0e29f7974b
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
790 lines
22 KiB
C++
790 lines
22 KiB
C++
#include "animation_node_state_machine.h"
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/////////////////////////////////////////////////
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void AnimationNodeStateMachineTransition::set_switch_mode(SwitchMode p_mode) {
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switch_mode = p_mode;
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}
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AnimationNodeStateMachineTransition::SwitchMode AnimationNodeStateMachineTransition::get_switch_mode() const {
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return switch_mode;
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}
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void AnimationNodeStateMachineTransition::set_auto_advance(bool p_enable) {
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auto_advance = p_enable;
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}
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bool AnimationNodeStateMachineTransition::has_auto_advance() const {
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return auto_advance;
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}
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void AnimationNodeStateMachineTransition::set_xfade_time(float p_xfade) {
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ERR_FAIL_COND(p_xfade < 0);
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xfade = p_xfade;
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emit_changed();
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}
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float AnimationNodeStateMachineTransition::get_xfade_time() const {
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return xfade;
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}
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void AnimationNodeStateMachineTransition::set_disabled(bool p_disabled) {
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disabled = p_disabled;
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emit_changed();
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}
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bool AnimationNodeStateMachineTransition::is_disabled() const {
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return disabled;
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}
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void AnimationNodeStateMachineTransition::set_priority(int p_priority) {
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priority = p_priority;
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emit_changed();
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}
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int AnimationNodeStateMachineTransition::get_priority() const {
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return priority;
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}
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void AnimationNodeStateMachineTransition::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_switch_mode", "mode"), &AnimationNodeStateMachineTransition::set_switch_mode);
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ClassDB::bind_method(D_METHOD("get_switch_mode"), &AnimationNodeStateMachineTransition::get_switch_mode);
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ClassDB::bind_method(D_METHOD("set_auto_advance", "auto_advance"), &AnimationNodeStateMachineTransition::set_auto_advance);
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ClassDB::bind_method(D_METHOD("has_auto_advance"), &AnimationNodeStateMachineTransition::has_auto_advance);
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ClassDB::bind_method(D_METHOD("set_xfade_time", "secs"), &AnimationNodeStateMachineTransition::set_xfade_time);
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ClassDB::bind_method(D_METHOD("get_xfade_time"), &AnimationNodeStateMachineTransition::get_xfade_time);
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ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &AnimationNodeStateMachineTransition::set_disabled);
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ClassDB::bind_method(D_METHOD("is_disabled"), &AnimationNodeStateMachineTransition::is_disabled);
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ClassDB::bind_method(D_METHOD("set_priority", "priority"), &AnimationNodeStateMachineTransition::set_priority);
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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,AtEnd"), "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::REAL, "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");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
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BIND_ENUM_CONSTANT(SWITCH_MODE_IMMEDIATE);
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BIND_ENUM_CONSTANT(SWITCH_MODE_SYNC);
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BIND_ENUM_CONSTANT(SWITCH_MODE_AT_END);
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}
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AnimationNodeStateMachineTransition::AnimationNodeStateMachineTransition() {
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switch_mode = SWITCH_MODE_IMMEDIATE;
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auto_advance = false;
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xfade = 0;
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disabled = false;
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priority = 1;
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}
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///////////////////////////////////////////////////////
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void AnimationNodeStateMachine::add_node(const StringName &p_name, Ref<AnimationNode> p_node) {
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ERR_FAIL_COND(states.has(p_name));
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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_node->get_tree() != NULL);
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ERR_FAIL_COND(String(p_name).find("/") != -1);
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states[p_name] = p_node;
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p_node->set_parent(this);
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p_node->set_tree(get_tree());
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emit_changed();
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}
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Ref<AnimationNode> AnimationNodeStateMachine::get_node(const StringName &p_name) const {
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ERR_FAIL_COND_V(!states.has(p_name), Ref<AnimationNode>());
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return states[p_name];
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}
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StringName AnimationNodeStateMachine::get_node_name(const Ref<AnimationNode> &p_node) const {
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for (Map<StringName, Ref<AnimationRootNode> >::Element *E = states.front(); E; E = E->next()) {
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if (E->get() == p_node) {
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return E->key();
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}
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}
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ERR_FAIL_V(StringName());
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}
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bool AnimationNodeStateMachine::has_node(const StringName &p_name) const {
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return states.has(p_name);
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}
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void AnimationNodeStateMachine::remove_node(const StringName &p_name) {
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ERR_FAIL_COND(!states.has(p_name));
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{
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//erase node connections
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Ref<AnimationNode> node = states[p_name];
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for (int i = 0; i < node->get_input_count(); i++) {
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node->set_input_connection(i, StringName());
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}
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node->set_parent(NULL);
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node->set_tree(NULL);
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}
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states.erase(p_name);
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path.erase(p_name);
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for (int i = 0; i < transitions.size(); i++) {
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if (transitions[i].from == p_name || transitions[i].to == p_name) {
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transitions.remove(i);
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i--;
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}
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}
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if (start_node == p_name) {
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start_node = StringName();
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}
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if (end_node == p_name) {
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end_node = StringName();
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}
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if (playing && current == p_name) {
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stop();
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}
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emit_changed();
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}
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void AnimationNodeStateMachine::rename_node(const StringName &p_name, const StringName &p_new_name) {
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ERR_FAIL_COND(!states.has(p_name));
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ERR_FAIL_COND(states.has(p_new_name));
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states[p_new_name] = states[p_name];
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states.erase(p_name);
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for (int i = 0; i < transitions.size(); i++) {
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if (transitions[i].from == p_name) {
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transitions.write[i].from = p_new_name;
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}
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if (transitions[i].to == p_name) {
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transitions.write[i].to = p_new_name;
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}
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}
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if (start_node == p_name) {
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start_node = p_new_name;
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}
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if (end_node == p_name) {
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end_node = p_new_name;
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}
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if (playing && current == p_name) {
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current = p_new_name;
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}
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path.clear(); //clear path
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}
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void AnimationNodeStateMachine::get_node_list(List<StringName> *r_nodes) const {
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List<StringName> nodes;
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for (Map<StringName, Ref<AnimationRootNode> >::Element *E = states.front(); E; E = E->next()) {
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nodes.push_back(E->key());
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}
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nodes.sort_custom<StringName::AlphCompare>();
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for (List<StringName>::Element *E = nodes.front(); E; E = E->next()) {
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r_nodes->push_back(E->get());
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}
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}
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bool AnimationNodeStateMachine::has_transition(const StringName &p_from, const StringName &p_to) const {
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for (int i = 0; i < transitions.size(); i++) {
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if (transitions[i].from == p_from && transitions[i].to == p_to)
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return true;
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}
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return false;
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}
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int AnimationNodeStateMachine::find_transition(const StringName &p_from, const StringName &p_to) const {
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for (int i = 0; i < transitions.size(); i++) {
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if (transitions[i].from == p_from && transitions[i].to == p_to)
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return i;
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}
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return -1;
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}
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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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ERR_FAIL_COND(p_from == p_to);
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ERR_FAIL_COND(!states.has(p_from));
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ERR_FAIL_COND(!states.has(p_to));
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ERR_FAIL_COND(p_transition.is_null());
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for (int i = 0; i < transitions.size(); i++) {
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ERR_FAIL_COND(transitions[i].from == p_from && transitions[i].to == p_to);
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}
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Transition tr;
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tr.from = p_from;
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tr.to = p_to;
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tr.transition = p_transition;
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transitions.push_back(tr);
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}
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Ref<AnimationNodeStateMachineTransition> AnimationNodeStateMachine::get_transition(int p_transition) const {
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ERR_FAIL_INDEX_V(p_transition, transitions.size(), Ref<AnimationNodeStateMachineTransition>());
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return transitions[p_transition].transition;
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}
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StringName AnimationNodeStateMachine::get_transition_from(int p_transition) const {
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ERR_FAIL_INDEX_V(p_transition, transitions.size(), StringName());
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return transitions[p_transition].from;
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}
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StringName AnimationNodeStateMachine::get_transition_to(int p_transition) const {
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ERR_FAIL_INDEX_V(p_transition, transitions.size(), StringName());
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return transitions[p_transition].to;
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}
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int AnimationNodeStateMachine::get_transition_count() const {
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return transitions.size();
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}
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void AnimationNodeStateMachine::remove_transition(const StringName &p_from, const StringName &p_to) {
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for (int i = 0; i < transitions.size(); i++) {
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if (transitions[i].from == p_from && transitions[i].to == p_to) {
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transitions.remove(i);
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return;
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}
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}
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if (playing) {
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path.clear();
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}
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}
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void AnimationNodeStateMachine::remove_transition_by_index(int p_transition) {
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transitions.remove(p_transition);
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if (playing) {
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path.clear();
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}
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}
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void AnimationNodeStateMachine::set_start_node(const StringName &p_node) {
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ERR_FAIL_COND(p_node != StringName() && !states.has(p_node));
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start_node = p_node;
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}
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String AnimationNodeStateMachine::get_start_node() const {
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return start_node;
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}
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void AnimationNodeStateMachine::set_end_node(const StringName &p_node) {
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ERR_FAIL_COND(p_node != StringName() && !states.has(p_node));
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end_node = p_node;
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}
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String AnimationNodeStateMachine::get_end_node() const {
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return end_node;
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}
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void AnimationNodeStateMachine::set_graph_offset(const Vector2 &p_offset) {
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graph_offset = p_offset;
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}
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Vector2 AnimationNodeStateMachine::get_graph_offset() const {
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return graph_offset;
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}
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float AnimationNodeStateMachine::process(float p_time, bool p_seek) {
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//if not playing and it can restart, then restart
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if (!playing) {
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if (start_node) {
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start(start_node);
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} else {
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return 0;
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}
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}
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bool do_start = (p_seek && p_time == 0) || play_start || current == StringName();
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if (do_start) {
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if (start_node != StringName() && p_seek && p_time == 0) {
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current = start_node;
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}
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len_current = blend_node(states[current], 0, true, 1.0, FILTER_IGNORE, false);
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pos_current = 0;
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loops_current = 0;
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play_start = false;
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}
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float fade_blend = 1.0;
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if (fading_from != StringName()) {
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if (!p_seek) {
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fading_pos += p_time;
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}
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fade_blend = MIN(1.0, fading_pos / fading_time);
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if (fade_blend >= 1.0) {
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fading_from = StringName();
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}
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}
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float rem = blend_node(states[current], p_time, p_seek, fade_blend, FILTER_IGNORE, false);
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if (fading_from != StringName()) {
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blend_node(states[fading_from], p_time, p_seek, 1.0 - fade_blend, FILTER_IGNORE, false);
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}
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//guess playback position
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if (rem > len_current) { // weird but ok
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len_current = rem;
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}
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{ //advance and loop check
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float next_pos = len_current - rem;
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if (next_pos < pos_current) {
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loops_current++;
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}
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pos_current = next_pos; //looped
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}
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//find next
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StringName next;
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float next_xfade = 0;
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AnimationNodeStateMachineTransition::SwitchMode switch_mode = AnimationNodeStateMachineTransition::SWITCH_MODE_IMMEDIATE;
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if (path.size()) {
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for (int i = 0; i < transitions.size(); i++) {
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if (transitions[i].from == current && transitions[i].to == path[0]) {
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next_xfade = transitions[i].transition->get_xfade_time();
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switch_mode = transitions[i].transition->get_switch_mode();
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next = path[0];
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}
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}
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} else {
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float priority_best = 1e20;
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int auto_advance_to = -1;
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for (int i = 0; i < transitions.size(); i++) {
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if (transitions[i].from == current && transitions[i].transition->has_auto_advance()) {
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if (transitions[i].transition->get_priority() < priority_best) {
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auto_advance_to = i;
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}
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}
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}
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if (auto_advance_to != -1) {
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next = transitions[auto_advance_to].to;
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next_xfade = transitions[auto_advance_to].transition->get_xfade_time();
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switch_mode = transitions[auto_advance_to].transition->get_switch_mode();
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}
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}
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//if next, see when to transition
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if (next != StringName()) {
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bool goto_next = false;
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if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_IMMEDIATE) {
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goto_next = fading_from == StringName();
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} else {
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goto_next = next_xfade >= (len_current - pos_current) || loops_current > 0;
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if (loops_current > 0) {
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next_xfade = 0;
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}
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}
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if (goto_next) { //loops should be used because fade time may be too small or zero and animation may have looped
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if (next_xfade) {
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//time to fade, baby
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fading_from = current;
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fading_time = next_xfade;
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fading_pos = 0;
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} else {
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fading_from = StringName();
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fading_pos = 0;
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}
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if (path.size()) { //if it came from path, remove path
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path.remove(0);
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}
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current = next;
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if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_SYNC) {
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len_current = blend_node(states[current], 0, true, 0, FILTER_IGNORE, false);
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pos_current = MIN(pos_current, len_current);
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blend_node(states[current], pos_current, true, 0, FILTER_IGNORE, false);
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} else {
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len_current = blend_node(states[current], 0, true, 0, FILTER_IGNORE, false);
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pos_current = 0;
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}
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rem = len_current; //so it does not show 0 on transition
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loops_current = 0;
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}
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}
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//compute time left for transitions by using the end node
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if (end_node != StringName() && end_node != current) {
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rem = blend_node(states[end_node], 0, true, 0, FILTER_IGNORE, false);
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}
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return rem;
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}
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bool AnimationNodeStateMachine::travel(const StringName &p_state) {
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ERR_FAIL_COND_V(!playing, false);
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ERR_FAIL_COND_V(!states.has(p_state), false);
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ERR_FAIL_COND_V(!states.has(current), false);
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path.clear(); //a new one will be needed
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if (current == p_state)
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return true; //nothing to do
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loops_current = 0; // reset loops, so fade does not happen immediately
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Vector2 current_pos = states[current]->get_position();
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Vector2 target_pos = states[p_state]->get_position();
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Map<StringName, AStarCost> cost_map;
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List<int> open_list;
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//build open list
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for (int i = 0; i < transitions.size(); i++) {
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if (transitions[i].from == current) {
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open_list.push_back(i);
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float cost = states[transitions[i].to]->get_position().distance_to(current_pos);
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cost *= transitions[i].transition->get_priority();
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AStarCost ap;
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ap.prev = current;
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ap.distance = cost;
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cost_map[transitions[i].to] = ap;
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if (transitions[i].to == p_state) { //prematurely found it! :D
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path.push_back(p_state);
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return true;
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}
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}
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}
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//begin astar
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bool found_route = false;
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while (!found_route) {
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if (open_list.size() == 0) {
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return false; //no path found
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}
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//find the last cost transition
|
|
List<int>::Element *least_cost_transition = NULL;
|
|
float least_cost = 1e20;
|
|
|
|
for (List<int>::Element *E = open_list.front(); E; E = E->next()) {
|
|
|
|
float cost = cost_map[transitions[E->get()].to].distance;
|
|
cost += states[transitions[E->get()].to]->get_position().distance_to(target_pos);
|
|
|
|
if (cost < least_cost) {
|
|
least_cost_transition = E;
|
|
}
|
|
}
|
|
|
|
StringName transition_prev = transitions[least_cost_transition->get()].from;
|
|
StringName transition = transitions[least_cost_transition->get()].to;
|
|
|
|
for (int i = 0; i < transitions.size(); i++) {
|
|
if (transitions[i].from != transition || transitions[i].to == transition_prev) {
|
|
continue; //not interested on those
|
|
}
|
|
|
|
float distance = states[transitions[i].from]->get_position().distance_to(states[transitions[i].to]->get_position());
|
|
distance *= transitions[i].transition->get_priority();
|
|
distance += cost_map[transitions[i].from].distance;
|
|
|
|
if (cost_map.has(transitions[i].to)) {
|
|
//oh this was visited already, can we win the cost?
|
|
if (distance < cost_map[transitions[i].to].distance) {
|
|
cost_map[transitions[i].to].distance = distance;
|
|
cost_map[transitions[i].to].prev = transitions[i].from;
|
|
}
|
|
} else {
|
|
//add to open list
|
|
AStarCost ac;
|
|
ac.prev = transitions[i].from;
|
|
ac.distance = distance;
|
|
cost_map[transitions[i].to] = ac;
|
|
|
|
open_list.push_back(i);
|
|
|
|
if (transitions[i].to == p_state) {
|
|
found_route = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (found_route) {
|
|
break;
|
|
}
|
|
|
|
open_list.erase(least_cost_transition);
|
|
}
|
|
|
|
//make path
|
|
StringName at = p_state;
|
|
while (at != current) {
|
|
path.push_back(at);
|
|
at = cost_map[at].prev;
|
|
}
|
|
|
|
path.invert();
|
|
|
|
return true;
|
|
}
|
|
|
|
void AnimationNodeStateMachine::start(const StringName &p_state) {
|
|
|
|
ERR_FAIL_COND(!states.has(p_state));
|
|
path.clear();
|
|
current = p_state;
|
|
playing = true;
|
|
play_start = true;
|
|
}
|
|
void AnimationNodeStateMachine::stop() {
|
|
playing = false;
|
|
play_start = false;
|
|
current = StringName();
|
|
}
|
|
bool AnimationNodeStateMachine::is_playing() const {
|
|
|
|
return playing;
|
|
}
|
|
StringName AnimationNodeStateMachine::get_current_node() const {
|
|
if (!playing) {
|
|
return StringName();
|
|
}
|
|
|
|
return current;
|
|
}
|
|
|
|
StringName AnimationNodeStateMachine::get_blend_from_node() const {
|
|
if (!playing) {
|
|
return StringName();
|
|
}
|
|
|
|
return fading_from;
|
|
}
|
|
|
|
float AnimationNodeStateMachine::get_current_play_pos() const {
|
|
return pos_current;
|
|
}
|
|
float AnimationNodeStateMachine::get_current_length() const {
|
|
return len_current;
|
|
}
|
|
|
|
Vector<StringName> AnimationNodeStateMachine::get_travel_path() const {
|
|
return path;
|
|
}
|
|
String AnimationNodeStateMachine::get_caption() const {
|
|
return "StateMachine";
|
|
}
|
|
|
|
void AnimationNodeStateMachine::_notification(int p_what) {
|
|
}
|
|
|
|
void AnimationNodeStateMachine::set_tree(AnimationTree *p_player) {
|
|
|
|
AnimationNode::set_tree(p_player);
|
|
|
|
for (Map<StringName, Ref<AnimationRootNode> >::Element *E = states.front(); E; E = E->next()) {
|
|
Ref<AnimationRootNode> node = E->get();
|
|
node->set_tree(p_player);
|
|
}
|
|
}
|
|
|
|
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)) {
|
|
states[node_name]->set_position(p_value);
|
|
}
|
|
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 == "start_node") {
|
|
set_start_node(p_value);
|
|
return true;
|
|
} else if (name == "end_node") {
|
|
set_end_node(p_value);
|
|
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") {
|
|
if (states.has(node_name)) {
|
|
r_ret = states[node_name];
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (what == "position") {
|
|
|
|
if (states.has(node_name)) {
|
|
r_ret = states[node_name]->get_position();
|
|
return true;
|
|
}
|
|
}
|
|
} else if (name == "transitions") {
|
|
Array trans;
|
|
trans.resize(transitions.size() * 3);
|
|
|
|
for (int i = 0; i < transitions.size(); i++) {
|
|
trans[i * 3 + 0] = transitions[i].from;
|
|
trans[i * 3 + 1] = transitions[i].to;
|
|
trans[i * 3 + 2] = transitions[i].transition;
|
|
}
|
|
|
|
r_ret = trans;
|
|
return true;
|
|
} else if (name == "start_node") {
|
|
r_ret = get_start_node();
|
|
return true;
|
|
} else if (name == "end_node") {
|
|
r_ret = get_end_node();
|
|
return true;
|
|
} else if (name == "graph_offset") {
|
|
r_ret = get_graph_offset();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
void AnimationNodeStateMachine::_get_property_list(List<PropertyInfo> *p_list) const {
|
|
|
|
List<StringName> names;
|
|
for (Map<StringName, Ref<AnimationRootNode> >::Element *E = states.front(); E; E = E->next()) {
|
|
names.push_back(E->key());
|
|
}
|
|
names.sort_custom<StringName::AlphCompare>();
|
|
|
|
for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
|
|
String name = E->get();
|
|
p_list->push_back(PropertyInfo(Variant::OBJECT, "states/" + name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
|
|
p_list->push_back(PropertyInfo(Variant::VECTOR2, "states/" + name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
}
|
|
|
|
p_list->push_back(PropertyInfo(Variant::ARRAY, "transitions", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
p_list->push_back(PropertyInfo(Variant::STRING, "start_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
p_list->push_back(PropertyInfo(Variant::STRING, "end_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
p_list->push_back(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
}
|
|
|
|
void AnimationNodeStateMachine::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("add_node", "name", "node"), &AnimationNodeStateMachine::add_node);
|
|
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);
|
|
|
|
ClassDB::bind_method(D_METHOD("has_transition", "from", "to"), &AnimationNodeStateMachine::add_transition);
|
|
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);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_start_node", "name"), &AnimationNodeStateMachine::set_start_node);
|
|
ClassDB::bind_method(D_METHOD("get_start_node"), &AnimationNodeStateMachine::get_start_node);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_end_node", "name"), &AnimationNodeStateMachine::set_end_node);
|
|
ClassDB::bind_method(D_METHOD("get_end_node"), &AnimationNodeStateMachine::get_end_node);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_graph_offset", "name"), &AnimationNodeStateMachine::set_graph_offset);
|
|
ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset);
|
|
|
|
ClassDB::bind_method(D_METHOD("travel", "to_node"), &AnimationNodeStateMachine::travel);
|
|
ClassDB::bind_method(D_METHOD("start", "node"), &AnimationNodeStateMachine::start);
|
|
ClassDB::bind_method(D_METHOD("stop"), &AnimationNodeStateMachine::stop);
|
|
ClassDB::bind_method(D_METHOD("is_playing"), &AnimationNodeStateMachine::is_playing);
|
|
ClassDB::bind_method(D_METHOD("get_current_node"), &AnimationNodeStateMachine::get_current_node);
|
|
ClassDB::bind_method(D_METHOD("get_travel_path"), &AnimationNodeStateMachine::get_travel_path);
|
|
}
|
|
|
|
AnimationNodeStateMachine::AnimationNodeStateMachine() {
|
|
|
|
play_start = false;
|
|
|
|
playing = false;
|
|
len_current = 0;
|
|
|
|
fading_time = 0;
|
|
}
|