p_name , String ( state_machine_name ) + " / " + p_new_name ) ;
} else {
( ( Ref < AnimationNodeStateMachine > ) states [ transitions [ i ] . local_to ] . node ) - > _rename_transition ( " ../ " + p_name , " ../ " + p_new_name ) ;
}
}
transitions . write [ i ] . from = p_new_name ;
}
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if ( transitions [ i ] . to = = p_name ) {
Vector < String > path = String ( transitions [ i ] . from ) . split ( " / " ) ;
if ( path . size ( ) > 1 ) {
if ( path [ 0 ] = = " .. " ) {
prev_state_machine - > _rename_transition ( String ( state_machine_name ) + " / " + p_name , String ( state_machine_name ) + " / " + p_new_name ) ;
} else {
( ( Ref < AnimationNodeStateMachine > ) states [ transitions [ i ] . local_from ] . node ) - > _rename_transition ( " ../ " + p_name , " ../ " + p_new_name ) ;
}
}
transitions . write [ i ] . to = p_new_name ;
}
updating_transitions = false ;
}
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}
void AnimationNodeStateMachine : : get_node_list ( List < StringName > * r_nodes ) const {
List < StringName > nodes ;
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for ( const KeyValue < StringName , State > & E : states ) {
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if ( E . key = = end_node & & ! prev_state_machine . is_valid ( ) ) {
continue ;
}
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nodes . push_back ( E . key ) ;
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}
nodes . sort_custom < StringName : : AlphCompare > ( ) ;
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for ( const StringName & E : nodes ) {
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r_nodes - > push_back ( E ) ;
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}
}
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Ref < AnimationNodeStateMachine > AnimationNodeStateMachine : : get_prev_state_machine ( ) const {
return prev_state_machine ;
}
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bool AnimationNodeStateMachine : : has_transition ( const StringName & p_from , const StringName & p_to ) const {
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StringName from = _get_shortest_path ( p_from ) ;
StringName to = _get_shortest_path ( p_to ) ;
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for ( int i = 0 ; i < transitions . size ( ) ; i + + ) {
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if ( transitions [ i ] . from = = from & & transitions [ i ] . to = = to ) {
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return true ;
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}
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}
return false ;
}
int AnimationNodeStateMachine : : find_transition ( const StringName & p_from , const StringName & p_to ) const {
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StringName from = _get_shortest_path ( p_from ) ;
StringName to = _get_shortest_path ( p_to ) ;
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for ( int i = 0 ; i < transitions . size ( ) ; i + + ) {
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if ( transitions [ i ] . from = = from & & transitions [ i ] . to = = to ) {
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return i ;
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}
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}
return - 1 ;
}
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bool AnimationNodeStateMachine : : _can_connect ( const StringName & p_name , Vector < Ref < AnimationNodeStateMachine > > p_parents ) const {
if ( p_parents . is_empty ( ) ) {
Ref < AnimationNodeStateMachine > prev = ( Ref < AnimationNodeStateMachine > ) this ;
while ( prev . is_valid ( ) ) {
p_parents . push_back ( prev ) ;
prev = prev - > prev_state_machine ;
}
}
if ( states . has ( p_name ) ) {
Ref < AnimationNodeStateMachine > anodesm = states [ p_name ] . node ;
if ( anodesm . is_valid ( ) & & p_parents . find ( anodesm ) ! = - 1 ) {
return false ;
}
return true ;
}
String name = p_name ;
Vector < String > path = name . split ( " / " ) ;
if ( path . size ( ) < 2 ) {
return false ;
}
if ( path [ 0 ] = = " .. " ) {
if ( prev_state_machine . is_valid ( ) ) {
return prev_state_machine - > _can_connect ( name . replace_first ( " ../ " , " " ) , p_parents ) ;
}
} else if ( states . has ( path [ 0 ] ) ) {
Ref < AnimationNodeStateMachine > anodesm = states [ path [ 0 ] ] . node ;
if ( anodesm . is_valid ( ) ) {
return anodesm - > _can_connect ( name . replace_first ( path [ 0 ] + " / " , " " ) , p_parents ) ;
}
}
return false ;
}
StringName AnimationNodeStateMachine : : _get_shortest_path ( const StringName & p_path ) const {
// If p_path is something like StateMachine/../StateMachine2/State1,
// the result will be StateMachine2/State1. This avoid duplicate
// transitions when using add_transition. eg, this two calls is the same:
//
// add_transition("State1", "StateMachine/../State2", tr)
// add_transition("State1", "State2", tr)
//
// but the second call must be invalid because the transition already exists
Vector < String > path = String ( p_path ) . split ( " / " ) ;
Vector < String > new_path ;
for ( int i = 0 ; i < path . size ( ) ; i + + ) {
if ( i > 0 & & path [ i ] = = " .. " & & new_path [ i - 1 ] ! = " .. " ) {
new_path . remove_at ( i - 1 ) ;
} else {
new_path . push_back ( path [ i ] ) ;
}
}
String result ;
for ( int i = 0 ; i < new_path . size ( ) ; i + + ) {
result + = new_path [ i ] + " / " ;
}
result . remove_at ( result . length ( ) - 1 ) ;
return result ;
}
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void AnimationNodeStateMachine : : add_transition ( const StringName & p_from , const StringName & p_to , const Ref < AnimationNodeStateMachineTransition > & p_transition ) {
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if ( updating_transitions ) {
return ;
}
StringName from = _get_shortest_path ( p_from ) ;
StringName to = _get_shortest_path ( p_to ) ;
Vector < String > path_from = String ( from ) . split ( " / " ) ;
Vector < String > path_to = String ( to ) . split ( " / " ) ;
ERR_FAIL_COND ( from = = end_node | | to = = start_node ) ;
ERR_FAIL_COND ( from = = to ) ;
ERR_FAIL_COND ( ! _can_connect ( from ) ) ;
ERR_FAIL_COND ( ! _can_connect ( to ) ) ;
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ERR_FAIL_COND ( p_transition . is_null ( ) ) ;
for ( int i = 0 ; i < transitions . size ( ) ; i + + ) {
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ERR_FAIL_COND ( transitions [ i ] . from = = from & & transitions [ i ] . to = = to ) ;
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}
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if ( path_from . size ( ) > 1 | | path_to . size ( ) > 1 ) {
ERR_FAIL_COND ( path_from [ 0 ] = = path_to [ 0 ] ) ;
}
updating_transitions = true ;
StringName local_from = String ( from ) . get_slicec ( ' / ' , 0 ) ;
StringName local_to = String ( to ) . get_slicec ( ' / ' , 0 ) ;
local_from = local_from = = " .. " ? " Start " : local_from ;
local_to = local_to = = " .. " ? " End " : local_to ;
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Transition tr ;
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tr . from = from ;
tr . to = to ;
tr . local_from = local_from ;
tr . local_to = local_to ;
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tr . transition = p_transition ;
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tr . transition - > connect ( " advance_condition_changed " , callable_mp ( this , & AnimationNodeStateMachine : : _tree_changed ) , varray ( ) , CONNECT_REFERENCE_COUNTED ) ;
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transitions . push_back ( tr ) ;
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// do recursive
if ( path_from . size ( ) > 1 ) {
StringName local_path = String ( from ) . replace_first ( path_from [ 0 ] + " / " , " " ) ;
if ( path_from [ 0 ] = = " .. " ) {
prev_state_machine - > add_transition ( local_path , String ( state_machine_name ) + " / " + to , p_transition ) ;
} else {
( ( Ref < AnimationNodeStateMachine > ) states [ path_from [ 0 ] ] . node ) - > add_transition ( local_path , " ../ " + to , p_transition ) ;
}
}
if ( path_to . size ( ) > 1 ) {
StringName local_path = String ( to ) . replace_first ( path_to [ 0 ] + " / " , " " ) ;
if ( path_to [ 0 ] = = " .. " ) {
prev_state_machine - > add_transition ( String ( state_machine_name ) + " / " + from , local_path , p_transition ) ;
} else {
( ( Ref < AnimationNodeStateMachine > ) states [ path_to [ 0 ] ] . node ) - > add_transition ( " ../ " + from , local_path , p_transition ) ;
}
}
updating_transitions = false ;
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}
Ref < AnimationNodeStateMachineTransition > AnimationNodeStateMachine : : get_transition ( int p_transition ) const {
ERR_FAIL_INDEX_V ( p_transition , transitions . size ( ) , Ref < AnimationNodeStateMachineTransition > ( ) ) ;
return transitions [ p_transition ] . transition ;
}
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StringName AnimationNodeStateMachine : : get_transition_from ( int p_transition ) const {
ERR_FAIL_INDEX_V ( p_transition , transitions . size ( ) , StringName ( ) ) ;
return transitions [ p_transition ] . from ;
}
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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 ( ) ;
}
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void AnimationNodeStateMachine : : remove_transition ( const StringName & p_from , const StringName & p_to ) {
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StringName from = _get_shortest_path ( p_from ) ;
StringName to = _get_shortest_path ( p_to ) ;
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for ( int i = 0 ; i < transitions . size ( ) ; i + + ) {
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if ( transitions [ i ] . from = = from & & transitions [ i ] . to = = to ) {
remove_transition_by_index ( i ) ;
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return ;
}
}
}
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void AnimationNodeStateMachine : : remove_transition_by_index ( const int p_transition ) {
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ERR_FAIL_INDEX ( p_transition , transitions . size ( ) ) ;
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Transition tr = transitions [ p_transition ] ;
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transitions . write [ p_transition ] . transition - > disconnect ( " advance_condition_changed " , callable_mp ( this , & AnimationNodeStateMachine : : _tree_changed ) ) ;
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transitions . remove_at ( p_transition ) ;
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Vector < String > path_from = String ( tr . from ) . split ( " / " ) ;
Vector < String > path_to = String ( tr . to ) . split ( " / " ) ;
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List < Vector < String > > paths ;
paths . push_back ( path_from ) ;
paths . push_back ( path_to ) ;
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for ( List < Vector < String > > : : Element * E = paths . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) [ 0 ] . size ( ) > 1 ) {
if ( E - > get ( ) [ 0 ] = = " .. " ) {
prev_state_machine - > _remove_transition ( tr . transition ) ;
} else if ( states . has ( E - > get ( ) [ 0 ] ) ) {
Ref < AnimationNodeStateMachine > anodesm = states [ E - > get ( ) [ 0 ] ] . node ;
if ( anodesm . is_valid ( ) ) {
anodesm - > _remove_transition ( tr . transition ) ;
}
}
}
}
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}
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void AnimationNodeStateMachine : : _remove_transition ( const Ref < AnimationNodeStateMachineTransition > p_transition ) {
for ( int i = 0 ; i < transitions . size ( ) ; i + + ) {
if ( transitions [ i ] . transition = = p_transition ) {
remove_transition_by_index ( i ) ;
return ;
}
}
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}
void AnimationNodeStateMachine : : set_graph_offset ( const Vector2 & p_offset ) {
graph_offset = p_offset ;
}
Vector2 AnimationNodeStateMachine : : get_graph_offset ( ) const {
return graph_offset ;
}
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double AnimationNodeStateMachine : : process ( double p_time , bool p_seek , bool p_seek_root ) {
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Ref < AnimationNodeStateMachinePlayback > playback = get_parameter ( this - > playback ) ;
ERR_FAIL_COND_V ( playback . is_null ( ) , 0.0 ) ;
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return playback - > process ( this , p_time , p_seek , p_seek_root ) ;
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}
String AnimationNodeStateMachine : : get_caption ( ) const {
return " StateMachine " ;
}
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bool AnimationNodeStateMachine : : has_local_transition ( const StringName & p_from , const StringName & p_to ) const {
StringName from = _get_shortest_path ( p_from ) ;
StringName to = _get_shortest_path ( p_to ) ;
for ( int i = 0 ; i < transitions . size ( ) ; i + + ) {
if ( transitions [ i ] . local_from = = from & & transitions [ i ] . local_to = = to ) {
return true ;
}
}
return false ;
}
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Ref < AnimationNode > AnimationNodeStateMachine : : get_child_by_name ( const StringName & p_name ) {
return get_node ( p_name ) ;
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}
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 ) ) {
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states [ node_name ] . position = p_value ;
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}
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 = = " 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 " ) {
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if ( states . has ( node_name ) & & can_edit_node ( node_name ) ) {
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r_ret = states [ node_name ] . node ;
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return true ;
}
}
if ( what = = " position " ) {
if ( states . has ( node_name ) ) {
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r_ret = states [ node_name ] . position ;
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return true ;
}
}
} else if ( name = = " transitions " ) {
Array trans ;
for ( int i = 0 ; i < transitions . size ( ) ; i + + ) {
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String from = transitions [ i ] . from ;
String to = transitions [ i ] . to ;
if ( from . get_slicec ( ' / ' , 0 ) = = " .. " | | to . get_slicec ( ' / ' , 0 ) = = " .. " ) {
continue ;
}
trans . push_back ( from ) ;
trans . push_back ( to ) ;
trans . push_back ( transitions [ i ] . transition ) ;
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}
r_ret = trans ;
return true ;
} else if ( name = = " graph_offset " ) {
r_ret = get_graph_offset ( ) ;
return true ;
}
return false ;
}
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void AnimationNodeStateMachine : : _get_property_list ( List < PropertyInfo > * p_list ) const {
List < StringName > names ;
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for ( const KeyValue < StringName , State > & E : states ) {
names . push_back ( E . key ) ;
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}
names . sort_custom < StringName : : AlphCompare > ( ) ;
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for ( const StringName & name : names ) {
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p_list - > push_back ( PropertyInfo ( Variant : : OBJECT , " states/ " + name + " /node " , PROPERTY_HINT_RESOURCE_TYPE , " AnimationNode " , PROPERTY_USAGE_NO_EDITOR ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : VECTOR2 , " states/ " + name + " /position " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR ) ) ;
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}
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p_list - > push_back ( PropertyInfo ( Variant : : ARRAY , " transitions " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : VECTOR2 , " graph_offset " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR ) ) ;
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}
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void AnimationNodeStateMachine : : reset_state ( ) {
states . clear ( ) ;
transitions . clear ( ) ;
playback = " playback " ;
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start_node = " Start " ;
end_node = " End " ;
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graph_offset = Vector2 ( ) ;
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Ref < AnimationNodeStartState > s ;
s . instantiate ( ) ;
State start ;
start . node = s ;
start . position = Vector2 ( 200 , 100 ) ;
states [ start_node ] = start ;
Ref < AnimationNodeEndState > e ;
e . instantiate ( ) ;
State end ;
end . node = e ;
end . position = Vector2 ( 900 , 100 ) ;
states [ end_node ] = end ;
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emit_changed ( ) ;
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emit_signal ( SNAME ( " tree_changed " ) ) ;
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}
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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 ( ) {
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emit_signal ( SNAME ( " tree_changed " ) ) ;
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}
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void AnimationNodeStateMachine : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " add_node " , " name " , " node " , " position " ) , & AnimationNodeStateMachine : : add_node , DEFVAL ( Vector2 ( ) ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " replace_node " , " name " , " node " ) , & AnimationNodeStateMachine : : replace_node ) ;
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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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " has_transition " , " from " , " to " ) , & AnimationNodeStateMachine : : has_transition ) ;
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ClassDB : : bind_method ( D_METHOD ( " add_transition " , " from " , " to " , " transition " ) , & AnimationNodeStateMachine : : add_transition ) ;
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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_graph_offset " , " offset " ) , & AnimationNodeStateMachine : : set_graph_offset ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_graph_offset " ) , & AnimationNodeStateMachine : : get_graph_offset ) ;
}
AnimationNodeStateMachine : : AnimationNodeStateMachine ( ) {
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Ref < AnimationNodeStartState > s ;
s . instantiate ( ) ;
State start ;
start . node = s ;
start . position = Vector2 ( 200 , 100 ) ;
states [ start_node ] = start ;
Ref < AnimationNodeEndState > e ;
e . instantiate ( ) ;
State end ;
end . node = e ;
end . position = Vector2 ( 900 , 100 ) ;
states [ end_node ] = end ;
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}