#ifndef ANIMATION_BLEND_SPACE_H #define ANIMATION_BLEND_SPACE_H #include "scene/animation/animation_graph_player.h" class AnimationNodeBlendSpace : public AnimationRootNode { GDCLASS(AnimationNodeBlendSpace, AnimationRootNode) enum { MAX_BLEND_POINTS = 64 }; struct BlendPoint { Ref node; Vector2 position; }; BlendPoint blend_points[MAX_BLEND_POINTS]; int blend_points_used; struct BlendTriangle { int points[3]; }; Vector triangles; Vector2 blend_pos; Vector2 max_space; Vector2 min_space; Vector2 snap; String x_label; String y_label; void _add_blend_point(int p_index, const Ref &p_node); void _set_triangles(const Vector &p_triangles); Vector _get_triangles() const; void _blend_triangle(const Vector2 &p_pos, const Vector2 *p_points, float *r_weights); protected: virtual void _validate_property(PropertyInfo &property) const; static void _bind_methods(); public: void add_blend_point(const Ref &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 &p_node); Vector2 get_blend_point_position(int p_point) const; Ref 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_blend_pos(const Vector2 &p_pos); Vector2 get_blend_pos() 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; float process(float p_time, bool p_seek); String get_caption() const; Vector2 get_closest_point(const Vector2 &p_point); AnimationNodeBlendSpace(); ~AnimationNodeBlendSpace(); }; #endif // ANIMATION_BLEND_SPACE_H