352 lines
7.5 KiB
C++
352 lines
7.5 KiB
C++
#ifndef ANIMATION_BLEND_TREE_H
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#define ANIMATION_BLEND_TREE_H
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#include "scene/animation/animation_tree.h"
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class AnimationNodeAnimation : public AnimationRootNode {
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GDCLASS(AnimationNodeAnimation, AnimationRootNode);
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StringName animation;
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uint64_t last_version;
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float time;
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float step;
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bool skip;
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protected:
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void _validate_property(PropertyInfo &property) const;
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual float process(float p_time, bool p_seek);
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void set_animation(const StringName &p_name);
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StringName get_animation() const;
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float get_playback_time() const;
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AnimationNodeAnimation();
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};
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class AnimationNodeOneShot : public AnimationNode {
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GDCLASS(AnimationNodeOneShot, AnimationNode);
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public:
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enum MixMode {
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MIX_MODE_BLEND,
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MIX_MODE_ADD
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};
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private:
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bool active;
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bool do_start;
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float fade_in;
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float fade_out;
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bool autorestart;
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float autorestart_delay;
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float autorestart_random_delay;
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MixMode mix;
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float time;
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float remaining;
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float autorestart_remaining;
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bool sync;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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void set_fadein_time(float p_time);
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void set_fadeout_time(float p_time);
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float get_fadein_time() const;
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float get_fadeout_time() const;
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void set_autorestart(bool p_active);
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void set_autorestart_delay(float p_time);
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void set_autorestart_random_delay(float p_time);
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bool has_autorestart() const;
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float get_autorestart_delay() const;
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float get_autorestart_random_delay() const;
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void set_mix_mode(MixMode p_mix);
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MixMode get_mix_mode() const;
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void start();
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void stop();
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bool is_active() const;
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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virtual bool has_filter() const;
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virtual float process(float p_time, bool p_seek);
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AnimationNodeOneShot();
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};
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VARIANT_ENUM_CAST(AnimationNodeOneShot::MixMode)
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class AnimationNodeAdd2 : public AnimationNode {
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GDCLASS(AnimationNodeAdd2, AnimationNode);
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float amount;
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bool sync;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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void set_amount(float p_amount);
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float get_amount() const;
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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virtual bool has_filter() const;
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virtual float process(float p_time, bool p_seek);
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AnimationNodeAdd2();
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};
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class AnimationNodeAdd3 : public AnimationNode {
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GDCLASS(AnimationNodeAdd3, AnimationNode);
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float amount;
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bool sync;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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void set_amount(float p_amount);
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float get_amount() const;
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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virtual bool has_filter() const;
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virtual float process(float p_time, bool p_seek);
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AnimationNodeAdd3();
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};
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class AnimationNodeBlend2 : public AnimationNode {
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GDCLASS(AnimationNodeBlend2, AnimationNode);
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float amount;
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bool sync;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual float process(float p_time, bool p_seek);
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void set_amount(float p_amount);
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float get_amount() const;
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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virtual bool has_filter() const;
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AnimationNodeBlend2();
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};
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class AnimationNodeBlend3 : public AnimationNode {
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GDCLASS(AnimationNodeBlend3, AnimationNode);
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float amount;
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bool sync;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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void set_amount(float p_amount);
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float get_amount() const;
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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float process(float p_time, bool p_seek);
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AnimationNodeBlend3();
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};
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class AnimationNodeTimeScale : public AnimationNode {
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GDCLASS(AnimationNodeTimeScale, AnimationNode);
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float scale;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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void set_scale(float p_scale);
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float get_scale() const;
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float process(float p_time, bool p_seek);
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AnimationNodeTimeScale();
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};
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class AnimationNodeTimeSeek : public AnimationNode {
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GDCLASS(AnimationNodeTimeSeek, AnimationNode);
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float seek_pos;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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void set_seek_pos(float p_sec);
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float get_seek_pos() const;
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float process(float p_time, bool p_seek);
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AnimationNodeTimeSeek();
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};
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class AnimationNodeTransition : public AnimationNode {
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GDCLASS(AnimationNodeTransition, AnimationNode);
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enum {
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MAX_INPUTS = 32
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};
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struct InputData {
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String name;
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bool auto_advance;
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InputData() { auto_advance = false; }
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};
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InputData inputs[MAX_INPUTS];
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int enabled_inputs;
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float prev_time;
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float prev_xfading;
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int prev;
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bool switched;
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float time;
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int current;
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float xfade;
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void _update_inputs();
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const;
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public:
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virtual String get_caption() const;
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void set_enabled_inputs(int p_inputs);
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int get_enabled_inputs();
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void set_input_as_auto_advance(int p_input, bool p_enable);
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bool is_input_set_as_auto_advance(int p_input) const;
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void set_input_caption(int p_input, const String &p_name);
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String get_input_caption(int p_input) const;
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void set_current(int p_current);
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int get_current() const;
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void set_cross_fade_time(float p_fade);
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float get_cross_fade_time() const;
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float process(float p_time, bool p_seek);
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AnimationNodeTransition();
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};
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class AnimationNodeOutput : public AnimationNode {
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GDCLASS(AnimationNodeOutput, AnimationNode)
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public:
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virtual String get_caption() const;
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virtual float process(float p_time, bool p_seek);
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AnimationNodeOutput();
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};
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/////
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class AnimationNodeBlendTree : public AnimationRootNode {
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GDCLASS(AnimationNodeBlendTree, AnimationRootNode)
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Map<StringName, Ref<AnimationNode> > nodes;
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Vector2 graph_offset;
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protected:
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static void _bind_methods();
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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enum ConnectionError {
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CONNECTION_OK,
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CONNECTION_ERROR_NO_INPUT,
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CONNECTION_ERROR_NO_INPUT_INDEX,
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CONNECTION_ERROR_NO_OUTPUT,
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CONNECTION_ERROR_SAME_NODE,
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CONNECTION_ERROR_CONNECTION_EXISTS,
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//no need to check for cycles due to tree topology
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};
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void add_node(const StringName &p_name, Ref<AnimationNode> p_node);
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Ref<AnimationNode> get_node(const StringName &p_name) const;
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void remove_node(const StringName &p_name);
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void rename_node(const StringName &p_name, const StringName &p_new_name);
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bool has_node(const StringName &p_name) const;
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StringName get_node_name(const Ref<AnimationNode> &p_node) const;
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void connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node);
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void disconnect_node(const StringName &p_node, int p_input_index);
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float get_connection_activity(const StringName &p_input_node, int p_input_index) const;
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struct NodeConnection {
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StringName input_node;
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int input_index;
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StringName output_node;
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};
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ConnectionError can_connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) const;
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void get_node_connections(List<NodeConnection> *r_connections) const;
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virtual String get_caption() const;
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virtual float process(float p_time, bool p_seek);
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void get_node_list(List<StringName> *r_list);
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void set_graph_offset(const Vector2 &p_graph_offset);
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Vector2 get_graph_offset() const;
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virtual void set_tree(AnimationTree *p_player);
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AnimationNodeBlendTree();
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~AnimationNodeBlendTree();
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};
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VARIANT_ENUM_CAST(AnimationNodeBlendTree::ConnectionError)
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#endif // ANIMATION_BLEND_TREE_H
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