293 lines
9.5 KiB
C++
293 lines
9.5 KiB
C++
#include "animation_blend_space_1d.h"
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void AnimationNodeBlendSpace1D::set_tree(AnimationTree *p_player) {
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AnimationRootNode::set_tree(p_player);
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for (int i = 0; i < blend_points_used; i++) {
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blend_points[i].node->set_tree(p_player);
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}
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}
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void AnimationNodeBlendSpace1D::_validate_property(PropertyInfo &property) const {
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if (property.name.begins_with("blend_point_")) {
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String left = property.name.get_slicec('/', 0);
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int idx = left.get_slicec('_', 2).to_int();
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if (idx >= blend_points_used) {
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property.usage = 0;
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}
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}
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AnimationRootNode::_validate_property(property);
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}
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void AnimationNodeBlendSpace1D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_blend_point", "node", "pos", "at_index"), &AnimationNodeBlendSpace1D::add_blend_point, DEFVAL(-1));
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ClassDB::bind_method(D_METHOD("set_blend_point_position", "point", "pos"), &AnimationNodeBlendSpace1D::set_blend_point_position);
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ClassDB::bind_method(D_METHOD("get_blend_point_position", "point"), &AnimationNodeBlendSpace1D::get_blend_point_position);
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ClassDB::bind_method(D_METHOD("set_blend_point_node", "point", "node"), &AnimationNodeBlendSpace1D::set_blend_point_node);
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ClassDB::bind_method(D_METHOD("get_blend_point_node", "point"), &AnimationNodeBlendSpace1D::get_blend_point_node);
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ClassDB::bind_method(D_METHOD("remove_blend_point", "point"), &AnimationNodeBlendSpace1D::remove_blend_point);
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ClassDB::bind_method(D_METHOD("get_blend_point_count"), &AnimationNodeBlendSpace1D::get_blend_point_count);
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ClassDB::bind_method(D_METHOD("set_min_space", "min_space"), &AnimationNodeBlendSpace1D::set_min_space);
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ClassDB::bind_method(D_METHOD("get_min_space"), &AnimationNodeBlendSpace1D::get_min_space);
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ClassDB::bind_method(D_METHOD("set_max_space", "max_space"), &AnimationNodeBlendSpace1D::set_max_space);
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ClassDB::bind_method(D_METHOD("get_max_space"), &AnimationNodeBlendSpace1D::get_max_space);
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ClassDB::bind_method(D_METHOD("set_snap", "snap"), &AnimationNodeBlendSpace1D::set_snap);
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ClassDB::bind_method(D_METHOD("get_snap"), &AnimationNodeBlendSpace1D::get_snap);
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ClassDB::bind_method(D_METHOD("set_blend_pos", "pos"), &AnimationNodeBlendSpace1D::set_blend_pos);
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ClassDB::bind_method(D_METHOD("get_blend_pos"), &AnimationNodeBlendSpace1D::get_blend_pos);
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ClassDB::bind_method(D_METHOD("set_value_label", "text"), &AnimationNodeBlendSpace1D::set_value_label);
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ClassDB::bind_method(D_METHOD("get_value_label"), &AnimationNodeBlendSpace1D::get_value_label);
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ClassDB::bind_method(D_METHOD("_add_blend_point", "index", "node"), &AnimationNodeBlendSpace1D::_add_blend_point);
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for (int i = 0; i < MAX_BLEND_POINTS; i++) {
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "blend_point_" + itos(i) + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationRootNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE), "_add_blend_point", "get_blend_point_node", i);
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "blend_point_" + itos(i) + "/pos", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_blend_point_position", "get_blend_point_position", i);
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}
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "min_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_min_space", "get_min_space");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "max_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_space", "get_max_space");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "snap", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_snap", "get_snap");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "blend_pos", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_blend_pos", "get_blend_pos");
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "value_label", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_value_label", "get_value_label");
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}
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void AnimationNodeBlendSpace1D::add_blend_point(const Ref<AnimationRootNode> &p_node, float p_position, int p_at_index) {
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ERR_FAIL_COND(blend_points_used >= MAX_BLEND_POINTS);
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ERR_FAIL_COND(p_node.is_null());
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ERR_FAIL_COND(p_node->get_parent().is_valid());
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ERR_FAIL_COND(p_at_index < -1 || p_at_index > blend_points_used);
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if (p_at_index == -1 || p_at_index == blend_points_used) {
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p_at_index = blend_points_used;
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} else {
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for (int i = blend_points_used - 1; i > p_at_index; i++) {
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blend_points[i] = blend_points[i - 1];
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}
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}
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blend_points[p_at_index].node = p_node;
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blend_points[p_at_index].position = p_position;
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blend_points[p_at_index].node->set_parent(this);
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blend_points[p_at_index].node->set_tree(get_tree());
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blend_points_used++;
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}
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void AnimationNodeBlendSpace1D::set_blend_point_position(int p_point, float p_position) {
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ERR_FAIL_INDEX(p_point, blend_points_used);
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blend_points[p_point].position = p_position;
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}
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void AnimationNodeBlendSpace1D::set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node) {
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ERR_FAIL_INDEX(p_point, blend_points_used);
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ERR_FAIL_COND(p_node.is_null());
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if (blend_points[p_point].node.is_valid()) {
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blend_points[p_point].node->set_parent(NULL);
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blend_points[p_point].node->set_tree(NULL);
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}
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blend_points[p_point].node = p_node;
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blend_points[p_point].node->set_parent(this);
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blend_points[p_point].node->set_tree(get_tree());
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}
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float AnimationNodeBlendSpace1D::get_blend_point_position(int p_point) const {
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ERR_FAIL_INDEX_V(p_point, blend_points_used, 0);
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return blend_points[p_point].position;
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}
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Ref<AnimationRootNode> AnimationNodeBlendSpace1D::get_blend_point_node(int p_point) const {
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ERR_FAIL_INDEX_V(p_point, blend_points_used, Ref<AnimationRootNode>());
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return blend_points[p_point].node;
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}
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void AnimationNodeBlendSpace1D::remove_blend_point(int p_point) {
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ERR_FAIL_INDEX(p_point, blend_points_used);
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blend_points[p_point].node->set_parent(NULL);
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blend_points[p_point].node->set_tree(NULL);
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for (int i = p_point; i < blend_points_used - 1; i++) {
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blend_points[i] = blend_points[i + 1];
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}
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blend_points_used--;
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}
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int AnimationNodeBlendSpace1D::get_blend_point_count() const {
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return blend_points_used;
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}
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void AnimationNodeBlendSpace1D::set_min_space(float p_min) {
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min_space = p_min;
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if (min_space >= max_space) {
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min_space = max_space - 1;
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}
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}
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float AnimationNodeBlendSpace1D::get_min_space() const {
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return min_space;
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}
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void AnimationNodeBlendSpace1D::set_max_space(float p_max) {
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max_space = p_max;
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if (max_space <= min_space) {
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max_space = min_space + 1;
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}
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}
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float AnimationNodeBlendSpace1D::get_max_space() const {
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return max_space;
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}
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void AnimationNodeBlendSpace1D::set_snap(float p_snap) {
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snap = p_snap;
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}
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float AnimationNodeBlendSpace1D::get_snap() const {
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return snap;
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}
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void AnimationNodeBlendSpace1D::set_blend_pos(float p_pos) {
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blend_pos = p_pos;
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}
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float AnimationNodeBlendSpace1D::get_blend_pos() const {
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return blend_pos;
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}
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void AnimationNodeBlendSpace1D::set_value_label(const String &p_label) {
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value_label = p_label;
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}
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String AnimationNodeBlendSpace1D::get_value_label() const {
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return value_label;
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}
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void AnimationNodeBlendSpace1D::_add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node) {
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if (p_index == blend_points_used) {
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add_blend_point(p_node, 0);
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} else {
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set_blend_point_node(p_index, p_node);
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}
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}
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float AnimationNodeBlendSpace1D::process(float p_time, bool p_seek) {
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if (blend_points_used == 0) {
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return 0.0;
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}
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if (blend_points_used == 1) {
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// only one point available, just play that animation
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return blend_node(blend_points[0].node, p_time, p_seek, 1.0, FILTER_IGNORE, false);
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}
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float weights[MAX_BLEND_POINTS] = {};
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int point_lower = -1;
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float pos_lower = 0.0;
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int point_higher = -1;
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float pos_higher = 0.0;
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// find the closest two points to blend between
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for (int i = 0; i < blend_points_used; i++) {
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float pos = blend_points[i].position;
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if (pos <= blend_pos) {
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if (point_lower == -1) {
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point_lower = i;
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pos_lower = pos;
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} else if ((blend_pos - pos) < (blend_pos - pos_lower)) {
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point_lower = i;
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pos_lower = pos;
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}
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} else {
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if (point_higher == -1) {
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point_higher = i;
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pos_higher = pos;
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} else if ((pos - blend_pos) < (pos_higher - blend_pos)) {
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point_higher = i;
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pos_higher = pos;
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}
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}
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}
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// fill in weights
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if (point_lower == -1) {
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// we are on the left side, no other point to the left
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// we just play the next point.
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weights[point_higher] = 1.0;
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} else if (point_higher == -1) {
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// we are on the right side, no other point to the right
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// we just play the previous point
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weights[point_lower] = 1.0;
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} else {
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// we are between two points.
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// figure out weights, then blend the animations
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float distance_between_points = pos_higher - pos_lower;
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float current_pos_inbetween = blend_pos - pos_lower;
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float blend_percentage = current_pos_inbetween / distance_between_points;
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float blend_lower = 1.0 - blend_percentage;
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float blend_higher = blend_percentage;
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weights[point_lower] = blend_lower;
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weights[point_higher] = blend_higher;
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}
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// actually blend the animations now
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float max_time_remaining = 0.0;
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for (int i = 0; i < blend_points_used; i++) {
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float remaining = blend_node(blend_points[i].node, p_time, p_seek, weights[i], FILTER_IGNORE, false);
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max_time_remaining = MAX(max_time_remaining, remaining);
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}
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return max_time_remaining;
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}
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String AnimationNodeBlendSpace1D::get_caption() const {
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return "BlendSpace1D";
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}
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AnimationNodeBlendSpace1D::AnimationNodeBlendSpace1D() {
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blend_points_used = 0;
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max_space = 1;
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min_space = -1;
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snap = 0.1;
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value_label = "value";
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}
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AnimationNodeBlendSpace1D::~AnimationNodeBlendSpace1D() {
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for (int i = 0; i < blend_points_used; i++) {
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blend_points[i].node->set_parent(this);
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blend_points[i].node->set_tree(get_tree());
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}
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}
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