/**************************************************************************/ /* animation_node_state_machine.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #ifndef ANIMATION_NODE_STATE_MACHINE_H #define ANIMATION_NODE_STATE_MACHINE_H #include "core/math/expression.h" #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, }; enum AdvanceMode { ADVANCE_MODE_DISABLED, ADVANCE_MODE_ENABLED, ADVANCE_MODE_AUTO, }; private: SwitchMode switch_mode = SWITCH_MODE_IMMEDIATE; AdvanceMode advance_mode = ADVANCE_MODE_ENABLED; StringName advance_condition; StringName advance_condition_name; float xfade_time = 0.0; Ref xfade_curve; bool reset = true; int priority = 1; String advance_expression; friend class AnimationNodeStateMachinePlayback; Ref expression; protected: static void _bind_methods(); public: void set_switch_mode(SwitchMode p_mode); SwitchMode get_switch_mode() const; void set_advance_mode(AdvanceMode p_mode); AdvanceMode get_advance_mode() const; void set_advance_condition(const StringName &p_condition); StringName get_advance_condition() const; StringName get_advance_condition_name() const; void set_advance_expression(const String &p_expression); String get_advance_expression() const; void set_xfade_time(float p_xfade); float get_xfade_time() const; void set_reset(bool p_reset); bool is_reset() const; void set_xfade_curve(const Ref &p_curve); Ref get_xfade_curve() const; void set_priority(int p_priority); int get_priority() const; AnimationNodeStateMachineTransition(); }; VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::SwitchMode) VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::AdvanceMode) class AnimationNodeStateMachinePlayback; class AnimationNodeStateMachine : public AnimationRootNode { GDCLASS(AnimationNodeStateMachine, AnimationRootNode); public: enum StateMachineType { STATE_MACHINE_TYPE_ROOT, STATE_MACHINE_TYPE_NESTED, STATE_MACHINE_TYPE_GROUPED, }; private: friend class AnimationNodeStateMachinePlayback; StateMachineType state_machine_type = STATE_MACHINE_TYPE_ROOT; struct State { Ref node; Vector2 position; }; HashMap states; bool allow_transition_to_self = false; bool reset_ends = false; struct Transition { StringName from; StringName to; Ref transition; }; Vector transitions; StringName playback = "playback"; bool updating_transitions = false; Vector2 graph_offset; void _remove_transition(const Ref p_transition); void _rename_transitions(const StringName &p_name, const StringName &p_new_name); bool _can_connect(const StringName &p_name); 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 *p_list) const; void _validate_property(PropertyInfo &p_property) const; bool _check_advance_condition(const Ref p_state_machine, const Ref p_transition) const; virtual void _tree_changed() override; virtual void _animation_node_renamed(const ObjectID &p_oid, const String &p_old_name, const String &p_new_name) override; virtual void _animation_node_removed(const ObjectID &p_oid, const StringName &p_node) override; virtual void reset_state() override; public: StringName start_node = "Start"; StringName end_node = "End"; virtual void get_parameter_list(List *r_list) const override; virtual Variant get_parameter_default_value(const StringName &p_parameter) const override; virtual bool is_parameter_read_only(const StringName &p_parameter) const override; void add_node(const StringName &p_name, Ref p_node, const Vector2 &p_position = Vector2()); void replace_node(const StringName &p_name, Ref p_node); Ref 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 &p_node) const; void get_node_list(List *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 *r_child_nodes) override; bool has_transition(const StringName &p_from, const StringName &p_to) const; bool has_transition_from(const StringName &p_from) const; bool has_transition_to(const StringName &p_to) const; int find_transition(const StringName &p_from, const StringName &p_to) const; Vector find_transition_from(const StringName &p_from) const; Vector find_transition_to(const StringName &p_to) const; void add_transition(const StringName &p_from, const StringName &p_to, const Ref &p_transition); Ref 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; bool is_transition_across_group(int p_transition) const; void remove_transition_by_index(const int p_transition); void remove_transition(const StringName &p_from, const StringName &p_to); void set_state_machine_type(StateMachineType p_state_machine_type); StateMachineType get_state_machine_type() const; void set_allow_transition_to_self(bool p_enable); bool is_allow_transition_to_self() const; void set_reset_ends(bool p_enable); bool are_ends_reset() const; bool can_edit_node(const StringName &p_name) const; void set_graph_offset(const Vector2 &p_offset); Vector2 get_graph_offset() const; virtual double _process(double p_time, bool p_seek, bool p_is_external_seeking, bool p_test_only = false) override; virtual String get_caption() const override; virtual Ref get_child_by_name(const StringName &p_name) const override; AnimationNodeStateMachine(); }; VARIANT_ENUM_CAST(AnimationNodeStateMachine::StateMachineType); class AnimationNodeStateMachinePlayback : public Resource { GDCLASS(AnimationNodeStateMachinePlayback, Resource); friend class AnimationNodeStateMachine; struct AStarCost { float distance = 0.0; StringName prev; }; struct TransitionInfo { StringName from; StringName to; StringName next; }; struct NextInfo { StringName node; double xfade; Ref curve; AnimationNodeStateMachineTransition::SwitchMode switch_mode; bool is_reset; }; struct ChildStateMachineInfo { Ref playback; Vector path; bool is_reset = false; }; Ref default_transition; String base_path; double len_fade_from = 0.0; double pos_fade_from = 0.0; double len_current = 0.0; double pos_current = 0.0; StringName current; Ref current_curve; Ref group_start_transition; Ref group_end_transition; StringName fading_from; float fading_time = 0.0; float fading_pos = 0.0; Vector path; bool playing = false; StringName start_request; StringName travel_request; bool reset_request = false; bool reset_request_on_teleport = false; bool _reset_request_for_fading_from = false; bool next_request = false; bool stop_request = false; bool teleport_request = false; bool is_grouped = false; void _travel_main(const StringName &p_state, bool p_reset_on_teleport = true); void _start_main(const StringName &p_state, bool p_reset = true); void _next_main(); void _stop_main(); bool _make_travel_path(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_is_allow_transition_to_self, Vector &r_path, bool p_test_only); String _validate_path(AnimationNodeStateMachine *p_state_machine, const String &p_path); bool _travel(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_is_allow_transition_to_self, bool p_test_only); void _start(AnimationNodeStateMachine *p_state_machine); void _clear_path_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_test_only); bool _travel_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const String &p_path, bool p_is_allow_transition_to_self, bool p_is_parent_same_state, bool p_test_only); void _start_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const String &p_path, bool p_test_only); double process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking, bool p_test_only); double _process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking, bool p_test_only); bool _check_advance_condition(const Ref p_state_machine, const Ref p_transition) const; bool _transition_to_next_recursive(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_test_only); NextInfo _find_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine) const; Ref _check_group_transition(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const AnimationNodeStateMachine::Transition &p_transition, Ref &r_state_machine, bool &r_bypass) const; bool _can_transition_to_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, NextInfo p_next, bool p_test_only); void _set_current(AnimationNodeStateMachine *p_state_machine, const StringName &p_state); void _set_grouped(bool p_is_grouped); void _set_base_path(const String &p_base_path); Ref _get_parent_playback(AnimationTree *p_tree) const; Ref _get_parent_state_machine(AnimationTree *p_tree) const; Ref _get_group_start_transition() const; Ref _get_group_end_transition() const; protected: static void _bind_methods(); public: void travel(const StringName &p_state, bool p_reset_on_teleport = true); void start(const StringName &p_state, bool p_reset = true); void next(); void stop(); bool is_playing() const; bool is_end() const; StringName get_current_node() const; StringName get_fading_from_node() const; Vector get_travel_path() const; float get_current_play_pos() const; float get_current_length() const; float get_fade_from_play_pos() const; float get_fade_from_length() const; float get_fading_time() const; float get_fading_pos() const; void clear_path(); void push_path(const StringName &p_state); AnimationNodeStateMachinePlayback(); }; #endif // ANIMATION_NODE_STATE_MACHINE_H