1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
671 lines
22 KiB
C++
671 lines
22 KiB
C++
/**************************************************************************/
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/* animation_blend_space_2d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "animation_blend_space_2d.h"
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#include "core/math/delaunay.h"
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void AnimationNodeBlendSpace2D::get_parameter_list(List<PropertyInfo> *r_list) const {
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r_list->push_back(PropertyInfo(Variant::VECTOR2, blend_position));
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r_list->push_back(PropertyInfo(Variant::INT, closest, PROPERTY_HINT_NONE, "", 0));
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r_list->push_back(PropertyInfo(Variant::REAL, length_internal, PROPERTY_HINT_NONE, "", 0));
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}
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Variant AnimationNodeBlendSpace2D::get_parameter_default_value(const StringName &p_parameter) const {
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if (p_parameter == closest) {
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return -1;
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} else if (p_parameter == length_internal) {
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return 0;
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} else {
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return Vector2();
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}
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}
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void AnimationNodeBlendSpace2D::get_child_nodes(List<ChildNode> *r_child_nodes) {
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for (int i = 0; i < blend_points_used; i++) {
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ChildNode cn;
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cn.name = itos(i);
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cn.node = blend_points[i].node;
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r_child_nodes->push_back(cn);
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}
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}
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void AnimationNodeBlendSpace2D::add_blend_point(const Ref<AnimationRootNode> &p_node, const Vector2 &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_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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for (int i = 0; i < triangles.size(); i++) {
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for (int j = 0; j < 3; j++) {
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if (triangles[i].points[j] >= p_at_index) {
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triangles.write[i].points[j]++;
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}
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}
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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->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
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blend_points_used++;
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_queue_auto_triangles();
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emit_signal("tree_changed");
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}
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void AnimationNodeBlendSpace2D::set_blend_point_position(int p_point, const Vector2 &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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_queue_auto_triangles();
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}
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void AnimationNodeBlendSpace2D::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->disconnect("tree_changed", this, "_tree_changed");
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}
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blend_points[p_point].node = p_node;
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blend_points[p_point].node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
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emit_signal("tree_changed");
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}
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Vector2 AnimationNodeBlendSpace2D::get_blend_point_position(int p_point) const {
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ERR_FAIL_INDEX_V(p_point, blend_points_used, Vector2());
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return blend_points[p_point].position;
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}
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Ref<AnimationRootNode> AnimationNodeBlendSpace2D::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 AnimationNodeBlendSpace2D::remove_blend_point(int p_point) {
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ERR_FAIL_INDEX(p_point, blend_points_used);
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ERR_FAIL_COND(blend_points[p_point].node.is_null());
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blend_points[p_point].node->disconnect("tree_changed", this, "_tree_changed");
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for (int i = 0; i < triangles.size(); i++) {
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bool erase = false;
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for (int j = 0; j < 3; j++) {
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if (triangles[i].points[j] == p_point) {
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erase = true;
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break;
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} else if (triangles[i].points[j] > p_point) {
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triangles.write[i].points[j]--;
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}
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}
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if (erase) {
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triangles.remove(i);
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i--;
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}
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}
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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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emit_signal("tree_changed");
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}
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int AnimationNodeBlendSpace2D::get_blend_point_count() const {
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return blend_points_used;
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}
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bool AnimationNodeBlendSpace2D::has_triangle(int p_x, int p_y, int p_z) const {
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ERR_FAIL_INDEX_V(p_x, blend_points_used, false);
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ERR_FAIL_INDEX_V(p_y, blend_points_used, false);
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ERR_FAIL_INDEX_V(p_z, blend_points_used, false);
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BlendTriangle t;
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t.points[0] = p_x;
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t.points[1] = p_y;
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t.points[2] = p_z;
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SortArray<int> sort;
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sort.sort(t.points, 3);
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for (int i = 0; i < triangles.size(); i++) {
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bool all_equal = true;
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for (int j = 0; j < 3; j++) {
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if (triangles[i].points[j] != t.points[j]) {
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all_equal = false;
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break;
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}
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}
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if (all_equal) {
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return true;
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}
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}
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return false;
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}
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void AnimationNodeBlendSpace2D::add_triangle(int p_x, int p_y, int p_z, int p_at_index) {
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ERR_FAIL_INDEX(p_x, blend_points_used);
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ERR_FAIL_INDEX(p_y, blend_points_used);
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ERR_FAIL_INDEX(p_z, blend_points_used);
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_update_triangles();
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BlendTriangle t;
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t.points[0] = p_x;
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t.points[1] = p_y;
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t.points[2] = p_z;
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SortArray<int> sort;
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sort.sort(t.points, 3);
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for (int i = 0; i < triangles.size(); i++) {
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bool all_equal = true;
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for (int j = 0; j < 3; j++) {
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if (triangles[i].points[j] != t.points[j]) {
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all_equal = false;
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break;
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}
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}
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ERR_FAIL_COND(all_equal);
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}
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if (p_at_index == -1 || p_at_index == triangles.size()) {
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triangles.push_back(t);
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} else {
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triangles.insert(p_at_index, t);
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}
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}
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int AnimationNodeBlendSpace2D::get_triangle_point(int p_triangle, int p_point) {
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_update_triangles();
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ERR_FAIL_INDEX_V(p_point, 3, -1);
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ERR_FAIL_INDEX_V(p_triangle, triangles.size(), -1);
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return triangles[p_triangle].points[p_point];
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}
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void AnimationNodeBlendSpace2D::remove_triangle(int p_triangle) {
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ERR_FAIL_INDEX(p_triangle, triangles.size());
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triangles.remove(p_triangle);
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}
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int AnimationNodeBlendSpace2D::get_triangle_count() const {
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return triangles.size();
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}
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void AnimationNodeBlendSpace2D::set_min_space(const Vector2 &p_min) {
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min_space = p_min;
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if (min_space.x >= max_space.x) {
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min_space.x = max_space.x - 1;
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}
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if (min_space.y >= max_space.y) {
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min_space.y = max_space.y - 1;
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}
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}
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Vector2 AnimationNodeBlendSpace2D::get_min_space() const {
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return min_space;
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}
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void AnimationNodeBlendSpace2D::set_max_space(const Vector2 &p_max) {
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max_space = p_max;
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if (max_space.x <= min_space.x) {
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max_space.x = min_space.x + 1;
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}
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if (max_space.y <= min_space.y) {
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max_space.y = min_space.y + 1;
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}
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}
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Vector2 AnimationNodeBlendSpace2D::get_max_space() const {
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return max_space;
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}
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void AnimationNodeBlendSpace2D::set_snap(const Vector2 &p_snap) {
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snap = p_snap;
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}
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Vector2 AnimationNodeBlendSpace2D::get_snap() const {
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return snap;
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}
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void AnimationNodeBlendSpace2D::set_x_label(const String &p_label) {
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x_label = p_label;
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}
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String AnimationNodeBlendSpace2D::get_x_label() const {
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return x_label;
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}
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void AnimationNodeBlendSpace2D::set_y_label(const String &p_label) {
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y_label = p_label;
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}
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String AnimationNodeBlendSpace2D::get_y_label() const {
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return y_label;
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}
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void AnimationNodeBlendSpace2D::_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, Vector2());
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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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void AnimationNodeBlendSpace2D::_set_triangles(const Vector<int> &p_triangles) {
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if (auto_triangles) {
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return;
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}
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ERR_FAIL_COND(p_triangles.size() % 3 != 0);
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for (int i = 0; i < p_triangles.size(); i += 3) {
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add_triangle(p_triangles[i + 0], p_triangles[i + 1], p_triangles[i + 2]);
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}
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}
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Vector<int> AnimationNodeBlendSpace2D::_get_triangles() const {
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Vector<int> t;
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if (auto_triangles && trianges_dirty) {
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return t;
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}
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t.resize(triangles.size() * 3);
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for (int i = 0; i < triangles.size(); i++) {
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t.write[i * 3 + 0] = triangles[i].points[0];
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t.write[i * 3 + 1] = triangles[i].points[1];
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t.write[i * 3 + 2] = triangles[i].points[2];
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}
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return t;
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}
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void AnimationNodeBlendSpace2D::_queue_auto_triangles() {
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if (!auto_triangles || trianges_dirty) {
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return;
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}
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trianges_dirty = true;
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call_deferred("_update_triangles");
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}
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void AnimationNodeBlendSpace2D::_update_triangles() {
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if (!auto_triangles || !trianges_dirty) {
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return;
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}
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trianges_dirty = false;
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triangles.clear();
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if (blend_points_used < 3) {
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emit_signal("triangles_updated");
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return;
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}
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Vector<Vector2> points;
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points.resize(blend_points_used);
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for (int i = 0; i < blend_points_used; i++) {
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points.write[i] = blend_points[i].position;
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}
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Vector<Delaunay2D::Triangle> triangles = Delaunay2D::triangulate(points);
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for (int i = 0; i < triangles.size(); i++) {
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add_triangle(triangles[i].points[0], triangles[i].points[1], triangles[i].points[2]);
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}
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emit_signal("triangles_updated");
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}
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Vector2 AnimationNodeBlendSpace2D::get_closest_point(const Vector2 &p_point) {
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_update_triangles();
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if (triangles.size() == 0) {
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return Vector2();
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}
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Vector2 best_point;
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bool first = true;
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for (int i = 0; i < triangles.size(); i++) {
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Vector2 points[3];
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for (int j = 0; j < 3; j++) {
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points[j] = get_blend_point_position(get_triangle_point(i, j));
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}
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if (Geometry::is_point_in_triangle(p_point, points[0], points[1], points[2])) {
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return p_point;
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}
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for (int j = 0; j < 3; j++) {
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Vector2 s[2] = {
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points[j],
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points[(j + 1) % 3]
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};
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Vector2 closest = Geometry::get_closest_point_to_segment_2d(p_point, s);
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if (first || closest.distance_to(p_point) < best_point.distance_to(p_point)) {
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best_point = closest;
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first = false;
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}
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}
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}
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return best_point;
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}
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void AnimationNodeBlendSpace2D::_blend_triangle(const Vector2 &p_pos, const Vector2 *p_points, float *r_weights) {
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if (p_pos.distance_squared_to(p_points[0]) < CMP_EPSILON2) {
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r_weights[0] = 1;
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r_weights[1] = 0;
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r_weights[2] = 0;
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return;
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}
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if (p_pos.distance_squared_to(p_points[1]) < CMP_EPSILON2) {
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r_weights[0] = 0;
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r_weights[1] = 1;
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r_weights[2] = 0;
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return;
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}
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if (p_pos.distance_squared_to(p_points[2]) < CMP_EPSILON2) {
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r_weights[0] = 0;
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r_weights[1] = 0;
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r_weights[2] = 1;
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return;
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}
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Vector2 v0 = p_points[1] - p_points[0];
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Vector2 v1 = p_points[2] - p_points[0];
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Vector2 v2 = p_pos - p_points[0];
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float d00 = v0.dot(v0);
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float d01 = v0.dot(v1);
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float d11 = v1.dot(v1);
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float d20 = v2.dot(v0);
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float d21 = v2.dot(v1);
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float denom = (d00 * d11 - d01 * d01);
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if (denom == 0) {
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r_weights[0] = 1;
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r_weights[1] = 0;
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r_weights[2] = 0;
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return;
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}
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float v = (d11 * d20 - d01 * d21) / denom;
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float w = (d00 * d21 - d01 * d20) / denom;
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float u = 1.0f - v - w;
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r_weights[0] = u;
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r_weights[1] = v;
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r_weights[2] = w;
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}
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float AnimationNodeBlendSpace2D::process(float p_time, bool p_seek) {
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_update_triangles();
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Vector2 blend_pos = get_parameter(blend_position);
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int closest = get_parameter(this->closest);
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float length_internal = get_parameter(this->length_internal);
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float mind = 0; //time of min distance point
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if (blend_mode == BLEND_MODE_INTERPOLATED) {
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if (triangles.size() == 0) {
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return 0;
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}
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Vector2 best_point;
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bool first = true;
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int blend_triangle = -1;
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float blend_weights[3] = { 0, 0, 0 };
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for (int i = 0; i < triangles.size(); i++) {
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Vector2 points[3];
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for (int j = 0; j < 3; j++) {
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points[j] = get_blend_point_position(get_triangle_point(i, j));
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}
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if (Geometry::is_point_in_triangle(blend_pos, points[0], points[1], points[2])) {
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blend_triangle = i;
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_blend_triangle(blend_pos, points, blend_weights);
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break;
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}
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for (int j = 0; j < 3; j++) {
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Vector2 s[2] = {
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points[j],
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points[(j + 1) % 3]
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};
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Vector2 closest2 = Geometry::get_closest_point_to_segment_2d(blend_pos, s);
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if (first || closest2.distance_to(blend_pos) < best_point.distance_to(blend_pos)) {
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best_point = closest2;
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blend_triangle = i;
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first = false;
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float d = s[0].distance_to(s[1]);
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if (d == 0.0) {
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blend_weights[j] = 1.0;
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blend_weights[(j + 1) % 3] = 0.0;
|
|
blend_weights[(j + 2) % 3] = 0.0;
|
|
} else {
|
|
float c = s[0].distance_to(closest2) / d;
|
|
|
|
blend_weights[j] = 1.0 - c;
|
|
blend_weights[(j + 1) % 3] = c;
|
|
blend_weights[(j + 2) % 3] = 0.0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ERR_FAIL_COND_V(blend_triangle == -1, 0); //should never reach here
|
|
|
|
int triangle_points[3];
|
|
for (int j = 0; j < 3; j++) {
|
|
triangle_points[j] = get_triangle_point(blend_triangle, j);
|
|
}
|
|
|
|
first = true;
|
|
|
|
for (int i = 0; i < blend_points_used; i++) {
|
|
bool found = false;
|
|
for (int j = 0; j < 3; j++) {
|
|
if (i == triangle_points[j]) {
|
|
//blend with the given weight
|
|
float t = blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, blend_weights[j], FILTER_IGNORE, false);
|
|
if (first || t < mind) {
|
|
mind = t;
|
|
first = false;
|
|
}
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found) {
|
|
//ignore
|
|
blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, 0, FILTER_IGNORE, false);
|
|
}
|
|
}
|
|
} else {
|
|
int new_closest = -1;
|
|
float new_closest_dist = 1e20;
|
|
|
|
for (int i = 0; i < blend_points_used; i++) {
|
|
float d = blend_points[i].position.distance_squared_to(blend_pos);
|
|
if (d < new_closest_dist) {
|
|
new_closest = i;
|
|
new_closest_dist = d;
|
|
}
|
|
}
|
|
|
|
if (new_closest != closest && new_closest != -1) {
|
|
float from = 0;
|
|
if (blend_mode == BLEND_MODE_DISCRETE_CARRY && closest != -1) {
|
|
//see how much animation remains
|
|
from = length_internal - blend_node(blend_points[closest].name, blend_points[closest].node, p_time, false, 0.0, FILTER_IGNORE, false);
|
|
}
|
|
|
|
mind = blend_node(blend_points[new_closest].name, blend_points[new_closest].node, from, true, 1.0, FILTER_IGNORE, false);
|
|
length_internal = from + mind;
|
|
|
|
closest = new_closest;
|
|
|
|
} else {
|
|
mind = blend_node(blend_points[closest].name, blend_points[closest].node, p_time, p_seek, 1.0, FILTER_IGNORE, false);
|
|
}
|
|
}
|
|
|
|
set_parameter(this->closest, closest);
|
|
set_parameter(this->length_internal, length_internal);
|
|
return mind;
|
|
}
|
|
|
|
String AnimationNodeBlendSpace2D::get_caption() const {
|
|
return "BlendSpace2D";
|
|
}
|
|
|
|
void AnimationNodeBlendSpace2D::_validate_property(PropertyInfo &property) const {
|
|
if (auto_triangles && property.name == "triangles") {
|
|
property.usage = 0;
|
|
}
|
|
if (property.name.begins_with("blend_point_")) {
|
|
String left = property.name.get_slicec('/', 0);
|
|
int idx = left.get_slicec('_', 2).to_int();
|
|
if (idx >= blend_points_used) {
|
|
property.usage = 0;
|
|
}
|
|
}
|
|
AnimationRootNode::_validate_property(property);
|
|
}
|
|
|
|
void AnimationNodeBlendSpace2D::set_auto_triangles(bool p_enable) {
|
|
if (auto_triangles == p_enable) {
|
|
return;
|
|
}
|
|
|
|
auto_triangles = p_enable;
|
|
_queue_auto_triangles();
|
|
}
|
|
|
|
bool AnimationNodeBlendSpace2D::get_auto_triangles() const {
|
|
return auto_triangles;
|
|
}
|
|
|
|
Ref<AnimationNode> AnimationNodeBlendSpace2D::get_child_by_name(const StringName &p_name) {
|
|
return get_blend_point_node(p_name.operator String().to_int());
|
|
}
|
|
|
|
void AnimationNodeBlendSpace2D::_tree_changed() {
|
|
emit_signal("tree_changed");
|
|
}
|
|
|
|
void AnimationNodeBlendSpace2D::set_blend_mode(BlendMode p_blend_mode) {
|
|
blend_mode = p_blend_mode;
|
|
}
|
|
|
|
AnimationNodeBlendSpace2D::BlendMode AnimationNodeBlendSpace2D::get_blend_mode() const {
|
|
return blend_mode;
|
|
}
|
|
|
|
void AnimationNodeBlendSpace2D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("add_blend_point", "node", "pos", "at_index"), &AnimationNodeBlendSpace2D::add_blend_point, DEFVAL(-1));
|
|
ClassDB::bind_method(D_METHOD("set_blend_point_position", "point", "pos"), &AnimationNodeBlendSpace2D::set_blend_point_position);
|
|
ClassDB::bind_method(D_METHOD("get_blend_point_position", "point"), &AnimationNodeBlendSpace2D::get_blend_point_position);
|
|
ClassDB::bind_method(D_METHOD("set_blend_point_node", "point", "node"), &AnimationNodeBlendSpace2D::set_blend_point_node);
|
|
ClassDB::bind_method(D_METHOD("get_blend_point_node", "point"), &AnimationNodeBlendSpace2D::get_blend_point_node);
|
|
ClassDB::bind_method(D_METHOD("remove_blend_point", "point"), &AnimationNodeBlendSpace2D::remove_blend_point);
|
|
ClassDB::bind_method(D_METHOD("get_blend_point_count"), &AnimationNodeBlendSpace2D::get_blend_point_count);
|
|
|
|
ClassDB::bind_method(D_METHOD("add_triangle", "x", "y", "z", "at_index"), &AnimationNodeBlendSpace2D::add_triangle, DEFVAL(-1));
|
|
ClassDB::bind_method(D_METHOD("get_triangle_point", "triangle", "point"), &AnimationNodeBlendSpace2D::get_triangle_point);
|
|
ClassDB::bind_method(D_METHOD("remove_triangle", "triangle"), &AnimationNodeBlendSpace2D::remove_triangle);
|
|
ClassDB::bind_method(D_METHOD("get_triangle_count"), &AnimationNodeBlendSpace2D::get_triangle_count);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_min_space", "min_space"), &AnimationNodeBlendSpace2D::set_min_space);
|
|
ClassDB::bind_method(D_METHOD("get_min_space"), &AnimationNodeBlendSpace2D::get_min_space);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_max_space", "max_space"), &AnimationNodeBlendSpace2D::set_max_space);
|
|
ClassDB::bind_method(D_METHOD("get_max_space"), &AnimationNodeBlendSpace2D::get_max_space);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_snap", "snap"), &AnimationNodeBlendSpace2D::set_snap);
|
|
ClassDB::bind_method(D_METHOD("get_snap"), &AnimationNodeBlendSpace2D::get_snap);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_x_label", "text"), &AnimationNodeBlendSpace2D::set_x_label);
|
|
ClassDB::bind_method(D_METHOD("get_x_label"), &AnimationNodeBlendSpace2D::get_x_label);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_y_label", "text"), &AnimationNodeBlendSpace2D::set_y_label);
|
|
ClassDB::bind_method(D_METHOD("get_y_label"), &AnimationNodeBlendSpace2D::get_y_label);
|
|
|
|
ClassDB::bind_method(D_METHOD("_add_blend_point", "index", "node"), &AnimationNodeBlendSpace2D::_add_blend_point);
|
|
|
|
ClassDB::bind_method(D_METHOD("_set_triangles", "triangles"), &AnimationNodeBlendSpace2D::_set_triangles);
|
|
ClassDB::bind_method(D_METHOD("_get_triangles"), &AnimationNodeBlendSpace2D::_get_triangles);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_auto_triangles", "enable"), &AnimationNodeBlendSpace2D::set_auto_triangles);
|
|
ClassDB::bind_method(D_METHOD("get_auto_triangles"), &AnimationNodeBlendSpace2D::get_auto_triangles);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_blend_mode", "mode"), &AnimationNodeBlendSpace2D::set_blend_mode);
|
|
ClassDB::bind_method(D_METHOD("get_blend_mode"), &AnimationNodeBlendSpace2D::get_blend_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeBlendSpace2D::_tree_changed);
|
|
ClassDB::bind_method(D_METHOD("_update_triangles"), &AnimationNodeBlendSpace2D::_update_triangles);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_triangles", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_auto_triangles", "get_auto_triangles");
|
|
|
|
for (int i = 0; i < MAX_BLEND_POINTS; i++) {
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "blend_point_" + itos(i) + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationRootNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_add_blend_point", "get_blend_point_node", i);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::VECTOR2, "blend_point_" + itos(i) + "/pos", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_blend_point_position", "get_blend_point_position", i);
|
|
}
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "triangles", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_triangles", "_get_triangles");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "min_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_min_space", "get_min_space");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "max_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_space", "get_max_space");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "snap", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_snap", "get_snap");
|
|
ADD_PROPERTY(PropertyInfo(Variant::STRING, "x_label", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_x_label", "get_x_label");
|
|
ADD_PROPERTY(PropertyInfo(Variant::STRING, "y_label", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_y_label", "get_y_label");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Interpolated,Discrete,Carry", PROPERTY_USAGE_NOEDITOR), "set_blend_mode", "get_blend_mode");
|
|
|
|
ADD_SIGNAL(MethodInfo("triangles_updated"));
|
|
BIND_ENUM_CONSTANT(BLEND_MODE_INTERPOLATED);
|
|
BIND_ENUM_CONSTANT(BLEND_MODE_DISCRETE);
|
|
BIND_ENUM_CONSTANT(BLEND_MODE_DISCRETE_CARRY);
|
|
}
|
|
|
|
AnimationNodeBlendSpace2D::AnimationNodeBlendSpace2D() {
|
|
for (int i = 0; i < MAX_BLEND_POINTS; i++) {
|
|
blend_points[i].name = itos(i);
|
|
}
|
|
auto_triangles = true;
|
|
blend_points_used = 0;
|
|
max_space = Vector2(1, 1);
|
|
min_space = Vector2(-1, -1);
|
|
snap = Vector2(0.1, 0.1);
|
|
x_label = "x";
|
|
y_label = "y";
|
|
trianges_dirty = false;
|
|
blend_position = "blend_position";
|
|
closest = "closest";
|
|
length_internal = "length_internal";
|
|
blend_mode = BLEND_MODE_INTERPOLATED;
|
|
}
|
|
|
|
AnimationNodeBlendSpace2D::~AnimationNodeBlendSpace2D() {
|
|
}
|